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-rw-r--r--servers/rendering/rasterizer.cpp2
-rw-r--r--servers/rendering/rasterizer.h174
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp1156
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h161
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp160
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h50
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_rd.cpp4
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_rd.h2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp227
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h23
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp647
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h62
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp1998
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h520
-rw-r--r--servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h2
-rw-r--r--servers/rendering/rasterizer_rd/shader_compiler_rd.cpp32
-rw-r--r--servers/rendering/rasterizer_rd/shader_compiler_rd.h5
-rw-r--r--servers/rendering/rasterizer_rd/shader_rd.cpp2
-rw-r--r--servers/rendering/rasterizer_rd/shader_rd.h8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl237
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl102
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl127
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles.glsl549
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles_copy.glsl82
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl178
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl15
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl10
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl88
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sort.glsl203
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl60
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl2
-rw-r--r--servers/rendering/rendering_device.cpp2
-rw-r--r--servers/rendering/rendering_device.h4
-rw-r--r--servers/rendering/rendering_server_canvas.cpp333
-rw-r--r--servers/rendering/rendering_server_canvas.h57
-rw-r--r--servers/rendering/rendering_server_raster.cpp7
-rw-r--r--servers/rendering/rendering_server_raster.h87
-rw-r--r--servers/rendering/rendering_server_scene.cpp51
-rw-r--r--servers/rendering/rendering_server_scene.h9
-rw-r--r--servers/rendering/rendering_server_viewport.cpp193
-rw-r--r--servers/rendering/rendering_server_viewport.h22
-rw-r--r--servers/rendering/rendering_server_wrap_mt.cpp3
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h83
-rw-r--r--servers/rendering/shader_language.cpp336
-rw-r--r--servers/rendering/shader_language.h44
-rw-r--r--servers/rendering/shader_types.cpp73
-rw-r--r--servers/rendering/shader_types.h2
52 files changed, 6499 insertions, 1726 deletions
diff --git a/servers/rendering/rasterizer.cpp b/servers/rendering/rasterizer.cpp
index 566a14b655..32084c8a3e 100644
--- a/servers/rendering/rasterizer.cpp
+++ b/servers/rendering/rasterizer.cpp
@@ -31,7 +31,7 @@
#include "rasterizer.h"
#include "core/os/os.h"
-#include "core/print_string.h"
+#include "core/string/print_string.h"
Rasterizer *(*Rasterizer::_create_func)() = nullptr;
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index e1282fdf71..efaa8f138a 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -32,8 +32,8 @@
#define RASTERIZER_H
#include "core/math/camera_matrix.h"
-#include "core/pair.h"
-#include "core/self_list.h"
+#include "core/templates/pair.h"
+#include "core/templates/self_list.h"
#include "servers/rendering_server.h"
class RasterizerScene {
@@ -84,10 +84,11 @@ public:
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
#endif
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
@@ -110,7 +111,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
@@ -298,13 +299,14 @@ public:
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 render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count) = 0;
virtual void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) = 0;
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count) = 0;
virtual void set_scene_pass(uint64_t p_pass) = 0;
virtual void set_time(double p_time, double p_step) = 0;
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual RID render_buffers_create() = 0;
- virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa) = 0;
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) = 0;
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
virtual bool screen_space_roughness_limiter_is_active() const = 0;
@@ -330,12 +332,12 @@ public:
virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) = 0; //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
virtual RID texture_proxy_create(RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
- virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
//these two APIs can be used together or in combination with the others.
@@ -345,14 +347,10 @@ public:
virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
- virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
-#endif
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
@@ -370,6 +368,15 @@ public:
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
+ /* CANVAS TEXTURE API */
+
+ virtual RID canvas_texture_create() = 0;
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
+
+ virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
+ virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
+
/* SHADER API */
virtual RID shader_create() = 0;
@@ -659,7 +666,10 @@ public:
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
+ virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
virtual void particles_restart(RID p_particles) = 0;
+ virtual void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
+ virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
@@ -677,6 +687,30 @@ public:
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
+ virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis) = 0;
+
+ virtual void particles_add_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) = 0;
+ virtual void particles_remove_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) = 0;
+
+ virtual void update_particles() = 0;
+
+ /* PARTICLES COLLISION */
+
+ virtual RID particles_collision_create() = 0;
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) = 0; //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) = 0;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) = 0;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) = 0;
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
+ virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
+
/* GLOBAL VARIABLES */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) = 0;
@@ -781,7 +815,8 @@ public:
CANVAS_RECT_FLIP_H = 4,
CANVAS_RECT_FLIP_V = 8,
CANVAS_RECT_TRANSPOSE = 16,
- CANVAS_RECT_CLIP_UV = 32
+ CANVAS_RECT_CLIP_UV = 32,
+ CANVAS_RECT_IS_GROUP = 64,
};
struct Light {
@@ -797,7 +832,9 @@ public:
int layer_max;
int item_mask;
int item_shadow_mask;
+ float directional_distance;
RS::CanvasLightMode mode;
+ RS::CanvasLightBlendMode blend_mode;
RID texture;
Vector2 texture_offset;
RID canvas;
@@ -819,7 +856,7 @@ public:
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
- Light *mask_next_ptr;
+ Light *directional_next_ptr;
RID light_internal;
uint64_t version;
@@ -840,52 +877,25 @@ public:
scale = 1.0;
energy = 1.0;
item_shadow_mask = 1;
- mode = RS::CANVAS_LIGHT_MODE_ADD;
+ mode = RS::CANVAS_LIGHT_MODE_POINT;
+ blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
// texture_cache = nullptr;
next_ptr = nullptr;
- mask_next_ptr = nullptr;
+ directional_next_ptr = nullptr;
filter_next_ptr = nullptr;
use_shadow = false;
shadow_buffer_size = 2048;
shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
shadow_smooth = 0.0;
render_index_cache = -1;
+ directional_distance = 10000.0;
}
};
- typedef uint64_t TextureBindingID;
-
- virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) = 0;
- virtual void free_texture_binding(TextureBindingID p_binding) = 0;
-
//easier wrap to avoid mistakes
struct Item;
- struct TextureBinding {
- TextureBindingID binding_id;
-
- _FORCE_INLINE_ void create(RS::CanvasItemTextureFilter p_item_filter, RS::CanvasItemTextureRepeat p_item_repeat, RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- if (p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- p_filter = p_item_filter;
- }
- if (p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- p_repeat = p_item_repeat;
- }
- if (p_texture != RID() || p_normalmap != RID() || p_specular != RID() || p_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT || p_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT || p_multimesh.is_valid()) {
- ERR_FAIL_COND(binding_id != 0);
- binding_id = singleton->request_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
- }
- }
-
- _FORCE_INLINE_ TextureBinding() { binding_id = 0; }
- _FORCE_INLINE_ ~TextureBinding() {
- if (binding_id) {
- singleton->free_texture_binding(binding_id);
- }
- }
- };
-
typedef uint64_t PolygonID;
virtual PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) = 0;
virtual void free_polygon(PolygonID p_polygon) = 0;
@@ -955,9 +965,8 @@ public:
Color modulate;
Rect2 source;
uint8_t flags;
- Color specular_shininess;
- TextureBinding texture_binding;
+ RID texture;
CommandRect() {
flags = 0;
@@ -973,8 +982,9 @@ public:
Color color;
RS::NinePatchAxisMode axis_x;
RS::NinePatchAxisMode axis_y;
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandNinePatch() {
draw_center = true;
type = TYPE_NINEPATCH;
@@ -984,8 +994,9 @@ public:
struct CommandPolygon : public Command {
RS::PrimitiveType primitive;
Polygon polygon;
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandPolygon() {
type = TYPE_POLYGON;
}
@@ -996,8 +1007,9 @@ public:
Vector2 points[4];
Vector2 uvs[4];
Color colors[4];
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandPrimitive() {
type = TYPE_PRIMITIVE;
}
@@ -1007,22 +1019,25 @@ public:
RID mesh;
Transform2D transform;
Color modulate;
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandParticles : public Command {
RID particles;
- Color specular_shininess;
- TextureBinding texture_binding;
+
+ RID texture;
+
CommandParticles() { type = TYPE_PARTICLES; }
};
@@ -1050,7 +1065,16 @@ public:
bool visible;
bool behind;
bool update_when_visible;
- //RS::MaterialBlendMode blend_mode;
+
+ struct CanvasGroup {
+ RS::CanvasGroupMode mode;
+ bool fit_empty;
+ float fit_margin;
+ bool blur_mipmaps;
+ float clear_margin;
+ };
+
+ CanvasGroup *canvas_group = nullptr;
int light_mask;
int z_final;
@@ -1074,6 +1098,7 @@ public:
Rect2 final_clip_rect;
Item *final_clip_owner;
Item *material_owner;
+ Item *canvas_group_owner;
ViewportRender *vp_render;
bool distance_field;
bool light_masked;
@@ -1231,13 +1256,9 @@ public:
return command;
}
- struct CustomData {
- virtual ~CustomData() {}
- };
-
- mutable CustomData *custom_data; //implementation dependent
-
void clear() {
+ // The first one is always allocated on heap
+ // the rest go in the blocks
Command *c = commands;
while (c) {
Command *n = c->next;
@@ -1266,6 +1287,10 @@ public:
material_owner = nullptr;
light_masked = false;
}
+
+ RS::CanvasItemTextureFilter texture_filter;
+ RS::CanvasItemTextureRepeat texture_repeat;
+
Item() {
commands = nullptr;
last_command = nullptr;
@@ -1274,6 +1299,7 @@ public:
vp_render = nullptr;
next = nullptr;
final_clip_owner = nullptr;
+ canvas_group_owner = nullptr;
clip = false;
final_modulate = Color(1, 1, 1, 1);
visible = true;
@@ -1286,7 +1312,8 @@ public:
light_masked = false;
update_when_visible = false;
z_final = 0;
- custom_data = nullptr;
+ texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
}
virtual ~Item() {
clear();
@@ -1296,13 +1323,10 @@ public:
if (copy_back_buffer) {
memdelete(copy_back_buffer);
}
- if (custom_data) {
- memdelete(custom_data);
- }
}
};
- virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) = 0;
+ virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel) = 0;
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
struct LightOccluderInstance {
@@ -1328,12 +1352,14 @@ public:
virtual RID light_create() = 0;
virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
- virtual void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) = 0;
- virtual void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) = 0;
+ virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
+ virtual void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) = 0;
+ virtual void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) = 0;
virtual RID occluder_polygon_create() = 0;
virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) = 0;
virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
+ virtual void set_shadow_texture_size(int p_size) = 0;
virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
index aad2be45c6..5d9e68f2b4 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "rasterizer_canvas_rd.h"
+#include "core/config/project_settings.h"
#include "core/math/math_funcs.h"
-#include "core/project_settings.h"
#include "rasterizer_rd.h"
void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
@@ -92,152 +92,6 @@ void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform,
p_mat4[15] = 1;
}
-void RasterizerCanvasRD::_update_specular_shininess(const Color &p_transform, uint32_t *r_ss) {
- *r_ss = uint32_t(CLAMP(p_transform.a * 255.0, 0, 255)) << 24;
- *r_ss |= uint32_t(CLAMP(p_transform.b * 255.0, 0, 255)) << 16;
- *r_ss |= uint32_t(CLAMP(p_transform.g * 255.0, 0, 255)) << 8;
- *r_ss |= uint32_t(CLAMP(p_transform.r * 255.0, 0, 255));
-}
-
-RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- Vector<RD::Uniform> uniform_set;
-
- { // COLOR TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- RID texture = storage->texture_get_rd_texture(p_texture);
- if (!texture.is_valid()) {
- //use default white texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // NORMAL TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- RID texture = storage->texture_get_rd_texture(p_normalmap);
- if (!texture.is_valid()) {
- //use default normal texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // SPECULAR TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 3;
- RID texture = storage->texture_get_rd_texture(p_specular);
- if (!texture.is_valid()) {
- //use default white texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // SAMPLER
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 4;
- RID sampler = storage->sampler_rd_get_default(p_filter, p_repeat);
- ERR_FAIL_COND_V(sampler.is_null(), RID());
- u.ids.push_back(sampler);
- uniform_set.push_back(u);
- }
-
- { // MULTIMESH TEXTURE BUFFER
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
- u.binding = 5;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
- uniform_set.push_back(u);
- }
-
- return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0);
-}
-
-RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- if (p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- p_filter = default_samplers.default_filter;
- }
-
- if (p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- p_repeat = default_samplers.default_repeat;
- }
-
- TextureBindingKey key;
- key.texture = p_texture;
- key.normalmap = p_normalmap;
- key.specular = p_specular;
- key.multimesh = p_multimesh;
- key.texture_filter = p_filter;
- key.texture_repeat = p_repeat;
-
- TextureBinding *binding;
- TextureBindingID id;
- {
- TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key);
-
- if (!idptr) {
- id = bindings.id_generator++;
- bindings.texture_key_bindings[key] = id;
- binding = memnew(TextureBinding);
- binding->key = key;
- binding->id = id;
-
- bindings.texture_bindings[id] = binding;
-
- } else {
- id = *idptr;
- binding = bindings.texture_bindings[id];
- }
- }
-
- binding->reference_count++;
-
- if (binding->to_dispose.in_list()) {
- //was queued for disposal previously, but ended up reused.
- bindings.to_dispose_list.remove(&binding->to_dispose);
- }
-
- if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
- binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
- }
-
- return id;
-}
-
-void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) {
- TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding);
- ERR_FAIL_COND(!binding_ptr);
- TextureBinding *binding = *binding_ptr;
- ERR_FAIL_COND(binding->reference_count == 0);
- binding->reference_count--;
- if (binding->reference_count == 0) {
- bindings.to_dispose_list.add(&binding->to_dispose);
- }
-}
-
-void RasterizerCanvasRD::_dispose_bindings() {
- while (bindings.to_dispose_list.first()) {
- TextureBinding *binding = bindings.to_dispose_list.first()->self();
- if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
- RD::get_singleton()->free(binding->uniform_set);
- }
-
- bindings.texture_key_bindings.erase(binding->key);
- bindings.texture_bindings.erase(binding->id);
- bindings.to_dispose_list.remove(&binding->to_dispose);
- memdelete(binding);
- }
-}
-
RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
// Care must be taken to generate array formats
// in ways where they could be reused, so we will
@@ -457,36 +311,72 @@ void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
polygon_buffers.polygons.erase(p_polygon);
}
-Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list, uint32_t &flags) {
- TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding);
- ERR_FAIL_COND_V(!texture_binding_ptr, Size2i());
- TextureBinding *texture_binding = *texture_binding_ptr;
+////////////////////
- if (texture_binding->key.normalmap.is_valid()) {
- flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
+void RasterizerCanvasRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) {
+ if (p_texture == RID()) {
+ p_texture = default_canvas_texture;
}
- if (texture_binding->key.specular.is_valid()) {
- flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
+
+ if (r_last_texture == p_texture) {
+ return; //nothing to do, its the same
}
- if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) {
- //texture may have changed (erased or replaced, see if we can fix)
- texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh);
- ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1));
+ RID uniform_set;
+ Color specular_shininess;
+ Size2i size;
+ bool use_normal;
+ bool use_specular;
+
+ bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
+ //something odd happened
+ if (!success) {
+ _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
+ return;
}
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0);
- if (texture_binding->key.texture.is_valid()) {
- return storage->texture_2d_get_size(texture_binding->key.texture);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
+
+ if (specular_shininess.a < 0.999) {
+ push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
+ } else {
+ push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
+ }
+
+ if (use_normal) {
+ push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
- return Size2i(1, 1);
+ push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
}
+
+ push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
+
+ r_texpixel_size.x = 1.0 / float(size.x);
+ r_texpixel_size.y = 1.0 / float(size.y);
+
+ push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
+ push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
+
+ r_last_texture = p_texture;
}
-////////////////////
void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
//create an empty push constant
+ RS::CanvasItemTextureFilter current_filter = default_filter;
+ RS::CanvasItemTextureRepeat current_repeat = default_repeat;
+
+ if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
+ current_filter = p_item->texture_filter;
+ }
+
+ if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
+ current_repeat = p_item->texture_repeat;
+ }
+
PushConstant push_constant;
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
@@ -513,16 +403,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
uint32_t base_flags = 0;
- bool light_uniform_set_dirty = false;
-
- if (!p_item->custom_data) {
- p_item->custom_data = memnew(ItemStateData);
- light_uniform_set_dirty = true;
- }
-
- ItemStateData *state_data = (ItemStateData *)p_item->custom_data;
-
- Light *light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
uint16_t light_count = 0;
PipelineLightMode light_mode;
@@ -534,160 +414,30 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
uint32_t light_index = light->render_index_cache;
push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
- if (!light_uniform_set_dirty && (state_data->light_cache[light_count].light != light || state_data->light_cache[light_count].light_version != light->version)) {
- light_uniform_set_dirty = true;
- }
-
- light_cache[light_count] = light;
-
light_count++;
- if (light->mode == RS::CANVAS_LIGHT_MODE_MASK) {
- base_flags |= FLAGS_USING_LIGHT_MASK;
- }
- if (light_count == state.max_lights_per_item) {
+
+ if (light_count == MAX_LIGHTS_PER_ITEM) {
break;
}
}
light = light->next_ptr;
}
- if (light_count != state_data->light_cache_count) {
- light_uniform_set_dirty = true;
- }
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
}
- {
- RID &canvas_item_state = light_count ? state_data->state_uniform_set_with_light : state_data->state_uniform_set;
-
- bool invalid_uniform = canvas_item_state.is_valid() && !RD::get_singleton()->uniform_set_is_valid(canvas_item_state);
-
- if (canvas_item_state.is_null() || invalid_uniform || (light_count > 0 && light_uniform_set_dirty)) {
- //re create canvas state
- Vector<RD::Uniform> uniforms;
-
- if (state_data->state_uniform_set_with_light.is_valid() && !invalid_uniform) {
- RD::get_singleton()->free(canvas_item_state);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(state.canvas_state_buffer);
- uniforms.push_back(u);
- }
-
- if (false && p_item->skeleton.is_valid()) {
- //bind skeleton stuff
- } else {
- //bind default
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
- u.binding = 1;
- u.ids.push_back(shader.default_skeleton_texture_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.ids.push_back(shader.default_skeleton_uniform_buffer);
- uniforms.push_back(u);
- }
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 7;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- //validate and update lighs if they are being used
-
- if (light_count > 0) {
- //recreate uniform set
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(state.lights_uniform_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u_lights;
- u_lights.type = RD::UNIFORM_TYPE_TEXTURE;
- u_lights.binding = 4;
-
- RD::Uniform u_shadows;
- u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
- u_shadows.binding = 5;
-
- //lights
- for (uint32_t i = 0; i < state.max_lights_per_item; i++) {
- if (i < light_count) {
- CanvasLight *cl = canvas_light_owner.getornull(light_cache[i]->light_internal);
- ERR_CONTINUE(!cl);
-
- RID rd_texture;
-
- if (cl->texture.is_valid()) {
- rd_texture = storage->texture_get_rd_texture(cl->texture);
- }
- if (rd_texture.is_valid()) {
- u_lights.ids.push_back(rd_texture);
- } else {
- u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- if (cl->shadow.texture.is_valid()) {
- u_shadows.ids.push_back(cl->shadow.texture);
- } else {
- u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- } else {
- u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- }
-
- uniforms.push_back(u_lights);
- uniforms.push_back(u_shadows);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(state.shadow_sampler);
- uniforms.push_back(u);
- }
-
- canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader_light, 2);
- } else {
- canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 2);
- }
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, canvas_item_state, 2);
- }
-
- light_mode = light_count > 0 ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
+ light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
PipelineVariants *pipeline_variants = p_pipeline_variants;
bool reclip = false;
+ RID last_texture;
+ Size2 texpixel_size;
+
const Item::Command *c = p_item->commands;
while (c) {
- push_constant.flags = base_flags; //reset on each command for sanity
- push_constant.specular_shininess = 0xFFFFFFFF;
+ push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
switch (c->type) {
case Item::Command::TYPE_RECT: {
@@ -701,26 +451,12 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (rect->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(rect->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect;
- if (texpixel_size != Vector2()) {
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
+ if (rect->texture != RID()) {
src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(rect->rect.position, rect->rect.size);
@@ -762,7 +498,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
}
src_rect = Rect2(0, 0, 1, 1);
- texpixel_size = Vector2(1, 1);
}
push_constant.modulation[0] = rect->modulate.r * base_color.r;
@@ -780,9 +515,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.dst_rect[2] = dst_rect.size.width;
push_constant.dst_rect[3] = dst_rect.size.height;
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
@@ -800,30 +532,21 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (np->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(np->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- if (texpixel_size == Size2()) {
+ if (np->texture == RID()) {
texpixel_size = Size2(1, 1);
src_rect = Rect2(0, 0, 1, 1);
} else {
if (np->source != Rect2()) {
src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
- texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
+ push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
+ push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
+
} else {
src_rect = Rect2(0, 0, 1, 1);
}
@@ -844,9 +567,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.dst_rect[2] = dst_rect.size.width;
push_constant.dst_rect[3] = dst_rect.size.height;
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
@@ -863,6 +583,10 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
+ //restore if overrided
+ push_constant.color_texture_pixel_size[0] = texpixel_size.x;
+ push_constant.color_texture_pixel_size[1] = texpixel_size.y;
+
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
@@ -884,18 +608,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (polygon->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(polygon->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
push_constant.modulation[0] = base_color.r;
push_constant.modulation[1] = base_color.g;
@@ -908,9 +621,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.ninepatch_margins[j] = 0;
}
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
if (pb->indices.is_valid()) {
@@ -932,15 +642,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- {
- _bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list, push_constant.flags);
- }
-
- if (primitive->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(primitive->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
@@ -1295,31 +997,146 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
}
}
-void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set) {
+RID RasterizerCanvasRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
+ //re create canvas state
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(state.canvas_state_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(state.lights_uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 3;
+ u.ids.push_back(storage->decal_atlas_get_texture());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 4;
+ u.ids.push_back(state.shadow_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 5;
+ u.ids.push_back(state.shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 6;
+ RID screen;
+ if (p_backbuffer) {
+ screen = storage->render_target_get_rd_texture(p_to_render_target);
+ } else {
+ screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
+ if (screen.is_null()) { //unallocated backbuffer
+ screen = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+ }
+ u.ids.push_back(screen);
+ uniforms.push_back(u);
+ }
+
+ {
+ //needs samplers for the material (uses custom textures) create them
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 8;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
+ if (p_backbuffer) {
+ storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
+ } else {
+ storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
+ }
+
+ return uniform_set;
+}
+
+void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
- RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
-
- Vector<Color> clear_colors;
+ RID framebuffer;
+ RID fb_uniform_set;
bool clear = false;
- if (storage->render_target_is_clear_requested(p_to_render_target)) {
- clear = true;
- clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
- storage->render_target_disable_clear_request(p_to_render_target);
- }
+ Vector<Color> clear_colors;
+
+ if (p_to_backbuffer) {
+ framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
+ fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
+ } else {
+ framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
+
+ if (storage->render_target_is_clear_requested(p_to_render_target)) {
+ clear = true;
+ clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
+ storage->render_target_disable_clear_request(p_to_render_target);
+ }
#ifndef _MSC_VER
#warning TODO obtain from framebuffer format eventually when this is implemented
#endif
+ fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
+ }
+
+ if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
+ fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
+ }
+
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
- if (p_screen_uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 3);
- }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
+
RID prev_material;
PipelineVariants *pipeline_variants = &shader.pipeline_variants;
@@ -1339,17 +1156,23 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
}
}
- if (ci->material != prev_material) {
+ RID material = ci->material;
+
+ if (material.is_null() && ci->canvas_group != nullptr) {
+ material = default_canvas_group_material;
+ }
+
+ if (material != prev_material) {
MaterialData *material_data = nullptr;
- if (ci->material.is_valid()) {
- material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
+ if (material.is_valid()) {
+ material_data = (MaterialData *)storage->material_get_data(material, RasterizerStorageRD::SHADER_TYPE_2D);
}
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
if (material_data->uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
pipeline_variants = &shader.pipeline_variants;
@@ -1361,55 +1184,89 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
_render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
- prev_material = ci->material;
+ prev_material = material;
}
RD::get_singleton()->draw_list_end();
}
-void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) {
+void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel) {
int item_count = 0;
//setup canvas state uniforms if needed
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
+ //setup directional lights if exist
+
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
{
- //update canvas state uniform buffer
- State::Buffer state_buffer;
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
- Size2i ssize = storage->render_target_get_size(p_to_render_target);
+ while (l) {
+ if (index == state.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
- Transform screen_transform;
- screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
- _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
- _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
+ CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
- Transform2D normal_transform = p_canvas_transform;
- normal_transform.elements[0].normalize();
- normal_transform.elements[1].normalize();
- normal_transform.elements[2] = Vector2();
- _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
+ Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
- state_buffer.canvas_modulate[0] = p_modulate.r;
- state_buffer.canvas_modulate[1] = p_modulate.g;
- state_buffer.canvas_modulate[2] = p_modulate.b;
- state_buffer.canvas_modulate[3] = p_modulate.a;
+ state.light_uniforms[index].position[0] = -canvas_light_dir.x;
+ state.light_uniforms[index].position[1] = -canvas_light_dir.y;
- Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
- state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
- state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
- state_buffer.time = state.time;
- RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ using_directional_lights = directional_light_count > 0;
}
//setup lights if exist
{
Light *l = p_light_list;
- uint32_t index = 0;
+ uint32_t index = light_count;
while (l) {
if (index == state.max_lights_per_render) {
@@ -1435,33 +1292,93 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
- state.light_uniforms[index].shadow_color[i] = l->shadow_color[i];
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
state.light_uniforms[index].color[i] = l->color[i];
}
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- if (clight->shadow.texture.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
}
- state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- if (clight->shadow.texture.is_valid()) {
+ if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
+ if (clight->texture.is_valid()) {
+ Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
l->render_index_cache = index;
index++;
l = l->next_ptr;
}
- if (index > 0) {
- RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * index, &state.light_uniforms[0], true);
- }
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0], true);
+ }
+
+ {
+ //update canvas state uniform buffer
+ State::Buffer state_buffer;
+
+ Size2i ssize = storage->render_target_get_size(p_to_render_target);
+
+ Transform screen_transform;
+ screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
+ _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
+
+ Transform2D normal_transform = p_canvas_transform;
+ normal_transform.elements[0].normalize();
+ normal_transform.elements[1].normalize();
+ normal_transform.elements[2] = Vector2();
+ _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
+
+ state_buffer.canvas_modulate[0] = p_modulate.r;
+ state_buffer.canvas_modulate[1] = p_modulate.g;
+ state_buffer.canvas_modulate[2] = p_modulate.b;
+ state_buffer.canvas_modulate[3] = p_modulate.a;
+
+ Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
+ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
+ state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
+
+ state_buffer.time = state.time;
+ state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
+
+ state_buffer.directional_light_count = directional_light_count;
+
+ RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
+ }
+
+ { //default filter/repeat
+ default_filter = p_default_filter;
+ default_repeat = p_default_repeat;
}
//fill the list until rendering is possible.
@@ -1469,10 +1386,11 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
- RID screen_uniform_set;
+
+ Item *canvas_group_owner = nullptr;
while (ci) {
- if (ci->copy_back_buffer) {
+ if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
if (ci->copy_back_buffer->full) {
@@ -1485,15 +1403,11 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
if (ci->material.is_valid()) {
MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
if (md && md->shader_data->valid) {
- if (md->shader_data->uses_screen_texture) {
+ if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
}
- if (screen_uniform_set.is_null()) {
- RID backbuffer_shader = shader.canvas_shader.version_get_shader(md->shader_data->version, 0); //any version is fine
- screen_uniform_set = storage->render_target_get_back_buffer_uniform_set(p_to_render_target, backbuffer_shader);
- }
}
if (md->last_frame != RasterizerRD::singleton->get_frame_number()) {
@@ -1507,12 +1421,44 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
}
}
+ if (ci->canvas_group_owner != nullptr) {
+ if (canvas_group_owner == nullptr) {
+ //Canvas group begins here, render until before this item
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ item_count = 0;
+
+ Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
+
+ if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
+ storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
+ } else {
+ storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
+ }
+
+ backbuffer_copy = false;
+ canvas_group_owner = ci->canvas_group_owner; //continue until owner found
+ }
+
+ ci->canvas_group_owner = nullptr; //must be cleared
+ }
+
+ if (ci == canvas_group_owner) {
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
+ item_count = 0;
+
+ if (ci->canvas_group->blur_mipmaps) {
+ storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
+ }
+
+ canvas_group_owner = nullptr;
+ }
+
if (backbuffer_copy) {
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
- storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect);
+ storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
@@ -1521,7 +1467,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
//then reset
item_count = 0;
}
@@ -1532,7 +1478,6 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
RID RasterizerCanvasRD::light_create() {
CanvasLight canvas_light;
- canvas_light.shadow.size = 0;
return canvas_light_owner.make_rid(canvas_light);
}
@@ -1542,71 +1487,74 @@ void RasterizerCanvasRD::light_set_texture(RID p_rid, RID p_texture) {
if (cl->texture == p_texture) {
return;
}
-
+ if (cl->texture.is_valid()) {
+ storage->texture_remove_from_decal_atlas(cl->texture);
+ }
cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ storage->texture_add_to_decal_atlas(cl->texture);
+ }
}
-void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {
+void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable) {
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
ERR_FAIL_COND(!cl);
- ERR_FAIL_COND(p_resolution < 64);
- if (cl->shadow.texture.is_valid() == p_enable && p_resolution == cl->shadow.size) {
- return;
- }
- if (cl->shadow.texture.is_valid()) {
- RD::get_singleton()->free(cl->shadow.fb);
- RD::get_singleton()->free(cl->shadow.depth);
- RD::get_singleton()->free(cl->shadow.texture);
- cl->shadow.fb = RID();
- cl->shadow.texture = RID();
- cl->shadow.depth = RID();
- }
+ cl->shadow.enabled = p_enable;
+}
+
+void RasterizerCanvasRD::_update_shadow_atlas() {
+ if (state.shadow_fb == RID()) {
+ //ah, we lack the shadow texture..
+ RD::get_singleton()->free(state.shadow_texture); //erase placeholder
- if (p_enable) {
Vector<RID> fb_textures;
{ //texture
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.width = p_resolution;
- tf.height = 1;
+ tf.width = state.shadow_texture_size;
+ tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- fb_textures.push_back(cl->shadow.texture);
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ fb_textures.push_back(state.shadow_texture);
}
{
RD::TextureFormat tf;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.width = p_resolution;
- tf.height = 1;
+ tf.width = state.shadow_texture_size;
+ tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
//chunks to write
- cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- fb_textures.push_back(cl->shadow.depth);
+ state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ fb_textures.push_back(state.shadow_depth_texture);
}
- cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
+ state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
-
- cl->shadow.size = p_resolution;
}
-
-void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+void RasterizerCanvasRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
- ERR_FAIL_COND(cl->shadow.texture.is_null());
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
+ Vector<Color> cc;
+ cc.push_back(Color(p_far, p_far, p_far, 1.0));
for (int i = 0; i < 4; i++) {
//make sure it remains orthogonal, makes easy to read angle later
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- Vector<Color> cc;
- cc.push_back(Color(p_far, p_far, p_far, 1.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
+ Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
CameraMatrix projection;
{
@@ -1635,8 +1583,8 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
push_constant.direction[0] = directions[i].x;
push_constant.direction[1] = directions[i].y;
- push_constant.pad[0] = 0;
- push_constant.pad[1] = 0;
+ push_constant.z_far = p_far;
+ push_constant.pad = 0;
/*if (i == 0)
*p_xform_cache = projection;*/
@@ -1667,6 +1615,86 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
}
}
+void RasterizerCanvasRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+ CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.elements[1].normalized();
+
+ Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.tangent();
+
+ to_light_xform.invert();
+
+ Vector<Color> cc;
+ cc.push_back(Color(1, 1, 1, 1));
+
+ Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+
+ CameraMatrix projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ ShadowRenderPushConstant push_constant;
+ for (int y = 0; y < 4; y++) {
+ for (int x = 0; x < 4; x++) {
+ push_constant.projection[y * 4 + x] = projection.matrix[y][x];
+ }
+ }
+
+ push_constant.direction[0] = 0.0;
+ push_constant.direction[1] = 1.0;
+ push_constant.z_far = distance;
+ push_constant.pad = 0;
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
+
+ if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ instance = instance->next;
+ }
+
+ RD::get_singleton()->draw_list_end();
+
+ Transform2D to_shadow;
+ to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.elements[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+}
+
RID RasterizerCanvasRD::occluder_polygon_create() {
OccluderPolygon occluder;
occluder.point_count = 0;
@@ -1774,7 +1802,6 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
- uses_material_samplers = false;
if (code == String()) {
return; //just invalid, but no error
@@ -1812,10 +1839,6 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
- if (gen_code.texture_uniforms.size() || uses_screen_texture) { //requires the samplers
- gen_code.defines.push_back("\n#define USE_MATERIAL_SAMPLERS\n");
- uses_material_samplers = true;
- }
#if 0
print_line("**compiling shader:");
print_line("**defines:\n");
@@ -1847,10 +1870,11 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
} break;
case BLEND_MODE_MIX: {
attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
attachment.color_blend_op = RD::BLEND_OP_ADD;
attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ attachment.alpha_blend_op = RD::BLEND_OP_ADD;
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
@@ -2022,7 +2046,6 @@ Variant RasterizerCanvasRD::ShaderData::get_default_parameter(const StringName &
RasterizerCanvasRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
- uses_material_samplers = false;
}
RasterizerCanvasRD::ShaderData::~ShaderData() {
@@ -2085,7 +2108,7 @@ void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, V
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
}
- if (shader_data->ubo_size == 0 && !shader_data->uses_material_samplers) {
+ if (shader_data->ubo_size == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
@@ -2098,32 +2121,10 @@ void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, V
Vector<RD::Uniform> uniforms;
{
- if (shader_data->uses_material_samplers) {
- //needs samplers for the material (uses custom textures) create them
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 0;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
-
if (shader_data->ubo_size) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 1;
+ u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
@@ -2132,13 +2133,13 @@ void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, V
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2 + i;
+ u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), 1);
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RasterizerCanvasRD::MaterialData::~MaterialData() {
@@ -2164,7 +2165,6 @@ void RasterizerCanvasRD::set_time(double p_time) {
}
void RasterizerCanvasRD::update() {
- _dispose_bindings();
}
RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
@@ -2178,22 +2178,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
{ //shader variants
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
String global_defines;
- if (textures_per_stage <= 16) {
- //ARM pretty much, and very old Intel GPUs under Linux
- state.max_lights_per_item = 4; //sad
- global_defines += "#define MAX_LIGHT_TEXTURES 4\n";
- } else if (textures_per_stage <= 32) {
- //Apple (Metal)
- state.max_lights_per_item = 8; //sad
- global_defines += "#define MAX_LIGHT_TEXTURES 8\n";
- } else {
- //Anything else (16 lights per item)
- state.max_lights_per_item = DEFAULT_MAX_LIGHTS_PER_ITEM;
- global_defines += "#define MAX_LIGHT_TEXTURES " + itos(DEFAULT_MAX_LIGHTS_PER_ITEM) + "\n";
- }
uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
if (uniform_max_size < 65536) {
@@ -2226,7 +2211,20 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
shader.default_version = shader.canvas_shader.version_create();
shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
- shader.default_version_rd_shader_light = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD_LIGHT);
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ blend_attachment.enable_blend = true;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ blend_state.attachments.push_back(blend_attachment);
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
@@ -2269,7 +2267,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
};
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
- shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
}
}
}
@@ -2327,8 +2325,8 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 2;
- actions.texture_layout_set = 1;
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
@@ -2354,7 +2352,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
attachments.push_back(af_color);
RD::AttachmentFormat af_depth;
- af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
attachments.push_back(af_depth);
@@ -2386,21 +2384,17 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
}
{ //bindings
- bindings.id_generator = 0;
- //generate for 0
- bindings.default_empty = request_texture_binding(RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID());
-
- { //state allocate
- state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
- state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
-
- RD::SamplerState shadow_sampler_state;
- shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
- shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
- state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
- }
+
+ state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
+ state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
+
+ RD::SamplerState shadow_sampler_state;
+ shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
+ shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
+ shadow_sampler_state.enable_compare = true;
+ state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
}
{
@@ -2443,6 +2437,35 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
}
+ {
+ //default shadow texture to keep uniform set happy
+ RD::TextureFormat tf;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.width = 4;
+ tf.height = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(storage->get_default_rd_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ }
+
+ default_canvas_texture = storage->canvas_texture_create();
+
+ state.shadow_texture_size = GLOBAL_GET("rendering/quality/2d_shadow_atlas/size");
//create functions for shader and material
storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
@@ -2450,6 +2473,13 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
state.time = 0;
+ {
+ default_canvas_group_shader = storage->shader_create();
+ storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
+ default_canvas_group_material = storage->material_create();
+ storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ }
+
static_assert(sizeof(PushConstant) == 128);
}
@@ -2457,7 +2487,7 @@ bool RasterizerCanvasRD::free(RID p_rid) {
if (canvas_light_owner.owns(p_rid)) {
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
ERR_FAIL_COND_V(!cl, false);
- light_set_use_shadow(p_rid, false, 64);
+ light_set_use_shadow(p_rid, false);
canvas_light_owner.free(p_rid);
} else if (occluder_polygon_owner.owns(p_rid)) {
occluder_polygon_set_shape_as_lines(p_rid, Vector<Vector2>());
@@ -2469,9 +2499,37 @@ bool RasterizerCanvasRD::free(RID p_rid) {
return true;
}
+void RasterizerCanvasRD::set_shadow_texture_size(int p_size) {
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+ state.shadow_texture_size = p_size;
+ if (state.shadow_fb.is_valid()) {
+ RD::get_singleton()->free(state.shadow_texture);
+ RD::get_singleton()->free(state.shadow_depth_texture);
+ state.shadow_fb = RID();
+
+ {
+ //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
+ RD::TextureFormat tf;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.width = 4;
+ tf.height = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ }
+}
+
RasterizerCanvasRD::~RasterizerCanvasRD() {
//canvas state
+ storage->free(default_canvas_group_material);
+ storage->free(default_canvas_group_shader);
+
{
if (state.canvas_state_buffer.is_valid()) {
RD::get_singleton()->free(state.canvas_state_buffer);
@@ -2490,24 +2548,6 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
RD::get_singleton()->free(state.shadow_sampler);
}
//bindings
- {
- free_texture_binding(bindings.default_empty);
-
- //dispose pending
- _dispose_bindings();
- //anything remains?
- if (bindings.texture_bindings.size()) {
- ERR_PRINT("Some texture bindings were not properly freed (leaked CanvasItems?)");
- const TextureBindingID *key = nullptr;
- while ((key = bindings.texture_bindings.next(key))) {
- TextureBinding *tb = bindings.texture_bindings[*key];
- tb->reference_count = 1;
- free_texture_binding(*key);
- }
- //dispose pending
- _dispose_bindings();
- }
- }
//shaders
@@ -2520,5 +2560,11 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
//primitives are erase by dependency
}
+ if (state.shadow_fb.is_valid()) {
+ RD::get_singleton()->free(state.shadow_depth_texture);
+ }
+ RD::get_singleton()->free(state.shadow_texture);
+
+ storage->free(default_canvas_texture);
//pipelines don't need freeing, they are all gone after shaders are gone
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
index bfe4e61f47..b516f63cbf 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
@@ -42,6 +42,13 @@
class RasterizerCanvasRD : public RasterizerCanvas {
RasterizerStorageRD *storage;
+ enum {
+ BASE_UNIFORM_SET = 0,
+ MATERIAL_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ CANVAS_TEXTURE_UNIFORM_SET = 3,
+ };
+
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
@@ -68,11 +75,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
- FLAGS_USING_LIGHT_MASK = (1 << 11),
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
- FLAGS_USE_PIXEL_SNAP = (1 << 14),
FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
@@ -100,7 +105,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
- DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
+ MAX_LIGHTS_PER_ITEM = 16,
DEFAULT_MAX_LIGHTS_PER_RENDER = 256
};
@@ -135,7 +140,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
CanvasShaderRD canvas_shader;
RID default_version;
RID default_version_rd_shader;
- RID default_version_rd_shader_light;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
@@ -178,7 +182,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Map<StringName, RID> default_texture_params;
bool uses_screen_texture;
- bool uses_material_samplers;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
@@ -218,60 +221,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
}
/**************************/
- /**** TEXTURE BINDINGS ****/
+ /**** CANVAS TEXTURES *****/
/**************************/
- // bindings used to render commands,
- // cached for performance.
-
- struct TextureBindingKey {
- RID texture;
- RID normalmap;
- RID specular;
- RID multimesh;
- RS::CanvasItemTextureFilter texture_filter;
- RS::CanvasItemTextureRepeat texture_repeat;
- bool operator==(const TextureBindingKey &p_key) const {
- return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
- }
- };
-
- struct TextureBindingKeyHasher {
- static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
- uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
- hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
- hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
- hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
- hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
- return hash;
- }
- };
-
- struct TextureBinding {
- TextureBindingID id;
- TextureBindingKey key;
- SelfList<TextureBinding> to_dispose;
- uint32_t reference_count;
- RID uniform_set;
- TextureBinding() :
- to_dispose(this) {
- reference_count = 0;
- }
- };
-
- struct {
- SelfList<TextureBinding>::List to_dispose_list;
-
- TextureBindingID id_generator;
- HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
- HashMap<TextureBindingID, TextureBinding *> texture_bindings;
-
- TextureBindingID default_empty;
- } bindings;
-
- RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
- void _dispose_bindings();
-
struct {
RS::CanvasItemTextureFilter default_filter;
RS::CanvasItemTextureRepeat default_repeat;
@@ -313,10 +265,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct CanvasLight {
RID texture;
struct {
- int size;
- RID texture;
- RID depth;
- RID fb;
+ bool enabled = false;
+ float z_far;
+ float y_offset;
+ Transform2D directional_xform;
} shadow;
};
@@ -326,7 +278,8 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float projection[16];
float modelview[8];
float direction[2];
- float pad[2];
+ float z_far;
+ float pad;
};
struct OccluderPolygon {
@@ -342,12 +295,17 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
- float shadow_color[4];
- float position[2];
+
+ uint8_t shadow_color[4];
uint32_t flags; //index to light texture
- float height;
float shadow_pixel_size;
- float pad[3];
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
@@ -366,34 +324,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
//state that does not vary across rendering all items
- struct ItemStateData : public Item::CustomData {
- struct LightCache {
- uint64_t light_version;
- Light *light;
- };
-
- LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
- uint32_t light_cache_count;
- RID state_uniform_set_with_light;
- RID state_uniform_set;
- ItemStateData() {
- for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
- light_cache[i].light_version = 0;
- light_cache[i].light = nullptr;
- }
- light_cache_count = 0xFFFFFFFF;
- }
-
- ~ItemStateData() {
- if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
- RD::get_singleton()->free(state_uniform_set_with_light);
- }
- if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
- RD::get_singleton()->free(state_uniform_set);
- }
- }
- };
-
struct State {
//state buffer
struct Buffer {
@@ -401,12 +331,13 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
+
float screen_pixel_size[2];
float time;
- float pad;
+ uint32_t use_pixel_snap;
- //uint32_t light_count;
- //uint32_t pad[3];
+ uint32_t directional_light_count;
+ uint32_t pad[3];
};
LightUniform *light_uniforms;
@@ -414,11 +345,18 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
+ RID shadow_texture;
+ RID shadow_depth_texture;
+ RID shadow_fb;
+ int shadow_texture_size = 2048;
+
+ RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
double time;
+
} state;
struct PushConstant {
@@ -452,9 +390,20 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Item *items[MAX_RENDER_ITEMS];
- Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
+ bool using_directional_lights = false;
+ RID default_canvas_texture;
+
+ RID default_canvas_group_shader;
+ RID default_canvas_group_material;
+
+ RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+
+ RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
+
+ inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
- void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
+ void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
@@ -462,30 +411,30 @@ class RasterizerCanvasRD : public RasterizerCanvas {
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
- _FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
+ void _update_shadow_atlas();
public:
- TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
- void free_texture_binding(TextureBindingID p_binding);
-
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
void free_polygon(PolygonID p_polygon);
RID light_create();
void light_set_texture(RID p_rid, RID p_texture);
- void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
- void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
+ void light_set_use_shadow(RID p_rid, bool p_enable);
+ void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
+ void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders);
RID occluder_polygon_create();
void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
- void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
+ void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
+ virtual void set_shadow_texture_size(int p_size);
+
void set_time(double p_time);
void update();
bool free(RID p_rid);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 390272b4b8..97c1e7ba70 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -30,8 +30,8 @@
#include "rasterizer_effects_rd.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
#include "thirdparty/misc/cubemap_coeffs.h"
@@ -246,7 +246,7 @@ void RasterizerEffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_fr
RD::get_singleton()->draw_list_end();
}
-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) {
+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, bool p_alpha_to_one) {
zeromem(&copy.push_constant, sizeof(CopyPushConstant));
if (p_flip_y) {
copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
@@ -260,6 +260,10 @@ void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_textu
copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
}
+ if (p_alpha_to_one) {
+ copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
+ }
+
copy.push_constant.section[0] = 0;
copy.push_constant.section[1] = 0;
copy.push_constant.section[2] = p_rect.size.width;
@@ -354,6 +358,31 @@ void RasterizerEffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest
RD::get_singleton()->compute_list_end();
}
+void RasterizerEffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.set_color[0] = p_color.r;
+ copy.push_constant.set_color[1] = p_color.g;
+ copy.push_constant.set_color[2] = p_color.b;
+ copy.push_constant.set_color[3] = p_color.a;
+
+ int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_region.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_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
+ 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));
@@ -369,7 +398,7 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture,
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);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
@@ -380,7 +409,7 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture,
//VERTICAL
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);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
copy.push_constant.flags = base_flags;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
@@ -389,14 +418,14 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture,
RD::get_singleton()->compute_list_end();
}
-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) {
+void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, 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(&copy.push_constant, sizeof(CopyPushConstant));
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;
- int32_t x_groups = (p_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_size.height - 1) / 8 + 1;
+ int32_t x_groups = (p_size.width + 7) / 8;
+ int32_t y_groups = (p_size.height + 7) / 8;
copy.push_constant.section[2] = p_size.x;
copy.push_constant.section[3] = p_size.y;
@@ -411,7 +440,6 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture,
copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
- //HORIZONTAL
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);
@@ -420,20 +448,7 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture,
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
}
- 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()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- copy_mode = COPY_MODE_GAUSSIAN_GLOW;
-
- //VERTICAL
- 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);
-
- copy.push_constant.flags = base_flags;
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
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);
@@ -692,7 +707,13 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_glow = p_settings.use_glow;
tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
- tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
+ tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
+ tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
+ tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
+ tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
+ tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
+ tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
+ tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
tonemap.push_constant.glow_mode = p_settings.glow_mode;
@@ -708,6 +729,7 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
@@ -1171,7 +1193,7 @@ void RasterizerEffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_des
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
SkyPushConstant sky_push_constant;
zeromem(&sky_push_constant, sizeof(SkyPushConstant));
@@ -1198,7 +1220,7 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_lights, 3);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -1273,6 +1295,76 @@ void RasterizerEffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, cons
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
}
}
+
+void RasterizerEffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
+ Sort::PushConstant push_constant;
+ push_constant.total_elements = p_size;
+
+ bool done = true;
+
+ int numThreadGroups = ((p_size - 1) >> 9) + 1;
+
+ if (numThreadGroups > 1) {
+ done = false;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ int presorted = 512;
+
+ while (!done) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ done = true;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
+
+ numThreadGroups = 0;
+
+ if (p_size > presorted) {
+ if (p_size > presorted * 2) {
+ done = false;
+ }
+
+ int pow2 = presorted;
+ while (pow2 < p_size) {
+ pow2 *= 2;
+ }
+ numThreadGroups = pow2 >> 9;
+ }
+
+ unsigned int nMergeSize = presorted * 2;
+
+ for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
+ push_constant.job_params[0] = nMergeSubSize;
+ if (nMergeSubSize == nMergeSize >> 1) {
+ push_constant.job_params[1] = (2 * nMergeSubSize - 1);
+ push_constant.job_params[2] = -1;
+ } else {
+ push_constant.job_params[1] = nMergeSubSize;
+ push_constant.job_params[2] = 1;
+ }
+ push_constant.job_params[3] = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ presorted *= 2;
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
RasterizerEffectsRD::RasterizerEffectsRD() {
{ // Initialize copy
Vector<String> copy_modes;
@@ -1283,6 +1375,8 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
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_SET_COLOR\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
copy_modes.push_back("\n#define MODE_MIPMAP\n");
copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
@@ -1618,6 +1712,21 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
+ {
+ Vector<String> sort_modes;
+ sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
+ sort_modes.push_back("\n#define MODE_SORT_STEP\n");
+ sort_modes.push_back("\n#define MODE_SORT_INNER\n");
+
+ sort.shader.initialize(sort_modes);
+
+ sort.shader_version = sort.shader.version_create();
+
+ for (int i = 0; i < SORT_MODE_MAX; i++) {
+ sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
+ }
+ }
+
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
@@ -1673,6 +1782,7 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
resolve.shader.version_free(resolve.shader_version);
roughness.shader.version_free(roughness.shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ sort.shader.version_free(sort.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);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 2ba9610498..a0bdd59fd2 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -47,6 +47,7 @@
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
@@ -65,6 +66,8 @@ class RasterizerEffectsRD {
COPY_MODE_SIMPLY_COPY,
COPY_MODE_SIMPLY_COPY_8BIT,
COPY_MODE_SIMPLY_COPY_DEPTH,
+ COPY_MODE_SET_COLOR,
+ COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_CUBE_TO_PANORAMA,
@@ -81,7 +84,9 @@ class RasterizerEffectsRD {
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)
+ COPY_FLAG_ALL_SOURCE = (1 << 7),
+ COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
};
struct CopyPushConstant {
@@ -103,6 +108,8 @@ class RasterizerEffectsRD {
float camera_z_far;
float camera_z_near;
uint32_t pad2[2];
+ //SET color
+ float set_color[4];
};
struct Copy {
@@ -173,18 +180,20 @@ class RasterizerEffectsRD {
uint32_t tonemapper;
uint32_t glow_texture_size[2];
-
float glow_intensity;
- uint32_t glow_level_flags;
+ uint32_t pad3;
+
uint32_t glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ uint32_t pad2;
float pixel_size[2];
uint32_t use_fxaa;
- uint32_t pad;
+ uint32_t use_debanding;
};
/* tonemap actually writes to a framebuffer, which is
@@ -544,9 +553,28 @@ class RasterizerEffectsRD {
struct ShadowReduce {
ShadowReduceShaderRD shader;
RID shader_version;
- RID pipelines[2];
+ RID pipelines[SHADOW_REDUCE_MAX];
} shadow_reduce;
+ enum SortMode {
+ SORT_MODE_BLOCK,
+ SORT_MODE_STEP,
+ SORT_MODE_INNER,
+ SORT_MODE_MAX
+ };
+
+ struct Sort {
+ struct PushConstant {
+ uint32_t total_elements;
+ uint32_t pad[3];
+ int32_t job_params[4];
+ };
+
+ SortShaderRD shader;
+ RID shader_version;
+ RID pipelines[SORT_MODE_MAX];
+ } sort;
+
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@@ -580,13 +608,14 @@ class RasterizerEffectsRD {
public:
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, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
- 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_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, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
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 copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
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 set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, 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_dest_texture, const Size2i &p_size);
@@ -606,7 +635,7 @@ public:
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
- uint32_t glow_level_flags = 0;
+ float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
@@ -628,6 +657,7 @@ public:
RID color_correction_texture;
bool use_fxaa = false;
+ bool use_debanding = false;
Vector2i texture_size;
};
@@ -638,7 +668,7 @@ public:
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, 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);
@@ -649,6 +679,8 @@ public:
void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
+ void sort_buffer(RID p_uniform_set, int p_size);
+
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
diff --git a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
index 18cf4fa340..5f8cf0ee8c 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
@@ -30,7 +30,7 @@
#include "rasterizer_rd.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
void RasterizerRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
@@ -90,7 +90,7 @@ void RasterizerRD::begin_frame(double frame_step) {
void RasterizerRD::end_frame(bool p_swap_buffers) {
#ifndef _MSC_VER
-#warning TODO: likely passa bool to swap buffers to avoid display?
+#warning TODO: likely pass a bool to swap buffers to avoid display?
#endif
RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_rd.h b/servers/rendering/rasterizer_rd/rasterizer_rd.h
index cdcc6bfd73..59fb8d2049 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_rd.h
@@ -32,7 +32,7 @@
#define RASTERIZER_RD_H
#include "core/os/os.h"
-#include "core/thread_work_pool.h"
+#include "core/templates/thread_work_pool.h"
#include "servers/rendering/rasterizer.h"
#include "servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h"
#include "servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h"
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 f65c5d5de3..a275e46473 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "rasterizer_scene_high_end_rd.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_raster.h"
@@ -51,6 +51,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
+ int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
int cull = CULL_BACK;
uses_point_size = false;
@@ -82,6 +83,9 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
+
actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
@@ -154,6 +158,11 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//blend modes
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
+ }
+
RD::PipelineColorBlendState::Attachment blend_attachment;
switch (blend_mode) {
@@ -199,6 +208,15 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
uses_blend_alpha = true; //force alpha used because of blend
} break;
+ case BLEND_MODE_ALPHA_TO_COVERAGE: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ }
}
RD::PipelineColorBlendState blend_state_blend;
@@ -245,8 +263,17 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
RD::PipelineColorBlendState blend_state;
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
if (uses_alpha || uses_blend_alpha) {
+ // only allow these flags to go through if we have some form of msaa
+ if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ multisample_state.enable_alpha_to_one = true;
+ }
+
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
blend_state = blend_state_blend;
if (depth_draw == DEPTH_DRAW_OPAQUE) {
@@ -286,7 +313,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
}
RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
}
}
}
@@ -782,8 +809,7 @@ void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements,
for (int i = 0; i < p_element_count; i++) {
const RenderList::Element *e = p_elements[i];
InstanceData &id = scene_state.instances[i];
- RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
- RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
+ bool store_transform = true;
id.flags = 0;
id.mask = e->instance->layer_mask;
id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
@@ -807,12 +833,42 @@ void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements,
}
id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+ } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (false) { // 2D particles
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+
+ id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(e->instance->base)) {
+ store_transform = false;
+ }
+
} else if (e->instance->base_type == RS::INSTANCE_MESH) {
if (e->instance->skeleton.is_valid()) {
id.flags |= INSTANCE_DATA_FLAG_SKELETON;
}
}
+ if (store_transform) {
+ RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
+ RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
+ } else {
+ RasterizerStorageRD::store_transform(Transform(), id.transform);
+ RasterizerStorageRD::store_transform(Transform(), id.normal_transform);
+ }
+
if (p_for_depth) {
id.gi_offset = 0xFFFFFFFF;
continue;
@@ -967,7 +1023,12 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
+ RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
+ ERR_CONTINUE(!mesh.is_valid()); //should be a bug
+ primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
+
+ xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1036,7 +1097,9 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
+ RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
+ ERR_CONTINUE(!mesh.is_valid()); //should be a bug
+ storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1092,6 +1155,8 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
case RS::INSTANCE_IMMEDIATE: {
} break;
case RS::INSTANCE_PARTICLES: {
+ uint32_t instances = storage->particles_get_amount(e->instance->base);
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1156,8 +1221,19 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (render_buffers_has_volumetric_fog(p_render_buffers)) {
scene_state.ubo.volumetric_fog_enabled = true;
- scene_state.ubo.volumetric_fog_inv_length = 1.0 / render_buffers_get_volumetric_fog_end(p_render_buffers);
- scene_state.ubo.volumetric_fog_detail_spread = 1.0 / render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
}
}
#if 0
@@ -1286,6 +1362,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
@@ -1513,31 +1590,31 @@ void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, i
_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
} break;
+#endif
case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(inst->base);
- RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
- ERR_CONTINUE(!particles);
-
- for (int j = 0; j < particles->draw_passes.size(); j++) {
-
- RID pmesh = particles->draw_passes[j];
- if (!pmesh.is_valid())
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
+ if (!mesh.is_valid())
continue;
- RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
- if (!mesh)
- continue; //mesh not assigned
- int ssize = mesh->surfaces.size();
+ const RID *materials = nullptr;
+ uint32_t surface_count;
- for (int k = 0; k < ssize; k++) {
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (!materials) {
+ continue; //nothing to do
+ }
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
- _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
+ for (uint32_t k = 0; k < surface_count; k++) {
+ uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
+ _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
}
}
} break;
-#endif
+
default: {
}
}
@@ -1696,6 +1773,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
RID radiance_uniform_set;
bool draw_sky = false;
+ bool draw_sky_fog_only = false;
Color clear_color;
bool keep_color = false;
@@ -1711,12 +1789,20 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
@@ -1733,18 +1819,19 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
}
// setup sky if used for ambient, reflections, or background
- if (draw_sky || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ RENDER_TIMESTAMP("Setup Sky");
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
+ _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
+
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
- RENDER_TIMESTAMP("Setup Sky");
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
- }
-
- _setup_sky(p_environment, p_cam_transform.origin, screen_size);
_update_sky(p_environment, projection, p_cam_transform);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
} else {
@@ -1813,8 +1900,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
- bool will_continue_color = (can_continue_color || draw_sky || debug_giprobes || debug_sdfgi_probes);
- bool will_continue_depth = (can_continue_depth || draw_sky || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
//regular forward for now
Vector<Color> c;
@@ -1841,8 +1928,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_giprobes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1856,8 +1943,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_sdfgi_probes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1867,7 +1954,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RD::get_singleton()->draw_list_end();
}
- if (draw_sky) {
+ if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
CameraMatrix projection = p_cam_projection;
@@ -1959,6 +2046,39 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
}
}
+void RasterizerSceneHighEndRD::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+
+ _update_render_base_uniform_set();
+
+ render_pass++;
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+
+ render_list.clear();
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+
+ _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
+
+ RENDER_TIMESTAMP("Render Collider Heightield");
+
+ render_list.sort_by_key(false);
+
+ _fill_instances(render_list.elements, render_list.element_count, true);
+
+ {
+ //regular forward for now
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, RID(), RID());
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
void RasterizerSceneHighEndRD::_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) {
RENDER_TIMESTAMP("Setup Rendering Material");
@@ -2532,8 +2652,13 @@ void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_b
RD::Uniform u;
u.binding = 10;
u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
- if (vfog.is_null()) {
+ RID vfog = RID();
+ if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
+ vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
+ if (vfog.is_null()) {
+ vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ } else {
vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.ids.push_back(vfog);
@@ -2627,6 +2752,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["POINT_SIZE"] = "gl_PointSize";
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
//builtins
actions.renames["TIME"] = "scene_data.time";
@@ -2664,12 +2794,16 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
//for light
actions.renames["VIEW"] = "view";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
@@ -2691,6 +2825,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
@@ -2700,6 +2839,10 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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 1aad9039ff..db083a75cc 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -83,6 +83,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
};
enum DepthDraw {
@@ -110,6 +111,12 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
};
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
+
bool valid;
RID version;
uint32_t vertex_input_mask;
@@ -132,6 +139,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
bool uses_point_size;
bool uses_alpha;
bool uses_blend_alpha;
+ bool uses_alpha_clip;
bool uses_depth_pre_pass;
bool uses_discard;
bool uses_roughness;
@@ -308,12 +316,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
- float time;
- float reflection_multiplier;
-
- uint32_t pancake_shadows;
- uint32_t pad;
-
float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128];
@@ -366,7 +368,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t volumetric_fog_pad;
// Fog
-
uint32_t fog_enabled;
float fog_density;
float fog_height;
@@ -374,6 +375,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float fog_light_color[3];
float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
};
UBO ubo;
@@ -581,6 +589,7 @@ protected:
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);
virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count);
public:
virtual void set_time(double p_time, double p_step);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 5e39455c29..e1be9b0ef4 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -30,8 +30,8 @@
#include "rasterizer_scene_rd.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
#include "rasterizer_rd.h"
#include "servers/rendering/rendering_server_raster.h"
@@ -1173,6 +1173,94 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
/* Update dynamic lights */
{
+ int32_t cascade_light_count[SDFGI::MAX_CASCADES];
+
+ for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
+ SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
+
+ SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
+ uint32_t idx = 0;
+ for (uint32_t j = 0; j < p_directional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
+ ERR_CONTINUE(!li);
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ dir.y *= rb->sdfgi->y_mult;
+ dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = RS::LIGHT_DIRECTIONAL;
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+
+ idx++;
+ }
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
+
+ for (uint32_t j = 0; j < p_positional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (i > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ //faster to not do this here
+ //dir.y *= rb->sdfgi->y_mult;
+ //dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Vector3 pos = li->transform.origin;
+ pos.y *= rb->sdfgi->y_mult;
+ lights[idx].position[0] = pos.x;
+ lights[idx].position[1] = pos.y;
+ lights[idx].position[2] = pos.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = storage->light_get_type(li->light);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
+ lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
+ }
+
+ cascade_light_count[i] = idx;
+ }
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
@@ -1191,91 +1279,7 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
-
- { //fill light buffer
-
- SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
- uint32_t idx = 0;
- for (uint32_t j = 0; j < p_directional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
- ERR_CONTINUE(!li);
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- dir.y *= rb->sdfgi->y_mult;
- dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = RS::LIGHT_DIRECTIONAL;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
-
- idx++;
- }
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
-
- for (uint32_t j = 0; j < p_positional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (i > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- //faster to not do this here
- //dir.y *= rb->sdfgi->y_mult;
- //dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Vector3 pos = li->transform.origin;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
- push_constant.light_count = idx;
- }
-
+ push_constant.light_count = cascade_light_count[i];
push_constant.cascade = i;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
@@ -2066,22 +2070,33 @@ RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
}
- if (!material) {
- sky_material = sky_shader.default_material;
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
@@ -2121,7 +2136,7 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2134,149 +2149,192 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
-void RasterizerSceneRD::_setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size) {
+void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ SkyShaderData *shader_data = nullptr;
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
}
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_COND(!material);
- SkyShaderData *shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_COND(!shader_data);
+ }
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
+ if (sky) {
+ // Invalidate supbass buffers if screen size changes
+ if (sky->screen_size != p_screen_size) {
+ sky->screen_size = p_screen_size;
+ sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+ sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+ if (shader_data->uses_half_res) {
+ if (sky->half_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->half_res_pass);
+ sky->half_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
- _sky_invalidate(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
+ if (shader_data->uses_quarter_res) {
+ if (sky->quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->quarter_res_pass);
+ sky->quarter_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
+ }
+
+ // Create new subpass buffers if necessary
+ if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+ (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+ sky->radiance.is_null()) {
_sky_invalidate(sky);
+ _update_dirty_skys();
}
- }
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
- _sky_invalidate(sky);
- _update_dirty_skys();
- }
+ if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
+ sky->prev_time = time;
+ sky->reflection.dirty = true;
+ RenderingServerRaster::redraw_request();
+ }
- if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
- sky->prev_time = time;
- sky->reflection.dirty = true;
- RenderingServerRaster::redraw_request();
- }
+ if (material != sky->prev_material) {
+ sky->prev_material = material;
+ sky->reflection.dirty = true;
+ }
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
+ if (material->uniform_set_updated) {
+ material->uniform_set_updated = false;
+ sky->reflection.dirty = true;
+ }
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
+ if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_transform.origin;
+ sky->reflection.dirty = true;
+ }
- if (!p_position.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_position;
- sky->reflection.dirty = true;
- }
+ if (shader_data->uses_light) {
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
- if (shader_data->uses_light || sky_scene_state.light_uniform_set.is_null()) {
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- if (sky_scene_state.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+ sky_scene_state.directional_lights[i].enabled = false;
}
}
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
+ }
+ }
+ }
+
+ if (light_data_dirty) {
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+
+ RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ sky->reflection.dirty = true;
+ }
}
+ }
- if (light_data_dirty || sky_scene_state.light_uniform_set.is_null()) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+ //setup fog variables
+ sky_scene_state.ubo.volumetric_fog_enabled = false;
+ if (p_render_buffers.is_valid()) {
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
+ }
- sky_scene_state.light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_LIGHTS);
+ RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
- RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.directional_light_count;
- sky->reflection.dirty = true;
+ if (fog_uniform_set != RID()) {
+ sky_scene_state.fog_uniform_set = fog_uniform_set;
+ } else {
+ sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
}
}
+
+ sky_scene_state.ubo.z_far = p_projection.get_z_far();
+ sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+ sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+ sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
+ RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
}
void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
@@ -2371,7 +2429,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2389,7 +2447,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2403,7 +2461,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2879,11 +2937,12 @@ void RasterizerSceneRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMa
env->auto_exp_scale = p_auto_exp_scale;
}
-void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
+void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
env->glow_enabled = p_enable;
- env->glow_levels = p_level_flags;
+ env->glow_levels = p_levels;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
env->glow_mix = p_mix;
@@ -2898,6 +2957,10 @@ void RasterizerSceneRD::environment_glow_set_use_bicubic_upscale(bool p_enable)
glow_bicubic_upscale = p_enable;
}
+void RasterizerSceneRD::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
+}
+
void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2914,7 +2977,7 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale;
}
-void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
+void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2925,6 +2988,7 @@ void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Colo
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
+ env->fog_aerial_perspective = p_fog_aerial_perspective;
}
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
@@ -2965,7 +3029,13 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
return env->fog_height_density;
}
-void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
+float RasterizerSceneRD::environment_get_fog_aerial_perspective(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_aerial_perspective;
+}
+
+void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2973,7 +3043,7 @@ void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable,
env->volumetric_fog_density = p_density;
env->volumetric_fog_light = p_light;
env->volumetric_fog_light_energy = p_light_energy;
- env->volumetric_fog_length = p_lenght;
+ env->volumetric_fog_length = p_length;
env->volumetric_fog_detail_spread = p_detail_spread;
env->volumetric_fog_shadow_filter = p_shadow_filter;
env->volumetric_fog_gi_inject = p_gi_inject;
@@ -5180,25 +5250,21 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
}
int max_glow_level = -1;
- int glow_mask = 0;
if (can_use_effects && env && env->glow_enabled) {
/* see that blur textures are allocated */
- if (rb->blur[0].texture.is_null()) {
+ if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
- if (env->glow_levels & (1 << i)) {
+ if (env->glow_levels[i] > 0.0) {
if (i >= rb->blur[1].mipmaps.size()) {
max_glow_level = rb->blur[1].mipmaps.size() - 1;
- glow_mask |= 1 << max_glow_level;
-
} else {
max_glow_level = i;
- glow_mask |= (1 << i);
}
}
}
@@ -5212,9 +5278,9 @@ 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].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);
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, 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].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength);
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
}
}
}
@@ -5237,7 +5303,9 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.use_glow = true;
tonemap.glow_mode = RasterizerEffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
- tonemap.glow_level_flags = glow_mask;
+ for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
+ tonemap.glow_levels[i] = env->glow_levels[i];
+ }
tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
@@ -5250,6 +5318,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.use_fxaa = true;
}
+ tonemap.use_debanding = rb->use_debanding;
tonemap.texture_size = Vector2i(rb->width, rb->height);
if (env) {
@@ -5607,6 +5676,17 @@ RID RasterizerSceneRD::render_buffers_get_volumetric_fog_texture(RID p_render_bu
return rb->volumetric_fog->fog_map;
}
+RID RasterizerSceneRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ if (!rb->volumetric_fog) {
+ return RID();
+ }
+
+ return rb->volumetric_fog->sky_uniform_set;
+}
+
float RasterizerSceneRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
@@ -5618,13 +5698,14 @@ float RasterizerSceneRD::render_buffers_get_volumetric_fog_detail_spread(RID p_r
return rb->volumetric_fog->spread;
}
-void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa) {
+void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
rb->width = p_width;
rb->height = p_height;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
+ rb->use_debanding = p_use_debanding;
_free_render_buffer_data(rb);
{
@@ -5838,7 +5919,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
uint32_t light_count = 0;
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky_scene_state.directional_light_count = 0;
+ sky_scene_state.ubo.directional_light_count = 0;
for (int i = 0; i < p_light_cull_count; i++) {
RID li = p_light_cull_result[i];
@@ -6010,7 +6091,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
sky_light_data.enabled = true;
sky_light_data.size = angular_diameter;
- sky_scene_state.directional_light_count++;
+ sky_scene_state.ubo.directional_light_count++;
}
r_directional_light_count++;
@@ -6317,7 +6398,22 @@ void RasterizerSceneRD::_volumetric_fog_erase(RenderBuffers *rb) {
RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
RD::get_singleton()->free(rb->volumetric_fog->fog_map);
+
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ }
+ if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
+ }
+ if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
+ }
+
memdelete(rb->volumetric_fog);
+
rb->volumetric_fog = nullptr;
}
@@ -6407,6 +6503,17 @@ void RasterizerSceneRD::_update_volumetric_fog(RID p_render_buffers, RID p_envir
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
_render_buffers_uniform_set_changed(p_render_buffers);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
}
//update directional shadow
@@ -7133,8 +7240,9 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
push_constant.grid_size = rb->sdfgi->cascade_size;
push_constant.cascade = cascade;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
//must pre scroll existing data because not all is dirty
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
@@ -7208,13 +7316,15 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
}
//ok finally barrier
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_end();
}
//clear dispatch indirect data
uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
bool half_size = true; //much faster, very little difference
static const int optimized_jf_group_size = 8;
@@ -7417,6 +7527,23 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
}
}
+void RasterizerSceneRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count) {
+ ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ CameraMatrix cm;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+
+ RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
+
+ _render_particle_collider_heightfield(fb, cam_xform, cm, p_cull_result, p_cull_count);
+}
+
void RasterizerSceneRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -7881,6 +8008,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
actions.renames["HALF_RES_COLOR"] = "half_res_color";
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
actions.renames["RADIANCE"] = "radiance";
+ actions.renames["FOG"] = "custom_fog";
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
@@ -7907,6 +8035,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
@@ -7931,6 +8060,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
+ sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
+
Vector<RD::Uniform> uniforms;
{
@@ -7962,7 +8093,70 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
uniforms.push_back(u);
}
- sky_scene_state.sampler_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_SAMPLERS);
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.directional_light_buffer);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ {
+ // Need defaults for using fog with clear color
+ sky_scene_state.fog_shader = storage->shader_create();
+ storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+ sky_scene_state.fog_material = storage->material_create();
+ storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
{
@@ -8140,8 +8334,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
{
RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.enable_compare = true;
sampler.compare_op = RD::COMPARE_OP_LESS;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
@@ -8154,6 +8348,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
+ glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
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");
@@ -8179,11 +8374,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
RD::get_singleton()->free(E->get().cubemap);
}
- if (sky_scene_state.sampler_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.sampler_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.sampler_uniform_set);
- }
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.uniform_set);
}
RD::get_singleton()->free(default_giprobe_buffer);
@@ -8199,14 +8391,19 @@ RasterizerSceneRD::~RasterizerSceneRD() {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+ volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+
memdelete_arr(gi_probe_lights);
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky_scene_state.uniform_buffer);
memdelete_arr(sky_scene_state.directional_lights);
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
+ storage->free(sky_scene_state.fog_shader);
+ storage->free(sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 4c48960587..3d5310bb7e 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -31,8 +31,8 @@
#ifndef RASTERIZER_SCENE_RD_H
#define RASTERIZER_SCENE_RD_H
-#include "core/local_vector.h"
-#include "core/rid_owner.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
#include "servers/rendering/rasterizer.h"
#include "servers/rendering/rasterizer_rd/light_cluster_builder.h"
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
@@ -63,14 +63,38 @@ protected:
};
struct SkySceneState {
+ struct UBO {
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+
+ float fog_aerial_perspective;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ uint32_t fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint32_t directional_light_count;
+ };
+
+ UBO ubo;
+
SkyDirectionalLightData *directional_lights;
SkyDirectionalLightData *last_frame_directional_lights;
uint32_t max_directional_lights;
- uint32_t directional_light_count;
uint32_t last_frame_directional_light_count;
RID directional_light_buffer;
- RID sampler_uniform_set;
- RID light_uniform_set;
+ RID uniform_set;
+ RID uniform_buffer;
+ RID fog_uniform_set;
+ RID default_fog_uniform_set;
+
+ RID fog_shader;
+ RID fog_material;
+ RID fog_only_texture_uniform_set;
} sky_scene_state;
struct RenderBufferData {
@@ -89,6 +113,7 @@ protected:
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 _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) = 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);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
@@ -105,7 +130,7 @@ protected:
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_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 _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
@@ -244,10 +269,10 @@ private:
};
enum SkySet {
- SKY_SET_SAMPLERS,
+ SKY_SET_UNIFORMS,
SKY_SET_MATERIAL,
SKY_SET_TEXTURES,
- SKY_SET_LIGHTS,
+ SKY_SET_FOG,
SKY_SET_MAX
};
@@ -336,7 +361,7 @@ private:
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
- /* REFLECTION PROBE INSTANCE */
+ /* DECAL INSTANCE */
struct DecalInstance {
RID decal;
@@ -682,6 +707,7 @@ private:
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
+ float fog_aerial_perspective = 0.0;
/// Volumetric Fog
///
@@ -697,7 +723,7 @@ private:
/// Glow
bool glow_enabled = false;
- int glow_levels = (1 << 2) | (1 << 4);
+ Vector<float> glow_levels;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
@@ -742,6 +768,7 @@ private:
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
bool glow_bicubic_upscale = false;
+ bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
static uint64_t auto_exposure_counter;
@@ -788,6 +815,7 @@ private:
int width = 0, height = 0;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ bool use_debanding = false;
RID render_target;
@@ -1355,6 +1383,7 @@ private:
RID uniform_set;
RID uniform_set2;
RID sdfgi_uniform_set;
+ RID sky_uniform_set;
int last_shadow_filter = -1;
};
@@ -1504,10 +1533,11 @@ public:
bool is_environment(RID p_env) const;
- void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
+ void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
void environment_glow_set_use_bicubic_upscale(bool p_enable);
+ void environment_glow_set_use_high_quality(bool p_enable);
- void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
@@ -1515,8 +1545,9 @@ public:
float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const;
+ float environment_get_fog_aerial_perspective(RID p_env) const;
- void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
@@ -1815,7 +1846,7 @@ public:
}
*/
RID render_buffers_create();
- void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa);
+ void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
@@ -1837,6 +1868,7 @@ public:
bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
+ RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
@@ -1849,6 +1881,8 @@ public:
void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count);
void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count);
+ void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count);
+
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index f3ba57e733..8bd4362637 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -30,9 +30,10 @@
#include "rasterizer_storage_rd.h"
-#include "core/engine.h"
+#include "core/config/engine.h"
+#include "core/config/project_settings.h"
#include "core/io/resource_loader.h"
-#include "core/project_settings.h"
+#include "rasterizer_rd.h"
#include "servers/rendering/shader_language.h"
Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
@@ -714,8 +715,120 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
return texture_owner.make_rid(texture);
}
-RID RasterizerStorageRD::texture_3d_create(const Vector<Ref<Image>> &p_slices) {
- return RID();
+RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND_V(p_data.size() == 0, RID());
+ Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_V_MSG(RID(), Image::get_3d_image_validation_error_text(verr));
+ }
+
+ TextureToRDFormat ret_format;
+ Image::Format validated_format = Image::FORMAT_MAX;
+ Vector<uint8_t> all_data;
+ uint32_t mipmap_count = 0;
+ Vector<Texture::BufferSlice3D> slices;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ TextureToRDFormat f;
+ images.write[i] = _validate_texture_format(p_data[i], f);
+ if (i == 0) {
+ ret_format = f;
+ validated_format = images[0]->get_format();
+ }
+
+ all_data_size += images[i]->get_data().size();
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+ Size2i prev_size;
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+
+ copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ {
+ Texture::BufferSlice3D slice;
+ slice.size.width = images[i]->get_width();
+ slice.size.height = images[i]->get_height();
+ slice.offset = offset;
+ slice.buffer_size = s;
+ slices.push_back(slice);
+ }
+ offset += s;
+
+ Size2i img_size(images[i]->get_width(), images[i]->get_height());
+ if (img_size != prev_size) {
+ mipmap_count++;
+ }
+ prev_size = img_size;
+ }
+ }
+
+ Texture texture;
+
+ texture.type = Texture::TYPE_3D;
+ texture.width = p_width;
+ texture.height = p_height;
+ texture.depth = p_depth;
+ texture.mipmaps = mipmap_count;
+ texture.format = p_data[0]->get_format();
+ texture.validated_format = validated_format;
+
+ texture.buffer_size_3d = all_data.size();
+ texture.buffer_slices_3d = slices;
+
+ texture.rd_type = RD::TEXTURE_TYPE_3D;
+ texture.rd_format = ret_format.format;
+ texture.rd_format_srgb = ret_format.format_srgb;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = texture.rd_format;
+ rd_format.width = texture.width;
+ rd_format.height = texture.height;
+ rd_format.depth = texture.depth;
+ rd_format.array_layers = 1;
+ rd_format.mipmaps = texture.mipmaps;
+ rd_format.type = texture.rd_type;
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_format.shareable_formats.push_back(texture.rd_format);
+ rd_format.shareable_formats.push_back(texture.rd_format_srgb);
+ }
+ }
+ {
+ rd_view.swizzle_r = ret_format.swizzle_r;
+ rd_view.swizzle_g = ret_format.swizzle_g;
+ rd_view.swizzle_b = ret_format.swizzle_b;
+ rd_view.swizzle_a = ret_format.swizzle_a;
+ }
+ Vector<Vector<uint8_t>> data_slices;
+ data_slices.push_back(all_data); //one slice
+
+ texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
+ ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_view.format_override = texture.rd_format_srgb;
+ texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
+ if (texture.rd_texture_srgb.is_null()) {
+ RD::get_singleton()->free(texture.rd_texture);
+ ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ }
+ }
+
+ //used for 2D, overridable
+ texture.width_2d = texture.width;
+ texture.height_2d = texture.height;
+ texture.is_render_target = false;
+ texture.rd_view = rd_view;
+ texture.is_proxy = false;
+
+ return texture_owner.make_rid(texture);
}
RID RasterizerStorageRD::texture_proxy_create(RID p_base) {
@@ -771,7 +884,41 @@ void RasterizerStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_i
_texture_2d_update(p_texture, p_image, p_layer, false);
}
-void RasterizerStorageRD::texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) {
+void RasterizerStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
+ Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
+ }
+
+ Vector<uint8_t> all_data;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ Ref<Image> image = p_data[i];
+ if (image->get_format() != tex->validated_format) {
+ image = image->duplicate();
+ image->convert(tex->validated_format);
+ }
+ all_data_size += images[i]->get_data().size();
+ images.push_back(image);
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+ copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ offset += s;
+ }
+ }
+
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data, true);
}
void RasterizerStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
@@ -857,7 +1004,25 @@ RID RasterizerStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayere
}
RID RasterizerStorageRD::texture_3d_placeholder_create() {
- return RID();
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instance();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ image->set_pixel(i, j, Color(1, 0, 1, 1));
+ }
+ }
+
+ Vector<Ref<Image>> images;
+ //cube
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ return texture_3d_create(Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
@@ -889,11 +1054,51 @@ Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
}
Ref<Image> RasterizerStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const {
- return Ref<Image>();
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND_V(!tex, Ref<Image>());
+
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image;
+ image.instance();
+ image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
+ ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ if (tex->format != tex->validated_format) {
+ image->convert(tex->format);
+ }
+
+ return image;
}
-Ref<Image> RasterizerStorageRD::texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const {
- return Ref<Image>();
+Vector<Ref<Image>> RasterizerStorageRD::texture_3d_get(RID p_texture) const {
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>());
+
+ Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+
+ ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>());
+
+ Vector<Ref<Image>> ret;
+
+ for (int i = 0; i < tex->buffer_slices_3d.size(); i++) {
+ const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i];
+ ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1);
+
+ Ref<Image> img;
+ img.instance();
+ img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
+ ERR_FAIL_COND_V(img->empty(), Vector<Ref<Image>>());
+ if (tex->format != tex->validated_format) {
+ img->convert(tex->format);
+ }
+
+ ret.push_back(img);
+ }
+
+ return ret;
}
void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
@@ -913,6 +1118,11 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
}
RD::get_singleton()->free(tex->rd_texture);
+ if (tex->canvas_texture) {
+ memdelete(tex->canvas_texture);
+ tex->canvas_texture = nullptr;
+ }
+
Vector<RID> proxies_to_update = tex->proxies;
Vector<RID> proxies_to_redirect = by_tex->proxies;
@@ -920,6 +1130,10 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
tex->proxies = proxies_to_update; //restore proxies, so they can be updated
+ if (tex->canvas_texture) {
+ tex->canvas_texture->diffuse = p_texture; //update
+ }
+
for (int i = 0; i < proxies_to_update.size(); i++) {
texture_proxy_update(proxies_to_update[i], p_texture);
}
@@ -988,6 +1202,167 @@ Size2 RasterizerStorageRD::texture_size_with_proxy(RID p_proxy) {
return texture_2d_get_size(p_proxy);
}
+/* CANVAS TEXTURE */
+
+void RasterizerStorageRD::CanvasTexture::clear_sets() {
+ if (cleared_cache) {
+ return;
+ }
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
+ RD::get_singleton()->free(uniform_sets[i][j]);
+ uniform_sets[i][j] = RID();
+ }
+ }
+ }
+ cleared_cache = true;
+}
+
+RasterizerStorageRD::CanvasTexture::~CanvasTexture() {
+ clear_sets();
+}
+
+RID RasterizerStorageRD::canvas_texture_create() {
+ return canvas_texture_owner.make_rid(memnew(CanvasTexture));
+}
+
+void RasterizerStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
+ switch (p_channel) {
+ case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
+ ct->diffuse = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
+ ct->normalmap = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
+ ct->specular = p_texture;
+ } break;
+ }
+
+ ct->clear_sets();
+}
+
+void RasterizerStorageRD::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
+ CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
+ ct->specular_color.r = p_specular_color.r;
+ ct->specular_color.g = p_specular_color.g;
+ ct->specular_color.b = p_specular_color.b;
+ ct->specular_color.a = p_shininess;
+ ct->clear_sets();
+}
+
+void RasterizerStorageRD::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
+ ct->texture_filter = p_filter;
+ ct->clear_sets();
+}
+
+void RasterizerStorageRD::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture);
+ ct->texture_repeat = p_repeat;
+ ct->clear_sets();
+}
+
+bool RasterizerStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
+ CanvasTexture *ct = nullptr;
+
+ Texture *t = texture_owner.getornull(p_texture);
+
+ if (t) {
+ //regular texture
+ if (!t->canvas_texture) {
+ t->canvas_texture = memnew(CanvasTexture);
+ t->canvas_texture->diffuse = p_texture;
+ }
+
+ ct = t->canvas_texture;
+ } else {
+ ct = canvas_texture_owner.getornull(p_texture);
+ }
+
+ if (!ct) {
+ return false; //invalid texture RID
+ }
+
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
+ ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
+
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
+ ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
+
+ RID uniform_set = ct->uniform_sets[filter][repeat];
+ if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //create and update
+ Vector<RD::Uniform> uniforms;
+ { //diffuse
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+
+ t = texture_owner.getornull(ct->diffuse);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->size_cache = Size2i(1, 1);
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->size_cache = Size2i(t->width_2d, t->height_2d);
+ }
+ uniforms.push_back(u);
+ }
+ { //normal
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+
+ t = texture_owner.getornull(ct->normalmap);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
+ ct->use_normal_cache = false;
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->use_normal_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //specular
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+
+ t = texture_owner.getornull(ct->specular);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->use_specular_cache = false;
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->use_specular_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //sampler
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 3;
+ u.ids.push_back(sampler_rd_get_default(filter, repeat));
+ uniforms.push_back(u);
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
+ ct->uniform_sets[filter][repeat] = uniform_set;
+ ct->cleared_cache = false;
+ }
+
+ r_uniform_set = uniform_set;
+ r_size = ct->size_cache;
+ r_specular_shininess = ct->specular_color;
+ r_use_normal = ct->use_normal_cache;
+ r_use_specular = ct->use_specular_cache;
+
+ return true;
+}
+
/* SHADER API */
RID RasterizerStorageRD::shader_create() {
@@ -1051,6 +1426,10 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
}
material->shader_type = new_type;
}
+
+ for (Map<StringName, RID>::Element *E = shader->default_texture_parameter.front(); E; E = E->next()) {
+ shader->data->set_default_texture_param(E->key(), E->get());
+ }
}
if (shader->data) {
@@ -1087,7 +1466,9 @@ void RasterizerStorageRD::shader_set_default_texture_param(RID p_shader, const S
} else {
shader->default_texture_parameter.erase(p_name);
}
-
+ if (shader->data) {
+ shader->data->set_default_texture_param(p_name, p_texture);
+ }
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
_material_queue_update(material, false, true);
@@ -3003,9 +3384,9 @@ Vector<float> RasterizerStorageRD::multimesh_get_buffer(RID p_multimesh) const {
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
Vector<float> ret;
- ret.resize(multimesh->instances);
+ ret.resize(multimesh->instances * multimesh->stride_cache);
{
- float *w = multimesh->data_cache.ptrw();
+ float *w = ret.ptrw();
const uint8_t *r = buffer.ptr();
copymem(w, r, buffer.size());
}
@@ -3098,7 +3479,1296 @@ void RasterizerStorageRD::_update_dirty_multimeshes() {
multimesh_dirty_list = nullptr;
}
-/* SKELETON */
+/* PARTICLES */
+
+RID RasterizerStorageRD::particles_create() {
+ return particles_owner.make_rid(Particles());
+}
+
+void RasterizerStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool RasterizerStorageRD::particles_get_emitting(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void RasterizerStorageRD::_particles_free_data(Particles *particles) {
+ if (!particles->particle_buffer.is_valid()) {
+ return;
+ }
+ RD::get_singleton()->free(particles->particle_buffer);
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particles_transforms_buffer_uniform_set = RID();
+ particles->particle_buffer = RID();
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
+ RD::get_singleton()->free(particles->collision_textures_uniform_set);
+ }
+
+ if (particles->particles_sort_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particles_sort_buffer);
+ particles->particles_sort_buffer = RID();
+ }
+
+ if (particles->emission_buffer != nullptr) {
+ particles->emission_buffer = nullptr;
+ particles->emission_buffer_data.clear();
+ RD::get_singleton()->free(particles->emission_storage_buffer);
+ particles->emission_storage_buffer = RID();
+ }
+}
+
+void RasterizerStorageRD::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ if (particles->amount > 0) {
+ particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * p_amount);
+ particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * 1);
+ particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (3 + 1 + 1) * p_amount);
+ //needs to clear it
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
+ }
+ }
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+}
+
+void RasterizerStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
+}
+
+void RasterizerStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
+void RasterizerStorageRD::particles_set_pre_process_time(RID p_particles, float p_time) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
+}
+void RasterizerStorageRD::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
+}
+void RasterizerStorageRD::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
+}
+
+void RasterizerStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->speed_scale = p_scale;
+}
+void RasterizerStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->use_local_coords = p_enable;
+}
+
+void RasterizerStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+}
+
+void RasterizerStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
+}
+
+void RasterizerStorageRD::particles_set_collision_base_size(RID p_particles, float p_size) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
+}
+
+void RasterizerStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+}
+
+void RasterizerStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
+}
+
+void RasterizerStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
+}
+
+void RasterizerStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+}
+
+void RasterizerStorageRD::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void RasterizerStorageRD::_particles_allocate_emission_buffer(Particles *particles) {
+ ERR_FAIL_COND(particles->emission_buffer != nullptr);
+
+ particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
+ zeromem(particles->emission_buffer_data.ptrw(), particles->emission_buffer_data.size());
+ particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw();
+ particles->emission_buffer->particle_max = particles->amount;
+
+ particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ //will need to be re-created
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID();
+ }
+}
+
+void RasterizerStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_particles == p_subemitter_particles);
+
+ particles->sub_emitter = p_subemitter_particles;
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting
+ }
+}
+
+void RasterizerStorageRD::particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(particles->amount == 0);
+
+ if (particles->emitting) {
+ particles->clear = true;
+ particles->emitting = false;
+ }
+
+ if (particles->emission_buffer == nullptr) {
+ _particles_allocate_emission_buffer(particles);
+ }
+
+ if (particles->inactive) {
+ //in case it was inactive, make active again
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ }
+
+ int32_t idx = particles->emission_buffer->particle_count;
+ if (idx < particles->emission_buffer->particle_max) {
+ store_transform(p_transform, particles->emission_buffer->data[idx].xform);
+
+ particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
+ particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
+ particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
+
+ particles->emission_buffer->data[idx].custom[0] = p_custom.r;
+ particles->emission_buffer->data[idx].custom[1] = p_custom.g;
+ particles->emission_buffer->data[idx].custom[2] = p_custom.b;
+ particles->emission_buffer->data[idx].custom[3] = p_custom.a;
+
+ particles->emission_buffer->data[idx].color[0] = p_color.r;
+ particles->emission_buffer->data[idx].color[1] = p_color.g;
+ particles->emission_buffer->data[idx].color[2] = p_color.b;
+ particles->emission_buffer->data[idx].color[3] = p_color.a;
+
+ particles->emission_buffer->data[idx].flags = p_emit_flags;
+ particles->emission_buffer->particle_count++;
+ }
+}
+
+void RasterizerStorageRD::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
+}
+
+AABB RasterizerStorageRD::particles_get_current_aabb(RID p_particles) {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ Vector<ParticleData> data;
+ data.resize(particles->amount);
+
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
+
+ Transform inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+ const ParticleData *particle_data = (const ParticleData *)data.ptr();
+ for (int i = 0; i < particles->amount; i++) {
+ if (particle_data[i].active) {
+ Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
+}
+
+AABB RasterizerStorageRD::particles_get_aabb(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
+}
+
+void RasterizerStorageRD::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_transform = p_transform;
+}
+
+int RasterizerStorageRD::particles_get_draw_passes(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->draw_passes.size();
+}
+
+RID RasterizerStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
+}
+
+void RasterizerStorageRD::particles_add_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_PARTICLES_COLLISION);
+
+ particles->collisions.insert(p_instance);
+}
+
+void RasterizerStorageRD::particles_remove_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collisions.erase(p_instance);
+}
+
+void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_delta) {
+ if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(p_particles->frame_params_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(p_particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ if (p_particles->emission_storage_buffer.is_valid()) {
+ u.ids.push_back(p_particles->emission_storage_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+ if (sub_emitter) {
+ if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
+ _particles_allocate_emission_buffer(sub_emitter);
+ }
+ u.ids.push_back(sub_emitter->emission_storage_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
+ }
+
+ float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
+
+ ParticlesFrameParams &frame_params = p_particles->frame_params;
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RasterizerRD::singleton->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ store_transform(Transform(), frame_params.emission_transform);
+ } else {
+ store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ RID collision_heightmap_texture;
+
+ Transform to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+ uint32_t collision_3d_textures_used = 0;
+ for (const Set<RasterizerScene::InstanceBase *>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
+ ParticlesCollision *pc = particles_collision_owner.getornull(E->get()->base);
+ Transform to_collider = E->get()->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ attr.texture_index = collision_3d_textures_used;
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ col.texture_index = collision_3d_textures_used;
+ col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != RID()) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ bool different = false;
+ if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
+ for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
+ different = true;
+ break;
+ }
+ }
+ }
+
+ if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
+ different = true;
+ }
+
+ bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
+
+ if (different || !uniform_set_valid) {
+ if (uniform_set_valid) {
+ RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ RID rd_tex;
+ if (i < collision_3d_textures_used) {
+ Texture *t = texture_owner.getornull(collision_3d_textures[i]);
+ if (t && t->type == Texture::TYPE_3D) {
+ rd_tex = t->rd_texture;
+ }
+ }
+
+ if (rd_tex == RID()) {
+ rd_tex = default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE];
+ }
+ u.ids.push_back(rd_tex);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (collision_heightmap_texture.is_valid()) {
+ u.ids.push_back(collision_heightmap_texture);
+ } else {
+ u.ids.push_back(default_rd_textures[DEFAULT_RD_TEXTURE_BLACK]);
+ }
+ uniforms.push_back(u);
+ }
+ p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ }
+ }
+
+ ParticlesShader::PushConstant push_constant;
+
+ push_constant.clear = p_particles->clear;
+ push_constant.total_particles = p_particles->amount;
+ push_constant.lifetime = p_particles->lifetime;
+ push_constant.trail_size = 1;
+ push_constant.use_fractional_delta = p_particles->fractional_delta;
+ push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
+
+ p_particles->force_sub_emit = false; //reset
+
+ Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+
+ if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
+ // print_line("updating subemitter buffer");
+ int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero, true);
+ push_constant.can_emit = true;
+
+ if (sub_emitter->emitting) {
+ sub_emitter->emitting = false;
+ sub_emitter->clear = true; //will need to clear if it was emitting, sorry
+ }
+ //make sure the sub emitter processes particles too
+ sub_emitter->inactive = false;
+ sub_emitter->inactive_time = 0;
+
+ sub_emitter->force_sub_emit = true;
+
+ } else {
+ push_constant.can_emit = false;
+ }
+
+ if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer, true);
+ p_particles->emission_buffer->particle_count = 0;
+ }
+
+ p_particles->clear = false;
+
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params, true);
+
+ ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
+ if (!m) {
+ m = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES);
+ }
+
+ ERR_FAIL_COND(!m);
+
+ //todo should maybe compute all particle systems together?
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
+
+ if (m->uniform_set.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
+ return; //uninteresting for other modes
+ }
+
+ //copy to sort buffer
+ if (particles->particles_sort_buffer == RID()) {
+ uint32_t size = particles->amount;
+ if (size & 1) {
+ size++; //make multiple of 16
+ }
+ size *= sizeof(float) * 2;
+ particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(particles->particles_sort_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1);
+ }
+ }
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ ParticlesShader::CopyPushConstant copy_push_constant;
+ copy_push_constant.total_particles = particles->amount;
+ copy_push_constant.sort_direction[0] = axis.x;
+ copy_push_constant.sort_direction[1] = axis.y;
+ copy_push_constant.sort_direction[2] = axis.z;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+
+ effects.sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerStorageRD::update_particles() {
+ while (particle_update_list) {
+ //use transform feedback to process particles
+
+ Particles *particles = particle_update_list;
+
+ //take and remove
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RasterizerRD::singleton->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ float frame_time;
+ if (particles->fixed_fps > 0)
+ frame_time = 1.0 / particles->fixed_fps;
+ else
+ frame_time = 1.0 / 30.0;
+
+ float todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (particles->fixed_fps > 0) {
+ float frame_time;
+ float decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / particles->fixed_fps;
+ } else {
+ frame_time = 1.0 / particles->fixed_fps;
+ decr = frame_time;
+ }
+ float delta = RasterizerRD::singleton->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ float todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale)
+ _particles_process(particles, 0.0);
+ else
+ _particles_process(particles, RasterizerRD::singleton->get_frame_delta_time());
+ }
+
+ //copy particles to instance buffer
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
+ ParticlesShader::CopyPushConstant copy_push_constant;
+ copy_push_constant.total_particles = particles->amount;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ particles->instance_dependency.instance_notify_changed(true, false); //make sure shadows are updated
+ }
+}
+
+bool RasterizerStorageRD::particles_is_inactive(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
+}
+
+/* SKY SHADER */
+
+void RasterizerStorageRD::ParticlesShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+
+ /*
+ uses_time = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+*/
+
+ actions.uniforms = &uniforms;
+
+ Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = base_singleton->particles_shader.shader.version_create();
+ }
+
+ base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.uniforms, gen_code.compute_global, gen_code.compute, gen_code.defines);
+ ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //update pipelines
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(base_singleton->particles_shader.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void RasterizerStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void RasterizerStorageRD::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void RasterizerStorageRD::ParticlesShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RasterizerStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RasterizerStorageRD::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RasterizerStorageRD::ParticlesShaderData::ParticlesShaderData() {
+ valid = false;
+}
+
+RasterizerStorageRD::ParticlesShaderData::~ParticlesShaderData() {
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ base_singleton->particles_shader.shader.version_free(version);
+ }
+}
+
+RasterizerStorageRD::ShaderData *RasterizerStorageRD::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+void RasterizerStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+}
+
+RasterizerStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RasterizerStorageRD::MaterialData *RasterizerStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
+ ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+////////
+
+/* PARTICLES COLLISION API */
+
+RID RasterizerStorageRD::particles_collision_create() {
+ return particles_collision_owner.make_rid(ParticlesCollision());
+}
+
+RID RasterizerStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, RID());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
+
+ if (particles_collision->heightfield_texture == RID()) {
+ //create
+ int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = size.x;
+ tf.height = size.y;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb_tex;
+ fb_tex.push_back(particles_collision->heightfield_texture);
+ particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ particles_collision->heightfield_fb_size = size;
+ }
+
+ return particles_collision->heightfield_fb;
+}
+
+void RasterizerStorageRD::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+ particles_collision->type = p_type;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
+}
+
+void RasterizerStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
+}
+
+void RasterizerStorageRD::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->field_texture = p_texture;
+}
+
+void RasterizerStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+}
+
+AABB RasterizerStorageRD::particles_collision_get_aabb(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 RasterizerStorageRD::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
+}
+
+bool RasterizerStorageRD::particles_collision_is_heightfield(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
+}
/* SKELETON API */
@@ -3569,6 +5239,9 @@ void RasterizerStorageRD::reflection_probe_set_extents(RID p_probe, const Vector
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
+ if (reflection_probe->extents == p_extents) {
+ return;
+ }
reflection_probe->extents = p_extents;
reflection_probe->instance_dependency.instance_notify_changed(true, false);
}
@@ -4339,6 +6012,7 @@ void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
//free in reverse dependency order
if (rt->framebuffer.is_valid()) {
RD::get_singleton()->free(rt->framebuffer);
+ rt->framebuffer_uniform_set = RID(); //chain deleted
}
if (rt->color.is_valid()) {
@@ -4353,10 +6027,7 @@ void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy);
}
rt->backbuffer_mipmaps.clear();
- if (rt->backbuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->backbuffer_uniform_set)) {
- RD::get_singleton()->free(rt->backbuffer_uniform_set);
- }
- rt->backbuffer_uniform_set = RID();
+ rt->backbuffer_uniform_set = RID(); //chain deleted
}
rt->framebuffer = RID();
@@ -4460,12 +6131,23 @@ 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_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ 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.mipmaps = mipmaps_required;
rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
+ {
+ Vector<RID> fb_tex;
+ fb_tex.push_back(rt->backbuffer_mipmap0);
+ rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+
+ if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) {
+ //the new one will require the backbuffer.
+ RD::get_singleton()->free(rt->framebuffer_uniform_set);
+ rt->framebuffer_uniform_set = RID();
+ }
//create mipmaps
for (uint32_t i = 1; i < mipmaps_required; i++) {
RenderTarget::BackbufferMipmap mm;
@@ -4563,6 +6245,23 @@ RID RasterizerStorageRD::render_target_get_rd_texture(RID p_render_target) {
return rt->color;
}
+RID RasterizerStorageRD::render_target_get_rd_backbuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->backbuffer;
+}
+
+RID RasterizerStorageRD::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ return rt->backbuffer_fb;
+}
+
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);
@@ -4601,21 +6300,30 @@ void RasterizerStorageRD::render_target_do_clear_request(RID p_render_target) {
rt->clear_requested = false;
}
-void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region) {
+void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
}
- Rect2i region = p_region;
- if (region == Rect2i()) {
+ Rect2i region;
+ if (p_region == Rect2i()) {
region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).clip(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
}
//single texture copy for backbuffer
- 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);
+ //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_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+
+ if (!p_gen_mipmaps) {
+ return;
+ }
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
@@ -4632,32 +6340,81 @@ void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target,
}
}
-RID RasterizerStorageRD::render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader) {
+void RasterizerStorageRD::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
+ ERR_FAIL_COND(!rt);
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).clip(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ //single texture copy for backbuffer
+ effects.set_color(rt->backbuffer_mipmap0, p_color, region, true);
+}
+void RasterizerStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
}
- if (rt->backbuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->backbuffer_uniform_set)) {
- return rt->backbuffer_uniform_set; //if still valid, return/reuse it.
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).clip(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
}
- //create otherwise
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(rt->backbuffer);
- uniforms.push_back(u);
+ //then mipmap blur
+ RID prev_texture = rt->backbuffer_mipmap0;
+
+ for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
+ 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);
- rt->backbuffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, 3);
- ERR_FAIL_COND_V(!rt->backbuffer_uniform_set.is_valid(), RID());
+ const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
+ effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
+ prev_texture = mm.mipmap;
+ }
+}
+RID RasterizerStorageRD::render_target_get_framebuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->framebuffer_uniform_set;
+}
+RID RasterizerStorageRD::render_target_get_backbuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
return rt->backbuffer_uniform_set;
}
+void RasterizerStorageRD::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->framebuffer_uniform_set = p_uniform_set;
+}
+void RasterizerStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->backbuffer_uniform_set = p_uniform_set;
+}
+
void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
if (mesh_owner.owns(p_base)) {
Mesh *mesh = mesh_owner.getornull(p_base);
@@ -4683,6 +6440,12 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In
} else if (light_owner.owns(p_base)) {
Light *l = light_owner.getornull(p_base);
p_instance->update_dependency(&l->instance_dependency);
+ } else if (particles_owner.owns(p_base)) {
+ Particles *p = particles_owner.getornull(p_base);
+ p_instance->update_dependency(&p->instance_dependency);
+ } else if (particles_collision_owner.owns(p_base)) {
+ ParticlesCollision *pc = particles_collision_owner.getornull(p_base);
+ p_instance->update_dependency(&pc->instance_dependency);
}
}
@@ -4715,6 +6478,12 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
if (lightmap_owner.owns(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
}
+ if (particles_owner.owns(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ }
+ if (particles_collision_owner.owns(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
+ }
return RS::INSTANCE_NONE;
}
@@ -4754,7 +6523,7 @@ RID RasterizerStorageRD::decal_atlas_get_texture() const {
}
RID RasterizerStorageRD::decal_atlas_get_texture_srgb() const {
- return decal_atlas.texture;
+ return decal_atlas.texture_srgb;
}
void RasterizerStorageRD::_update_decal_atlas() {
@@ -5677,8 +7446,16 @@ bool RasterizerStorageRD::free(RID p_rid) {
p->rd_texture = RID();
p->rd_texture_srgb = RID();
}
+
+ if (t->canvas_texture) {
+ memdelete(t->canvas_texture);
+ }
texture_owner.free(p_rid);
+ } else if (canvas_texture_owner.owns(p_rid)) {
+ CanvasTexture *ct = canvas_texture_owner.getornull(p_rid);
+ memdelete(ct);
+ canvas_texture_owner.free(p_rid);
} else if (shader_owner.owns(p_rid)) {
Shader *shader = shader_owner.getornull(p_rid);
//make material unreference this
@@ -5747,6 +7524,19 @@ bool RasterizerStorageRD::free(RID p_rid) {
light->instance_dependency.instance_notify_deleted(p_rid);
light_owner.free(p_rid);
+ } else if (particles_owner.owns(p_rid)) {
+ Particles *particles = particles_owner.getornull(p_rid);
+ _particles_free_data(particles);
+ particles->instance_dependency.instance_notify_deleted(p_rid);
+ particles_owner.free(p_rid);
+ } else if (particles_collision_owner.owns(p_rid)) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ }
+ particles_collision->instance_dependency.instance_notify_deleted(p_rid);
+ particles_collision_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
@@ -6066,15 +7856,18 @@ RasterizerStorageRD::RasterizerStorageRD() {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
@@ -6211,6 +8004,130 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapper/probe_capture_update_speed");
+
+ /* Particles */
+
+ {
+ // Initialize particles
+ Vector<String> particles_modes;
+ particles_modes.push_back("");
+ particles_shader.shader.initialize(particles_modes, String());
+ }
+ shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
+ material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "PARTICLE.color";
+ actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ //actions.renames["MASS"] = "mass"; ?
+ actions.renames["ACTIVE"] = "PARTICLE.is_active";
+ actions.renames["RESTART"] = "restart";
+ actions.renames["CUSTOM"] = "PARTICLE.custom";
+ actions.renames["TRANSFORM"] = "PARTICLE.xform";
+ actions.renames["TIME"] = "FRAME.time";
+ actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["DELTA"] = "local_delta";
+ actions.renames["NUMBER"] = "particle";
+ actions.renames["INDEX"] = "index";
+ //actions.renames["GRAVITY"] = "current_gravity";
+ actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
+ actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
+ actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
+ actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
+ actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
+ actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
+ actions.renames["RESTART_POSITION"] = "restart_position";
+ actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
+ actions.renames["RESTART_VELOCITY"] = "restart_velocity";
+ actions.renames["RESTART_COLOR"] = "restart_color";
+ actions.renames["RESTART_CUSTOM"] = "restart_custom";
+ actions.renames["emit_particle"] = "emit_particle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
+
+ actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 3;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ particles_shader.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = shader_create();
+ shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
+ particles_shader.default_material = material_create();
+ material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+
+ ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RasterizerStorageRD::SHADER_TYPE_PARTICLES);
+ particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
+ }
+
+ default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4);
+
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
+ copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
+
+ particles_shader.copy_shader.initialize(copy_modes);
+
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+
+ for (int i = 0; i < ParticlesShader::COPY_MODE_MAX; i++) {
+ particles_shader.copy_pipelines[i] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i));
+ }
+ }
}
RasterizerStorageRD::~RasterizerStorageRD() {
@@ -6235,7 +8152,14 @@ RasterizerStorageRD::~RasterizerStorageRD() {
for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
+
giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
+
+ RenderingServer::get_singleton()->free(particles_shader.default_material);
+ RenderingServer::get_singleton()->free(particles_shader.default_shader);
+
+ RD::get_singleton()->free(default_rd_storage_buffer);
if (decal_atlas.textures.size()) {
ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index 6e5923953b..05cb1b4a73 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -31,11 +31,13 @@
#ifndef RASTERIZER_STORAGE_RD_H
#define RASTERIZER_STORAGE_RD_H
-#include "core/rid_owner.h"
+#include "core/templates/rid_owner.h"
#include "servers/rendering/rasterizer.h"
#include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h"
#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
#include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/particles.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/rendering_device.h"
class RasterizerStorageRD : public RasterizerStorage {
@@ -172,6 +174,29 @@ public:
};
private:
+ /* CANVAS TEXTURE API (2D) */
+
+ struct CanvasTexture {
+ RID diffuse;
+ RID normalmap;
+ RID specular;
+ Color specular_color = Color(1, 1, 1, 1);
+ float shininess = 1.0;
+
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+
+ Size2i size_cache = Size2i(1, 1);
+ bool use_normal_cache = false;
+ bool use_specular_cache = false;
+ bool cleared_cache = true;
+ void clear_sets();
+ ~CanvasTexture();
+ };
+
+ RID_PtrOwner<CanvasTexture> canvas_texture_owner;
+
/* TEXTURE API */
struct Texture {
enum Type {
@@ -203,6 +228,14 @@ private:
int height_2d;
int width_2d;
+ struct BufferSlice3D {
+ Size2i size;
+ uint32_t offset = 0;
+ uint32_t buffer_size = 0;
+ };
+ Vector<BufferSlice3D> buffer_slices_3d;
+ uint32_t buffer_size_3d = 0;
+
bool is_render_target;
bool is_proxy;
@@ -221,6 +254,8 @@ private:
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
+
+ CanvasTexture *canvas_texture = nullptr;
};
struct TextureToRDFormat {
@@ -247,6 +282,7 @@ private:
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+ RID default_rd_storage_buffer;
/* DECAL ATLAS */
@@ -386,6 +422,9 @@ private:
uint32_t multimesh_render_index = 0;
uint64_t multimesh_render_pass = 0;
+
+ uint32_t particles_render_index = 0;
+ uint64_t particles_render_pass = 0;
};
uint32_t blend_shape_count = 0;
@@ -448,6 +487,324 @@ private:
_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
void _update_dirty_multimeshes();
+ /* PARTICLES */
+
+ struct ParticleData {
+ float xform[16];
+ float velocity[3];
+ uint32_t active;
+ float color[4];
+ float custom[3];
+ float lifetime;
+ uint32_t pad[3];
+ };
+
+ struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 7
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float scale;
+ uint32_t pad[2];
+ };
+
+ uint32_t emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint32_t cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint32_t random_seed;
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ float particle_size;
+
+ float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+ };
+
+ struct ParticleEmissionBufferData {
+ };
+
+ struct ParticleEmissionBuffer {
+ struct Data {
+ float xform[16];
+ float velocity[3];
+ uint32_t flags;
+ float color[4];
+ float custom[4];
+ };
+
+ int32_t particle_count;
+ int32_t particle_max;
+ uint32_t pad1;
+ uint32_t pad2;
+ Data data[1]; //its 2020 and empty arrays are still non standard in C++
+ };
+
+ struct Particles {
+ bool inactive;
+ float inactive_time;
+ bool emitting;
+ bool one_shot;
+ int amount;
+ float lifetime;
+ float pre_process_time;
+ float explosiveness;
+ float randomness;
+ bool restart_request;
+ AABB custom_aabb;
+ bool use_local_coords;
+ RID process_material;
+
+ RS::ParticlesDrawOrder draw_order;
+
+ Vector<RID> draw_passes;
+
+ RID particle_buffer;
+ RID particle_instance_buffer;
+ RID frame_params_buffer;
+
+ RID particles_material_uniform_set;
+ RID particles_copy_uniform_set;
+ RID particles_transforms_buffer_uniform_set;
+ RID collision_textures_uniform_set;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ uint32_t collision_3d_textures_used = 0;
+ RID collision_heightmap_texture;
+
+ RID particles_sort_buffer;
+ RID particles_sort_uniform_set;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ RID sub_emitter;
+
+ float phase;
+ float prev_phase;
+ uint64_t prev_ticks;
+ uint32_t random_seed;
+
+ uint32_t cycle_number;
+
+ float speed_scale;
+
+ int fixed_fps;
+ bool fractional_delta;
+ float frame_remainder;
+ float collision_base_size;
+
+ bool clear;
+
+ bool force_sub_emit = false;
+
+ Transform emission_transform;
+
+ Vector<uint8_t> emission_buffer_data;
+
+ ParticleEmissionBuffer *emission_buffer = nullptr;
+ RID emission_storage_buffer;
+
+ Set<RasterizerScene::InstanceBase *> collisions;
+
+ Particles() :
+ inactive(true),
+ inactive_time(0.0),
+ emitting(false),
+ one_shot(false),
+ amount(0),
+ lifetime(1.0),
+ pre_process_time(0.0),
+ explosiveness(0.0),
+ randomness(0.0),
+ restart_request(false),
+ custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
+ use_local_coords(true),
+ draw_order(RS::PARTICLES_DRAW_ORDER_INDEX),
+ prev_ticks(0),
+ random_seed(0),
+ cycle_number(0),
+ speed_scale(1.0),
+ fixed_fps(0),
+ fractional_delta(false),
+ frame_remainder(0),
+ collision_base_size(0.01),
+ clear(true) {
+ }
+
+ RasterizerScene::InstanceDependency instance_dependency;
+
+ ParticlesFrameParams frame_params;
+ };
+
+ void _particles_process(Particles *p_particles, float p_delta);
+ void _particles_allocate_emission_buffer(Particles *particles);
+ void _particles_free_data(Particles *particles);
+
+ struct ParticlesShader {
+ struct PushConstant {
+ float lifetime;
+ uint32_t clear;
+ uint32_t total_particles;
+ uint32_t trail_size;
+
+ uint32_t use_fractional_delta;
+ uint32_t sub_emitter_mode;
+ uint32_t can_emit;
+ uint32_t pad;
+ };
+
+ ParticlesShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ struct CopyPushConstant {
+ float sort_direction[3];
+ uint32_t total_particles;
+ };
+
+ enum {
+ COPY_MODE_FILL_INSTANCES,
+ COPY_MODE_FILL_SORT_BUFFER,
+ COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
+ COPY_MODE_MAX,
+ };
+
+ ParticlesCopyShaderRD copy_shader;
+ RID copy_shader_version;
+ RID copy_pipelines[COPY_MODE_MAX];
+
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ struct ParticlesShaderData : public ShaderData {
+ bool valid;
+ RID version;
+
+ //RenderPipelineVertexFormatCacheRD pipelines[SKY_VERSION_MAX];
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ RID pipeline;
+
+ bool uses_time;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ ParticlesShaderData();
+ virtual ~ParticlesShaderData();
+ };
+
+ ShaderData *_create_particles_shader_func();
+ static RasterizerStorageRD::ShaderData *_create_particles_shader_funcs() {
+ return base_singleton->_create_particles_shader_func();
+ }
+
+ struct ParticlesMaterialData : public MaterialData {
+ uint64_t last_frame;
+ ParticlesShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~ParticlesMaterialData();
+ };
+
+ MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
+ static RasterizerStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
+ return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
+ }
+
+ void update_particles();
+
+ mutable RID_Owner<Particles> particles_owner;
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ RID field_texture;
+ RID heightfield_texture;
+ RID heightfield_fb;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<ParticlesCollision> particles_collision_owner;
+
/* Skeleton */
struct Skeleton {
@@ -632,6 +989,7 @@ private:
bool flags[RENDER_TARGET_FLAG_MAX];
RID backbuffer; //used for effects
+ RID backbuffer_fb;
RID backbuffer_mipmap0;
struct BackbufferMipmap {
@@ -640,6 +998,8 @@ private:
};
Vector<BackbufferMipmap> backbuffer_mipmaps;
+
+ RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
//texture generated for this owner (nor RD).
@@ -732,14 +1092,14 @@ public:
virtual RID texture_2d_create(const Ref<Image> &p_image);
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
- virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
//these two APIs can be used together or in combination with the others.
@@ -749,7 +1109,7 @@ public:
virtual Ref<Image> texture_2d_get(RID p_texture) const;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
- virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const;
virtual void texture_replace(RID p_texture, RID p_by_texture);
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
@@ -815,6 +1175,18 @@ public:
return default_rd_samplers[p_filter][p_repeat];
}
+ /* CANVAS TEXTURE API */
+
+ virtual RID canvas_texture_create();
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
+
+ virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter);
+ virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat);
+
+ bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
+
/* SHADER API */
RID shader_create();
@@ -977,6 +1349,19 @@ public:
return s->multimesh_render_index;
}
+ _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->particles_render_pass != p_render_pass) {
+ (*r_index)++;
+ s->particles_render_pass = p_render_pass;
+ s->particles_render_index = *r_index;
+ }
+
+ return s->particles_render_index;
+ }
+
/* MULTIMESH API */
RID multimesh_create();
@@ -1407,39 +1792,99 @@ public:
/* PARTICLES */
- RID particles_create() { return RID(); }
+ RID particles_create();
+
+ void particles_set_emitting(RID p_particles, bool p_emitting);
+ void particles_set_amount(RID p_particles, int p_amount);
+ void particles_set_lifetime(RID p_particles, float p_lifetime);
+ void particles_set_one_shot(RID p_particles, bool p_one_shot);
+ void particles_set_pre_process_time(RID p_particles, float p_time);
+ void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
+ void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
+ void particles_set_speed_scale(RID p_particles, float p_scale);
+ void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
+ void particles_set_process_material(RID p_particles, RID p_material);
+ void particles_set_fixed_fps(RID p_particles, int p_fps);
+ void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ void particles_set_collision_base_size(RID p_particles, float p_size);
+ void particles_restart(RID p_particles);
+ void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
+ void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
+
+ void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
+
+ void particles_set_draw_passes(RID p_particles, int p_count);
+ void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
+
+ void particles_request_process(RID p_particles);
+ AABB particles_get_current_aabb(RID p_particles);
+ AABB particles_get_aabb(RID p_particles) const;
+
+ void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
- void particles_set_emitting(RID p_particles, bool p_emitting) {}
- void particles_set_amount(RID p_particles, int p_amount) {}
- void particles_set_lifetime(RID p_particles, float p_lifetime) {}
- void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
- void particles_set_pre_process_time(RID p_particles, float p_time) {}
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
- void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
- void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
- void particles_set_speed_scale(RID p_particles, float p_scale) {}
- void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
- void particles_set_process_material(RID p_particles, RID p_material) {}
- void particles_set_fixed_fps(RID p_particles, int p_fps) {}
- void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
- void particles_restart(RID p_particles) {}
+ bool particles_get_emitting(RID p_particles);
+ int particles_get_draw_passes(RID p_particles) const;
+ RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
- void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}
+ void particles_set_view_axis(RID p_particles, const Vector3 &p_axis);
- void particles_set_draw_passes(RID p_particles, int p_count) {}
- void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
+ virtual bool particles_is_inactive(RID p_particles) const;
- void particles_request_process(RID p_particles) {}
- AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
- AABB particles_get_aabb(RID p_particles) const { return AABB(); }
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
- void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
+ return particles->amount;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
- bool particles_get_emitting(RID p_particles) { return false; }
- int particles_get_draw_passes(RID p_particles) const { return 0; }
- RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
+ _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ if (particles->particles_transforms_buffer_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
- virtual bool particles_is_inactive(RID p_particles) const { return false; }
+ particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return particles->particles_transforms_buffer_uniform_set;
+ }
+
+ virtual void particles_add_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance);
+ virtual void particles_remove_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance);
+
+ /* PARTICLES COLLISION */
+
+ virtual RID particles_collision_create();
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength);
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality);
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve);
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
+ virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
/* GLOBAL VARIABLES API */
@@ -1472,7 +1917,10 @@ public:
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
bool render_target_was_used(RID p_render_target);
void render_target_set_as_unused(RID p_render_target);
- void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region);
+ void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
+ void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
+ void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
+
RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
@@ -1484,6 +1932,14 @@ 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);
+ RID render_target_get_rd_backbuffer(RID p_render_target);
+ RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
+
+ RID render_target_get_framebuffer_uniform_set(RID p_render_target);
+ RID render_target_get_backbuffer_uniform_set(RID p_render_target);
+
+ void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
+ void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
RS::InstanceType get_base_type(RID p_rid) const;
@@ -1511,6 +1967,8 @@ public:
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
virtual String get_captured_timestamp_name(uint32_t p_index) const;
+ RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; }
+
static RasterizerStorageRD *base_singleton;
RasterizerEffectsRD *get_effects();
diff --git a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h b/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
index cf15e79586..6a72dbc77c 100644
--- a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
+++ b/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
@@ -31,7 +31,7 @@
#ifndef RENDER_PIPELINE_CACHE_RD_H
#define RENDER_PIPELINE_CACHE_RD_H
-#include "core/spin_lock.h"
+#include "core/os/spin_lock.h"
#include "servers/rendering/rendering_device.h"
class RenderPipelineVertexFormatCacheRD {
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
index 1820c39c5a..1a33e9a567 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
@@ -30,8 +30,8 @@
#include "shader_compiler_rd.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
#include "rasterizer_storage_rd.h"
#include "servers/rendering_server.h"
@@ -423,13 +423,13 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c
return "(" + p_buffer + "[" + p_index + "].x != 0.0)";
}
case ShaderLanguage::TYPE_BVEC2: {
- return "(" + p_buffer + "[" + p_index + "].xy != vec2(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xy, vec2(0.0)))";
}
case ShaderLanguage::TYPE_BVEC3: {
- return "(" + p_buffer + "[" + p_index + "].xyz != vec3(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xyz, vec3(0.0)))";
}
case ShaderLanguage::TYPE_BVEC4: {
- return "(" + p_buffer + "[" + p_index + "].xyzw != vec4(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xyzw, vec4(0.0)))";
}
case ShaderLanguage::TYPE_INT: {
return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
@@ -444,16 +444,16 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c
return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";
}
case ShaderLanguage::TYPE_UINT: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].x)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)";
}
case ShaderLanguage::TYPE_UVEC2: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xy)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)";
}
case ShaderLanguage::TYPE_UVEC3: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyz)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)";
}
case ShaderLanguage::TYPE_UVEC4: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyzw)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)";
}
case ShaderLanguage::TYPE_FLOAT: {
return "(" + p_buffer + "[" + p_index + "].x)";
@@ -537,6 +537,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
r_gen_code.vertex_global += struct_code;
r_gen_code.fragment_global += struct_code;
+ r_gen_code.compute_global += struct_code;
}
int max_texture_uniforms = 0;
@@ -591,6 +592,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.vertex_global += ucode;
r_gen_code.fragment_global += ucode;
+ r_gen_code.compute_global += ucode;
GeneratedCode::Texture texture;
texture.name = E->key();
@@ -700,6 +702,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
vcode += ";\n";
r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
+ r_gen_code.compute_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
index++;
}
@@ -724,6 +727,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += ";\n";
r_gen_code.vertex_global += gcode;
r_gen_code.fragment_global += gcode;
+ r_gen_code.compute_global += gcode;
}
Map<StringName, String> function_code;
@@ -741,6 +745,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
+ Set<StringName> added_compute; //share for light
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
@@ -763,6 +768,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
+
+ if (fnode->name == compute_name) {
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.compute_global, added_compute);
+ r_gen_code.compute = function_code[compute_name];
+ }
+
function = nullptr;
}
@@ -1245,6 +1256,8 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
r_gen_code.vertex_global = String();
r_gen_code.fragment = String();
r_gen_code.fragment_global = String();
+ r_gen_code.compute = String();
+ r_gen_code.compute_global = String();
r_gen_code.light = String();
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
@@ -1266,6 +1279,7 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
vertex_name = "vertex";
fragment_name = "fragment";
+ compute_name = "compute";
light_name = "light";
time_name = "TIME";
@@ -1281,6 +1295,8 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
texture_functions.insert("textureLod");
texture_functions.insert("textureProjLod");
texture_functions.insert("textureGrad");
+ texture_functions.insert("textureSize");
+ texture_functions.insert("texelFetch");
}
ShaderCompilerRD::ShaderCompilerRD() {
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.h b/servers/rendering/rasterizer_rd/shader_compiler_rd.h
index ce94fb743f..694f8fff91 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.h
+++ b/servers/rendering/rasterizer_rd/shader_compiler_rd.h
@@ -31,7 +31,7 @@
#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H
-#include "core/pair.h"
+#include "core/templates/pair.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_types.h"
#include "servers/rendering_server.h"
@@ -68,6 +68,8 @@ public:
String fragment_global;
String fragment;
String light;
+ String compute_global;
+ String compute;
bool uses_global_textures;
bool uses_fragment_time;
@@ -104,6 +106,7 @@ private:
StringName vertex_name;
StringName fragment_name;
StringName light_name;
+ StringName compute_name;
StringName time_name;
Set<StringName> texture_functions;
diff --git a/servers/rendering/rasterizer_rd/shader_rd.cpp b/servers/rendering/rasterizer_rd/shader_rd.cpp
index 8c57651263..865a1e1bbe 100644
--- a/servers/rendering/rasterizer_rd/shader_rd.cpp
+++ b/servers/rendering/rasterizer_rd/shader_rd.cpp
@@ -30,7 +30,7 @@
#include "shader_rd.h"
-#include "core/string_builder.h"
+#include "core/string/string_builder.h"
#include "rasterizer_rd.h"
#include "servers/rendering/rendering_device.h"
diff --git a/servers/rendering/rasterizer_rd/shader_rd.h b/servers/rendering/rasterizer_rd/shader_rd.h
index d9bb068ba6..0c379db6f2 100644
--- a/servers/rendering/rasterizer_rd/shader_rd.h
+++ b/servers/rendering/rasterizer_rd/shader_rd.h
@@ -31,11 +31,11 @@
#ifndef SHADER_RD_H
#define SHADER_RD_H
-#include "core/hash_map.h"
-#include "core/map.h"
#include "core/os/mutex.h"
-#include "core/rid_owner.h"
-#include "core/variant.h"
+#include "core/templates/hash_map.h"
+#include "core/templates/map.h"
+#include "core/templates/rid_owner.h"
+#include "core/variant/variant.h"
#include <stdio.h>
/**
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 3aa863be98..9d531d63ad 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -37,3 +37,6 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("sdfgi_debug_probes.glsl")
env.RD_GLSL("volumetric_fog.glsl")
env.RD_GLSL("shadow_reduce.glsl")
+ env.RD_GLSL("particles.glsl")
+ env.RD_GLSL("particles_copy.glsl")
+ env.RD_GLSL("sort.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index e33b3face9..2a0f94e733 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -26,7 +26,7 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -101,7 +101,7 @@ void main() {
offset += 1;
} else {
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- offser += 4;
+ offset += 4;
}
color *= instance_color;
@@ -144,7 +144,7 @@ VERTEX_SHADER_CODE
color_interp = color;
- if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
+ if (canvas_data.use_pixel_snap) {
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
// offset uv by a small amount to avoid
@@ -226,7 +226,7 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -249,7 +249,7 @@ vec4 light_compute(
inout vec4 shadow_modulate,
vec2 screen_uv,
vec2 uv,
- vec4 color) {
+ vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -302,6 +302,99 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
+#ifdef USE_LIGHTING
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow /= 5.0;
+ } else { //PCF13
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+#ifdef LIGHT_SHADER_CODE_USED
+ shadow_color *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
+void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
+ uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
+
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
@@ -332,6 +425,7 @@ void main() {
color *= texture(sampler2D(color_texture, texture_sampler), uv);
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
+ bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
vec3 normal;
@@ -341,7 +435,7 @@ void main() {
bool normal_used = false;
#endif
- if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
@@ -358,7 +452,7 @@ void main() {
bool specular_shininess_used = false;
#endif
- if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
specular_shininess_used = true;
@@ -401,14 +495,53 @@ FRAGMENT_SHADER_CODE
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
- vec4 base_color = color;
+ vec3 base_color = color.rgb;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
color *= canvas_data.canvas_modulation;
#ifdef USE_LIGHTING
- for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
+
+ // Directional Lights
+
+ for (uint i = 0; i < canvas_data.directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array.data[light_base].position;
+ vec4 light_color = light_array.data[light_base].color;
+
+#ifdef LIGHT_SHADER_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ shadow_modulate
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
if (i >= light_count) {
break;
}
@@ -430,7 +563,8 @@ FRAGMENT_SHADER_CODE
light_base &= 0xFF;
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
- vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
+ vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
vec4 light_base_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
@@ -439,7 +573,7 @@ FRAGMENT_SHADER_CODE
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -450,24 +584,7 @@ FRAGMENT_SHADER_CODE
vec3 light_vec = normalize(light_pos - pos);
float cNdotL = max(0.0, dot(normal, light_vec));
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
-
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
@@ -502,66 +619,20 @@ FRAGMENT_SHADER_CODE
}
}
+ distance *= light_array.data[light_base].shadow_zfar_inv;
+
//float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
- vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
-
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
- shadow /= 13.0;
- }
+ vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
- vec4 shadow_color = light_array.data[light_base].shadow_color;
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
+ ,
+ shadow_modulate
#endif
- light_color = mix(light_color, shadow_color, shadow);
+ );
}
- uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
-
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a *= base_color.a;
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
+ light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
index 99e70a1976..421282cd4d 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
@@ -8,7 +8,8 @@ layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
- vec2 pad;
+ float z_far;
+ float pad;
}
constants;
@@ -25,9 +26,18 @@ void main() {
#version 450
+layout(push_constant, binding = 0, std430) uniform Constants {
+ mat4 projection;
+ mat2x4 modelview;
+ vec2 direction;
+ float z_far;
+ float pad;
+}
+constants;
+
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
void main() {
- distance_buf = depth;
+ distance_buf = depth / constants.z_far;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
index a39866004b..bb39584cbb 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
@@ -1,3 +1,6 @@
+
+#define MAX_LIGHTS_PER_ITEM 16
+
#define M_PI 3.14159265359
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
@@ -12,7 +15,6 @@
#define FLAGS_USING_LIGHT_MASK (1 << 11)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
-#define FLAGS_USE_PIXEL_SNAP (1 << 14)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
@@ -22,13 +24,7 @@
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
-// In vulkan, sets should always be ordered using the following logic:
-// Lower Sets: Sets that change format and layout less often
-// Higher sets: Sets that change format and layout very often
-// This is because changing a set for another with a different layout or format,
-// invalidates all the upper ones.
-
-/* SET0: Draw Primitive */
+// Push Constant
layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 world_x;
@@ -53,46 +49,31 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
}
draw_data;
-// The values passed per draw primitives are cached within it
-
-layout(set = 0, binding = 1) uniform texture2D color_texture;
-layout(set = 0, binding = 2) uniform texture2D normal_texture;
-layout(set = 0, binding = 3) uniform texture2D specular_texture;
-layout(set = 0, binding = 4) uniform sampler texture_sampler;
-
-layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
-
-/* SET1: Is reserved for the material */
-
-#ifdef USE_MATERIAL_SAMPLERS
-
-layout(set = 1, binding = 0) uniform sampler material_samplers[12];
+// In vulkan, sets should always be ordered using the following logic:
+// Lower Sets: Sets that change format and layout less often
+// Higher sets: Sets that change format and layout very often
+// This is because changing a set for another with a different layout or format,
+// invalidates all the upper ones (as likely internal base offset changes)
-#endif
+/* SET0: Globals */
-/* SET2: Canvas Item State (including lighting) */
+// The values passed per draw primitives are cached within it
-layout(set = 2, binding = 0, std140) uniform CanvasData {
+layout(set = 0, binding = 1, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
- float time_pad;
- //uint light_count;
-}
-canvas_data;
-
-layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
+ bool use_pixel_snap;
-layout(set = 2, binding = 2, std140) uniform SkeletonData {
- mat4 skeleton_transform; //in world coordinates
- mat4 skeleton_transform_inverse;
+ uint directional_light_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
}
-skeleton_data;
-
-#ifdef USE_LIGHTING
+canvas_data;
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
@@ -110,37 +91,52 @@ struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
- vec4 shadow_color;
- vec2 position;
+
+ uint shadow_color; // packed
uint flags; //index to light texture
- float height;
float shadow_pixel_size;
- float pad0;
- float pad1;
- float pad2;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
};
-layout(set = 2, binding = 3, std140) uniform LightData {
+layout(set = 0, binding = 2, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
-layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
-layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
+layout(set = 0, binding = 3) uniform texture2D atlas_texture;
+layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
-layout(set = 2, binding = 6) uniform sampler shadow_sampler;
+layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-#endif
+layout(set = 0, binding = 6) uniform texture2D screen_texture;
-layout(set = 2, binding = 7, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 7) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 8, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
-/* SET3: Render Target Data */
+/* SET1: Is reserved for the material */
+
+//
-#ifdef SCREEN_TEXTURE_USED
+/* SET2: Instancing and Skeleton */
-layout(set = 3, binding = 0) uniform texture2D screen_texture;
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
-#endif
+/* SET3: Texture */
+
+layout(set = 3, binding = 0) uniform texture2D color_texture;
+layout(set = 3, binding = 1) uniform texture2D normal_texture;
+layout(set = 3, binding = 2) uniform texture2D specular_texture;
+layout(set = 3, binding = 3) uniform sampler texture_sampler;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index eb39c28fa9..cdd35dfb3f 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -14,6 +14,8 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
+#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
+#define FLAG_ALPHA_TO_ONE (1 << 9)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
@@ -34,6 +36,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
float camera_z_far;
float camera_z_near;
uint pad2[2];
+
+ vec4 set_color;
}
params;
@@ -41,7 +45,7 @@ params;
layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
#elif defined(MODE_CUBEMAP_TO_PANORAMA)
layout(set = 0, binding = 0) uniform samplerCube source_color;
-#else
+#elif !defined(MODE_SET_COLOR)
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
@@ -57,12 +61,20 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
+#ifdef MODE_GAUSSIAN_GLOW
+shared vec4 local_cache[256];
+shared vec4 temp_cache[128];
+#endif
+
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
+#endif
#ifdef MODE_MIPMAP
@@ -103,45 +115,69 @@ void main() {
#ifdef MODE_GAUSSIAN_GLOW
- //Glow uses larger sigma 1 for a more rounded blur effect
+ // First pass copy texture into 16x16 local memory for every 8x8 thread block
+ vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#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; \
- } \
+ if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
+ vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+
+ local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
+ local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
+ local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
+ local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
+ } else {
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ memoryBarrierShared();
+ barrier();
+
+ // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
+ uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
+ vec4 color_top = vec4(0.0);
+ color_top += local_cache[read_index] * 0.174938;
+ color_top += local_cache[read_index + 1] * 0.165569;
+ color_top += local_cache[read_index + 2] * 0.140367;
+ color_top += local_cache[read_index + 3] * 0.106595;
+ color_top += local_cache[read_index - 1] * 0.165569;
+ color_top += local_cache[read_index - 2] * 0.140367;
+ color_top += local_cache[read_index - 3] * 0.106595;
+
+ vec4 color_bottom = vec4(0.0);
+ color_bottom += local_cache[read_index + 16] * 0.174938;
+ color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+
+ // rotate samples to take advantage of cache coherency
+ uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
+
+ temp_cache[write_index] = color_top;
+ temp_cache[write_index + 1] = color_bottom;
+
+ memoryBarrierShared();
+ barrier();
+
+ // Vertical pass
+ uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
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 {
- ivec2 base_pos = pos + params.section.xy;
- ivec2 section_begin = params.section.xy;
- ivec2 section_end = section_begin + params.section.zw;
-
- 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;
- }
+ color += temp_cache[index] * 0.174938;
+ color += temp_cache[index + 1] * 0.165569;
+ color += temp_cache[index + 2] * 0.140367;
+ color += temp_cache[index + 3] * 0.106595;
+ color += temp_cache[index - 1] * 0.165569;
+ color += temp_cache[index - 2] * 0.140367;
+ color += temp_cache[index - 3] * 0.106595;
-#undef GLOW_ADD
+ color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
@@ -170,25 +206,24 @@ void main() {
}
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);
-
} else {
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);
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
}
+ if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
+ color.a = 1.0;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
#endif
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -237,4 +272,8 @@ void main() {
#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
+
+#ifdef MODE_SET_COLOR
+ imageStore(dest_buffer, pos + params.target, params.set_color);
+#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/particles.glsl b/servers/rendering/rasterizer_rd/shaders/particles.glsl
new file mode 100644
index 0000000000..926c7ef9fc
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles.glsl
@@ -0,0 +1,549 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+/* SET 0: GLOBAL DATA */
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: FRAME AND PARTICLE DATA */
+
+// a frame history is kept for trail deterministic behavior
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE 0
+#define ATTRACTOR_TYPE_BOX 1
+#define ATTRACTOR_TYPE_VECTOR_FIELD 2
+
+struct Attractor {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+ uint texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE 0
+#define COLLIDER_TYPE_BOX 1
+#define COLLIDER_TYPE_SDF 2
+#define COLLIDER_TYPE_HEIGHT_FIELD 3
+
+struct Collider {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+
+ uint texture_index; //texture index for vector field
+ float scale;
+ uint pad[2];
+};
+
+struct FrameParams {
+ bool emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ float particle_size;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
+ FrameParams data[];
+}
+frame_history;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 1, std430) restrict buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+#define EMISSION_FLAG_HAS_POSITION 1
+#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
+#define EMISSION_FLAG_HAS_VELOCITY 4
+#define EMISSION_FLAG_HAS_COLOR 8
+#define EMISSION_FLAG_HAS_CUSTOM 16
+
+struct ParticleEmission {
+ mat4 xform;
+ vec3 velocity;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
+ int particle_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+src_particles;
+
+layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
+ int particle_count;
+ int particle_max;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+dst_particles;
+
+/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
+
+#define MAX_3D_TEXTURES 7
+
+layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
+layout(set = 2, binding = 1) uniform texture2D height_field_texture;
+
+/* SET 3: MATERIAL */
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
+ /* clang-format off */
+MATERIAL_UNIFORMS
+ /* clang-format on */
+} material;
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ float lifetime;
+ bool clear;
+ uint total_particles;
+ uint trail_size;
+ bool use_fractional_delta;
+ bool sub_emitter_mode;
+ bool can_emit;
+ uint pad;
+}
+params;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+ if (!params.can_emit) {
+ return false;
+ }
+
+ bool valid = false;
+
+ int dst_index = atomicAdd(dst_particles.particle_count, 1);
+
+ if (dst_index >= dst_particles.particle_max) {
+ atomicAdd(dst_particles.particle_count, -1);
+ return false;
+ }
+
+ dst_particles.data[dst_index].xform = p_xform;
+ dst_particles.data[dst_index].velocity = p_velocity;
+ dst_particles.data[dst_index].color = p_color;
+ dst_particles.data[dst_index].custom = p_custom;
+ dst_particles.data[dst_index].flags = p_flags;
+
+ return true;
+}
+
+/* clang-format off */
+
+COMPUTE_SHADER_GLOBALS
+
+/* clang-format on */
+
+void main() {
+ uint particle = gl_GlobalInvocationID.x;
+
+ if (particle >= params.total_particles * params.trail_size) {
+ return; //discard
+ }
+
+ uint index = particle / params.trail_size;
+ uint frame = (particle % params.trail_size);
+
+#define FRAME frame_history.data[frame]
+#define PARTICLE particles.data[particle]
+
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = FRAME.delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ if (params.clear) {
+ PARTICLE.color = vec4(1.0);
+ PARTICLE.custom = vec4(0.0);
+ PARTICLE.velocity = vec3(0.0);
+ PARTICLE.is_active = false;
+ PARTICLE.xform = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+ }
+
+ bool collided = false;
+ vec3 collision_normal = vec3(0.0);
+ float collision_depth = 0.0;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (PARTICLE.is_active) {
+ PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
+ }
+#endif
+
+ /* Process physics if active */
+
+ if (PARTICLE.is_active) {
+ for (uint i = 0; i < FRAME.attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
+
+ switch (FRAME.attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = normalize(rel_vec);
+ float d = length(local_pos) / FRAME.attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
+ continue;
+ }
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ amount = length(s);
+
+ } break;
+ }
+ amount = pow(amount, FRAME.attractors[i].attenuation);
+ dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ attractor_force -= amount * dir * FRAME.attractors[i].strength;
+ }
+
+ float particle_size = FRAME.particle_size;
+
+#ifdef USE_COLLISON_SCALE
+
+ particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ for (uint i = 0; i < FRAME.collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
+
+ switch (FRAME.colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ vec3 apos = abs(local_pos);
+ float extra_dist = 0.0;
+ if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
+ vec3 mpos = min(apos, FRAME.colliders[i].extents);
+ extra_dist = distance(mpos, apos);
+ }
+
+ if (extra_dist > particle_size) {
+ continue;
+ }
+
+ vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
+ s *= FRAME.colliders[i].scale;
+ s += extra_dist;
+ if (s < particle_size) {
+ col = true;
+ depth = particle_size - s;
+ const float EPSILON = 0.001;
+ normal = mat3(FRAME.colliders[i].transform) *
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ }
+
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
+ continue;
+ }
+
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+
+ if (params.sub_emitter_mode) {
+ if (!PARTICLE.is_active) {
+ int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
+
+ if (src_index >= 0) {
+ PARTICLE.is_active = true;
+ restart = true;
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
+ PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
+ } else {
+ PARTICLE.xform[3] = vec4(0, 0, 0, 1);
+ restart_position = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
+ PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
+ PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
+ PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
+ } else {
+ PARTICLE.xform[0] = vec4(1, 0, 0, 0);
+ PARTICLE.xform[1] = vec4(0, 1, 0, 0);
+ PARTICLE.xform[2] = vec4(0, 0, 1, 0);
+ restart_rotation_scale = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
+ PARTICLE.velocity = src_particles.data[src_index].velocity;
+ } else {
+ PARTICLE.velocity = vec3(0);
+ restart_velocity = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
+ PARTICLE.color = src_particles.data[src_index].color;
+ } else {
+ PARTICLE.color = vec4(1);
+ restart_color = true;
+ }
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
+ PARTICLE.custom = src_particles.data[src_index].custom;
+ } else {
+ PARTICLE.custom = vec4(0);
+ restart_custom = true;
+ }
+ }
+ }
+
+ } else if (FRAME.emitting) {
+ float restart_phase = float(index) / float(params.total_particles);
+
+ if (FRAME.randomness > 0.0) {
+ uint seed = FRAME.cycle;
+ if (restart_phase >= FRAME.system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(params.total_particles);
+ seed += uint(index);
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
+ }
+
+ restart_phase *= (1.0 - FRAME.explosiveness);
+
+ if (FRAME.system_phase > FRAME.prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+
+ } else if (FRAME.delta > 0.0) {
+ if (restart_phase >= FRAME.prev_system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
+ }
+
+ } else if (restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+ }
+
+ uint current_cycle = FRAME.cycle;
+
+ if (FRAME.system_phase < restart_phase) {
+ current_cycle -= uint(1);
+ }
+
+ uint particle_number = current_cycle * uint(params.total_particles) + particle;
+
+ if (restart) {
+ PARTICLE.is_active = FRAME.emitting;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ if (PARTICLE.is_active) {
+ /* clang-format off */
+
+COMPUTE_SHADER_CODE
+
+ /* clang-format on */
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..6c782b6045
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
@@ -0,0 +1,82 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
+ vec4 data[];
+}
+instances;
+
+#ifdef USE_SORT_BUFFER
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+#endif // USE_SORT_BUFFER
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 sort_direction;
+ uint total_particles;
+}
+params;
+
+void main() {
+#ifdef MODE_FILL_SORT_BUFFER
+
+ uint particle = gl_GlobalInvocationID.x;
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+ sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
+ sort_buffer.data[particle].y = float(particle);
+#endif
+
+#ifdef MODE_FILL_INSTANCES
+
+ uint particle = gl_GlobalInvocationID.x;
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+#ifdef USE_SORT_BUFFER
+ particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
+#endif
+
+ mat4 txform;
+
+ if (particles.data[particle].is_active) {
+ txform = transpose(particles.data[particle].xform);
+ } else {
+ txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
+ }
+
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = txform[2];
+ instances.data[write_offset + 3] = particles.data[particle].color;
+ instances.data[write_offset + 4] = particles.data[particle].custom;
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 5993e68317..da3c60af04 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -361,6 +361,65 @@ layout(location = 0) out vec4 frag_color;
#endif // RENDER DEPTH
+#ifdef ALPHA_HASH_USED
+
+float hash_2d(vec2 p) {
+ return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
+}
+
+float hash_3d(vec3 p) {
+ return hash_2d(vec2(hash_2d(p.xy), p.z));
+}
+
+float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
+ vec3 dx = dFdx(pos);
+ vec3 dy = dFdx(pos);
+ float delta_max_sqr = max(length(dx), length(dy));
+ float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
+
+ vec2 pix_scales =
+ vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
+
+ vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
+ hash_3d(floor(pix_scales.y * pos.xyz)));
+
+ float lerp_factor = fract(log2(pix_scale));
+
+ float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
+
+ float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
+
+ vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
+ (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
+ (2.0 * min_lerp * (1.0 - min_lerp))));
+
+ float alpha_hash_threshold =
+ (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+
+ return clamp(alpha_hash_threshold, 0.0, 1.0);
+}
+
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+
+float calc_mip_level(vec2 texture_coord) {
+ vec2 dx = dFdx(texture_coord);
+ vec2 dy = dFdy(texture_coord);
+ float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
+ return max(0.0, 0.5 * log2(delta_max_sqr));
+}
+
+float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
+ input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
+ input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
+ return clamp(input_alpha, 0.0, 1.0);
+}
+
+#endif // ALPHA_ANTIALIASING_USED
+
// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
// We're dividing this factor off because the overall term we'll end up looks like
// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
@@ -681,9 +740,13 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap but low-quality white noise, nothing special
+// Produces cheap white noise, optimized for window-space
+// Comes from: https://www.shadertoy.com/view/4djSRW
+// Copyright: Dave Hoskins, MIT License
float quick_hash(vec2 pos) {
- return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+ vec3 p3 = fract(vec3(pos.xyx) * .1031);
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.x + p3.y) * p3.z);
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -1617,6 +1680,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
@@ -1672,6 +1751,15 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
+#if defined(CUSTOM_FOG_USED)
+ vec4 custom_fog = vec4(0.0);
+#endif
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
#if defined(AO_USED)
float ao = 1.0;
@@ -1680,10 +1768,6 @@ void main() {
float alpha = 1.0;
-#if defined(ALPHA_SCISSOR_USED)
- float alpha_scissor = 0.5;
-#endif
-
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
@@ -1720,6 +1804,19 @@ void main() {
float sss_strength = 0.0;
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
{
/* clang-format off */
@@ -1728,7 +1825,7 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
-#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef LIGHT_TRANSMITTANCE_USED
#ifdef SSS_MODE_SKIN
transmittance_color.a = sss_strength;
#else
@@ -1736,25 +1833,43 @@ FRAGMENT_SHADER_CODE
#endif
#endif
-#if !defined(USE_SHADOW_TO_OPACITY)
+#ifndef USE_SHADOW_TO_OPACITY
-#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // ALPHA_SCISSOR_USED
-#ifdef USE_OPAQUE_PREPASS
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+#ifdef USE_OPAQUE_PREPASS
if (alpha < opaque_prepass_threshold) {
discard;
}
-
#endif // USE_OPAQUE_PREPASS
#endif // !USE_SHADOW_TO_OPACITY
-#if defined(NORMALMAP_USED)
+#ifdef NORMALMAP_USED
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
@@ -1763,7 +1878,7 @@ FRAGMENT_SHADER_CODE
#endif
-#if defined(LIGHT_ANISOTROPY_USED)
+#ifdef LIGHT_ANISOTROPY_USED
if (anisotropy > 0.01) {
//rotation matrix
@@ -1889,6 +2004,10 @@ FRAGMENT_SHADER_CODE
specular_light *= scene_data.ambient_light_color_energy.a;
}
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif
+
#ifndef USE_LIGHTMAP
//lightmap overrides everything
if (scene_data.use_ambient_light) {
@@ -1906,7 +2025,9 @@ FRAGMENT_SHADER_CODE
}
}
#endif // USE_LIGHTMAP
-
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -2722,18 +2843,24 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
+#if defined(CUSTOM_FOG_USED)
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#else //MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2743,16 +2870,21 @@ FRAGMENT_SHADER_CODE
//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
+#if defined(CUSTOM_FOG_USED)
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
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 66bfefbe89..e29a490ca1 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -43,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- uint pad;
-
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
@@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec3 fog_light_color;
float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
}
scene_data;
@@ -252,7 +253,7 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
#endif
-/* Set 2, Reflection and Shadow Atlases (view dependant) */
+/* Set 2, Reflection and Shadow Atlases (view dependent) */
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
index a8ee33a664..06dc4b13de 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -155,18 +155,14 @@ void main() {
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
- if (-depth >= params.camera_z_far) { //went beyond camera
- break;
- }
-
z_from = z_to;
z_to = z / w;
if (depth > z_to) {
// if depth was surpassed
- if (depth <= max(z_to, z_from) + params.depth_tolerance) {
- // check the depth tolerance
- //check that normal is valid
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
+ // check the depth tolerance and far clip
+ // check that normal is valid
found = true;
}
break;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
index c4b29216d5..61e4bf5e18 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
@@ -22,7 +22,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
index 1ec471d204..d516ab22c3 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -336,7 +336,7 @@ void main() {
#ifdef MODE_STORE
- // converting to octahedral in this step is requiered because
+ // converting to octahedral in this step is required because
// octahedral is much faster to read from the screen than spherical harmonics,
// despite the very slight quality loss
@@ -512,7 +512,7 @@ void main() {
imageStore(lightprobe_average_scroll_texture, dst_pos, value);
}
} else if (params.cascade < params.max_cascades - 1) {
- //cant scroll, must look for position in parent cascade
+ //can't scroll, must look for position in parent cascade
//to global coords
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
index d7d19897e3..916c60ac89 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
@@ -103,7 +103,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -136,7 +136,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -274,7 +274,7 @@ void main() {
#ifdef MODE_JUMPFLOOD
- //regular jumpflood, efficent for large steps, inefficient for small steps
+ //regular jumpflood, efficient for large steps, inefficient for small steps
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
vec3 posf = vec3(pos);
@@ -338,7 +338,7 @@ void main() {
continue; //was not initialized yet, ignore
}
- float q_dist = distance(posf, vec3(p.xyz));
+ float q_dist = distance(posf, vec3(q.xyz));
if (p.w == 0 || q_dist < p_dist) {
p = q; //just replace because current is unused
p_dist = q_dist;
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 9c59be6841..6c985e1f5c 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -58,6 +58,36 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+
+ float fog_aerial_perspective;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +107,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +127,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
-struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
-};
-
-layout(set = 3, binding = 0, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-
-directional_lights;
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +135,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -138,6 +182,7 @@ void main() {
float alpha = 1.0; // Only available to subpasses
vec4 half_res_color = vec4(1.0);
vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
vec3 inverted_cube_normal = cube_normal;
@@ -178,6 +223,25 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal, frag_color.rgb);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (custom_fog.a > 0.0) {
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+ }
+
+#endif // DISABLE_FOG
+
// 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) {
diff --git a/servers/rendering/rasterizer_rd/shaders/sort.glsl b/servers/rendering/rasterizer_rd/shaders/sort.glsl
new file mode 100644
index 0000000000..e5ebb9c64b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sort.glsl
@@ -0,0 +1,203 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+// Original version here:
+// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders
+
+//
+// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#define SORT_SIZE 512
+#define NUM_THREADS (SORT_SIZE / 2)
+#define INVERSION (16 * 2 + 8 * 3)
+#define ITERATIONS 1
+
+layout(local_size_x = NUM_THREADS, local_size_y = 1, local_size_z = 1) in;
+
+#ifndef MODE_SORT_STEP
+
+shared vec2 g_LDS[SORT_SIZE];
+
+#endif
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint total_elements;
+ uint pad[3];
+ ivec4 job_params;
+}
+params;
+
+void main() {
+#ifdef MODE_SORT_BLOCK
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ int GlobalBaseIndex = int((Gid.x * SORT_SIZE) + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int numElementsInThreadGroup = int(min(SORT_SIZE, params.total_elements - (Gid.x * SORT_SIZE)));
+
+ // Load shared data
+
+ int i;
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // Bitonic sort
+ for (int nMergeSize = 2; nMergeSize <= SORT_SIZE; nMergeSize = nMergeSize * 2) {
+ for (int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ for (i = 0; i < ITERATIONS; ++i) {
+ int tmp_index = int(GI + NUM_THREADS * i);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = nMergeSubSize == nMergeSize >> 1 ? index_high + (2 * nMergeSubSize - 1) - index_low : index_high + nMergeSubSize + index_low;
+ if (nSwapElem < numElementsInThreadGroup) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+ }
+ }
+
+ // Store shared data
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_STEP
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 GTid = gl_LocalInvocationID;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x) * 256;
+ tgp.y = 0;
+ tgp.z = int(params.total_elements);
+ tgp.w = min(512, max(0, tgp.z - int(Gid.x) * 512));
+
+ uint localID = int(tgp.x) + GTid.x; // calculate threadID within this sortable-array
+
+ uint index_low = localID & (params.job_params.x - 1);
+ uint index_high = 2 * (localID - index_low);
+
+ uint index = tgp.y + index_high + index_low;
+ uint nSwapElem = tgp.y + index_high + params.job_params.y + params.job_params.z * index_low;
+
+ if (nSwapElem < tgp.y + tgp.z) {
+ vec2 a = sort_buffer.data[index];
+ vec2 b = sort_buffer.data[nSwapElem];
+
+ if (a.x > b.x) {
+ sort_buffer.data[index] = b;
+ sort_buffer.data[nSwapElem] = a;
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_INNER
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x * 256);
+ tgp.y = 0;
+ tgp.z = int(params.total_elements.x);
+ tgp.w = int(min(512, max(0, params.total_elements - Gid.x * 512)));
+
+ int GlobalBaseIndex = int(tgp.y + tgp.x * 2 + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int i;
+
+ // Load shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // sort threadgroup shared memory
+ for (int nMergeSubSize = SORT_SIZE >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ int tmp_index = int(GI);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = index_high + nMergeSubSize + index_low;
+
+ if (nSwapElem < tgp.w) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+
+ // Store shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index b7c46a7d0e..4cc4fd3f64 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -37,16 +37,18 @@ layout(push_constant, binding = 1, std430) uniform Params {
uvec2 glow_texture_size;
float glow_intensity;
- uint glow_level_flags;
+ uint pad3;
uint glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ uint pad2;
vec2 pixel_size;
bool use_fxaa;
- uint pad;
+ bool use_debanding;
}
params;
@@ -155,6 +157,10 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
+ // Ensure color values are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = max(vec3(0.0), color);
+
return (white * color + color) / (color * white + white);
}
@@ -186,32 +192,32 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
- if (bool(params.glow_level_flags & (1 << 0))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
+ if (params.glow_levels[0] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
}
- if (bool(params.glow_level_flags & (1 << 1))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
+ if (params.glow_levels[1] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
}
- if (bool(params.glow_level_flags & (1 << 2))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
+ if (params.glow_levels[2] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
}
- if (bool(params.glow_level_flags & (1 << 3))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
+ if (params.glow_levels[3] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
}
- if (bool(params.glow_level_flags & (1 << 4))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
+ if (params.glow_levels[4] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
}
- if (bool(params.glow_level_flags & (1 << 5))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
+ if (params.glow_levels[5] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
}
- if (bool(params.glow_level_flags & (1 << 6))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
+ if (params.glow_levels[6] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
}
return glow;
@@ -287,9 +293,8 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir * rcpDirMin)) *
params.pixel_size;
- vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
- vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
- textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
@@ -299,6 +304,18 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
}
}
+// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
+// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
+vec3 screen_space_dither(vec2 frag_coord) {
+ // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
+ vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
+ dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
+
+ // Subtract 0.5 to avoid slightly brightening the whole viewport.
+ return (dither.rgb - 0.5) / 255.0;
+}
+
void main() {
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
@@ -322,6 +339,11 @@ void main() {
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+ if (params.use_debanding) {
+ // For best results, debanding should be done before tonemapping.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color += screen_space_dither(gl_FragCoord.xy);
+ }
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
index cb19fb0b69..13b162f0c9 100644
--- a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -485,7 +485,7 @@ void main() {
//get depth at cell pos
float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previos pos
+ //get distance from previous pos
float d = abs(prev_z - z);
//compute exinction based on beer's
float extinction = t * exp(-d * fog.a);
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 83cbfb85bd..1259b161bd 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "rendering_device.h"
-#include "core/method_bind_ext.gen.inc"
+
#include "rendering_device_binds.h"
RenderingDevice *RenderingDevice::singleton = nullptr;
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 72afc7c621..f1f8b3cda0 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -31,8 +31,8 @@
#ifndef RENDERING_DEVICE_H
#define RENDERING_DEVICE_H
-#include "core/object.h"
-#include "core/typed_array.h"
+#include "core/object/class_db.h"
+#include "core/variant/typed_array.h"
#include "servers/display_server.h"
class RDTextureFormat;
diff --git a/servers/rendering/rendering_server_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp
index 5c0741bb3b..5a12be5659 100644
--- a/servers/rendering/rendering_server_canvas.cpp
+++ b/servers/rendering/rendering_server_canvas.cpp
@@ -37,7 +37,7 @@
static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
-void RenderingServerCanvas::_render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights) {
+void RenderingServerCanvas::_render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_directional_lights, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel) {
RENDER_TIMESTAMP("Cull CanvasItem Tree");
memset(z_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
@@ -68,7 +68,7 @@ void RenderingServerCanvas::_render_canvas_item_tree(RID p_to_render_target, Can
RENDER_TIMESTAMP("Render Canvas Items");
- RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_transform);
+ RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_directional_lights, p_transform, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
}
void _collect_ysort_children(RenderingServerCanvas::Item *p_canvas_item, Transform2D p_transform, RenderingServerCanvas::Item *p_material_owner, RenderingServerCanvas::Item **r_items, int &r_index) {
@@ -81,6 +81,7 @@ void _collect_ysort_children(RenderingServerCanvas::Item *p_canvas_item, Transfo
child_items[i]->ysort_xform = p_transform;
child_items[i]->ysort_pos = p_transform.xform(child_items[i]->xform.elements[2]);
child_items[i]->material_owner = child_items[i]->use_parent_material ? p_material_owner : nullptr;
+ child_items[i]->ysort_index = r_index;
}
r_index++;
@@ -112,7 +113,12 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
}
Rect2 rect = ci->get_rect();
- Transform2D xform = p_transform * ci->xform;
+ Transform2D xform = ci->xform;
+ if (snapping_2d_transforms_to_pixel) {
+ xform.elements[2] = xform.elements[2].floor();
+ }
+ xform = p_transform * xform;
+
Rect2 global_rect = xform.xform(rect);
global_rect.position += p_clip_rect.position;
@@ -166,8 +172,15 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
p_z = ci->z_index;
}
+ RasterizerCanvas::Item *canvas_group_from = nullptr;
+ bool use_canvas_group = ci->canvas_group != nullptr && (ci->canvas_group->fit_empty || ci->commands != nullptr);
+ if (use_canvas_group) {
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+ canvas_group_from = z_last_list[zidx];
+ }
+
for (int i = 0; i < child_item_count; i++) {
- if (!child_items[i]->behind || (ci->sort_y && child_items[i]->sort_y)) {
+ if ((!child_items[i]->behind && !use_canvas_group) || (ci->sort_y && child_items[i]->sort_y)) {
continue;
}
if (ci->sort_y) {
@@ -181,6 +194,70 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
ci->copy_back_buffer->screen_rect = xform.xform(ci->copy_back_buffer->rect).clip(p_clip_rect);
}
+ if (use_canvas_group) {
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+ if (canvas_group_from == nullptr) {
+ // no list before processing this item, means must put stuff in group from the beginning of list.
+ canvas_group_from = z_list[zidx];
+ } else {
+ // there was a list before processing, so begin group from this one.
+ canvas_group_from = canvas_group_from->next;
+ }
+
+ if (canvas_group_from) {
+ // Has a place to begin the group from!
+
+ //compute a global rect (in global coords) for children in the same z layer
+ Rect2 rect_accum;
+ RasterizerCanvas::Item *c = canvas_group_from;
+ while (c) {
+ if (c == canvas_group_from) {
+ rect_accum = c->global_rect_cache;
+ } else {
+ rect_accum = rect_accum.merge(c->global_rect_cache);
+ }
+
+ c = c->next;
+ }
+
+ // We have two choices now, if user has drawn something, we must assume users wants to draw the "mask", so compute the size based on this.
+ // If nothing has been drawn, we just take it over and draw it ourselves.
+ if (ci->canvas_group->fit_empty && (ci->commands == nullptr ||
+ (ci->commands->next == nullptr && ci->commands->type == Item::Command::TYPE_RECT && (static_cast<Item::CommandRect *>(ci->commands)->flags & RasterizerCanvas::CANVAS_RECT_IS_GROUP)))) {
+ // No commands, or sole command is the one used to draw, so we (re)create the draw command.
+ ci->clear();
+
+ if (rect_accum == Rect2()) {
+ rect_accum.size = Size2(1, 1);
+ }
+
+ rect_accum = rect_accum.grow(ci->canvas_group->fit_margin);
+
+ //draw it?
+ RasterizerCanvas::Item::CommandRect *crect = ci->alloc_command<RasterizerCanvas::Item::CommandRect>();
+
+ crect->flags = RasterizerCanvas::CANVAS_RECT_IS_GROUP; // so we can recognize it later
+ crect->rect = xform.affine_inverse().xform(rect_accum);
+ crect->modulate = Color(1, 1, 1, 1);
+
+ //the global rect is used to do the copying, so update it
+ global_rect = rect_accum.grow(ci->canvas_group->clear_margin); //grow again by clear margin
+ global_rect.position += p_clip_rect.position;
+ } else {
+ global_rect.position -= p_clip_rect.position;
+
+ global_rect = global_rect.merge(rect_accum); //must use both rects for this
+ global_rect = global_rect.grow(ci->canvas_group->clear_margin); //grow by clear margin
+
+ global_rect.position += p_clip_rect.position;
+ }
+
+ // Very important that this is cleared after used in RasterizerCanvas to avoid
+ // potential crashes.
+ canvas_group_from->canvas_group_owner = ci;
+ }
+ }
+
if (ci->update_when_visible) {
RenderingServerRaster::redraw_request();
}
@@ -210,7 +287,7 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
}
for (int i = 0; i < child_item_count; i++) {
- if (child_items[i]->behind || (ci->sort_y && child_items[i]->sort_y)) {
+ if (child_items[i]->behind || use_canvas_group || (ci->sort_y && child_items[i]->sort_y)) {
continue;
}
if (ci->sort_y) {
@@ -221,30 +298,11 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
}
}
-void RenderingServerCanvas::_light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights) {
- if (!p_masked_lights) {
- return;
- }
-
- RasterizerCanvas::Item *ci = p_canvas_item;
-
- while (ci) {
- RasterizerCanvas::Light *light = p_masked_lights;
- while (light) {
- if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
- ci->light_masked = true;
- }
-
- light = light->mask_next_ptr;
- }
-
- ci = ci->next;
- }
-}
-
-void RenderingServerCanvas::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect) {
+void RenderingServerCanvas::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_directional_lights, const Rect2 &p_clip_rect, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel) {
RENDER_TIMESTAMP(">Render Canvas");
+ snapping_2d_transforms_to_pixel = p_snap_2d_transforms_to_pixel;
+
if (p_canvas->children_order_dirty) {
p_canvas->child_items.sort();
p_canvas->children_order_dirty = false;
@@ -262,26 +320,26 @@ void RenderingServerCanvas::render_canvas(RID p_render_target, Canvas *p_canvas,
}
if (!has_mirror) {
- _render_canvas_item_tree(p_render_target, ci, l, nullptr, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
+ _render_canvas_item_tree(p_render_target, ci, l, nullptr, p_transform, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
} else {
//used for parallaxlayer mirroring
for (int i = 0; i < l; i++) {
const Canvas::ChildItem &ci2 = p_canvas->child_items[i];
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
//mirroring (useful for scrolling backgrounds)
if (ci2.mirror.x != 0) {
Transform2D xform2 = p_transform * Transform2D(0, Vector2(ci2.mirror.x, 0));
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
}
if (ci2.mirror.y != 0) {
Transform2D xform2 = p_transform * Transform2D(0, Vector2(0, ci2.mirror.y));
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
}
if (ci2.mirror.y != 0 && ci2.mirror.x != 0) {
Transform2D xform2 = p_transform * Transform2D(0, ci2.mirror);
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
}
}
}
@@ -450,18 +508,6 @@ void RenderingServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool
canvas_item->update_when_visible = p_update;
}
-void RenderingServerCanvas::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
- canvas_item->texture_filter = p_filter;
-}
-
-void RenderingServerCanvas::canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
- canvas_item->texture_repeat = p_repeat;
-}
-
void RenderingServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -483,7 +529,6 @@ void RenderingServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_fro
for (uint32_t i = 0; i < line->point_count; i++) {
line->colors[i] = p_color;
}
- line->specular_shininess = Color(1, 1, 1, 1);
}
void RenderingServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width) {
@@ -494,8 +539,6 @@ void RenderingServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Po
Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!pline);
- pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
if (true || p_width <= 1) {
#define TODO make thick lines possible
Vector<int> indices;
@@ -510,7 +553,6 @@ void RenderingServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Po
}
pline->primitive = RS::PRIMITIVE_LINES;
- pline->specular_shininess = Color(1, 1, 1, 1);
pline->polygon.create(indices, p_points, p_colors);
} else {
#if 0
@@ -585,13 +627,10 @@ void RenderingServerCanvas::canvas_item_add_multiline(RID p_item, const Vector<P
Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!pline);
- pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
if (true || p_width <= 1) {
#define TODO make thick lines possible
pline->primitive = RS::PRIMITIVE_LINES;
- pline->specular_shininess = Color(1, 1, 1, 1);
pline->polygon.create(Vector<int>(), p_points, p_colors);
} else {
}
@@ -614,10 +653,7 @@ void RenderingServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_p
Item::CommandPolygon *circle = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!circle);
- circle->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
circle->primitive = RS::PRIMITIVE_TRIANGLES;
- circle->specular_shininess = Color(1, 1, 1, 1);
Vector<int> indices;
Vector<Vector2> points;
@@ -644,7 +680,7 @@ void RenderingServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_p
circle->polygon.create(indices, points, color);
}
-void RenderingServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile, const Color &p_modulate, bool p_transpose, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile, const Color &p_modulate, bool p_transpose) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -671,11 +707,11 @@ void RenderingServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2
rect->flags |= RasterizerCanvas::CANVAS_RECT_TRANSPOSE;
SWAP(rect->rect.size.x, rect->rect.size.y);
}
- rect->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- rect->specular_shininess = p_specular_color_shininess;
+
+ rect->texture = p_texture;
}
-void RenderingServerCanvas::canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, bool p_clip_uv, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, bool p_clip_uv) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -683,8 +719,9 @@ void RenderingServerCanvas::canvas_item_add_texture_rect_region(RID p_item, cons
ERR_FAIL_COND(!rect);
rect->modulate = p_modulate;
rect->rect = p_rect;
- rect->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- rect->specular_shininess = p_specular_color_shininess;
+
+ rect->texture = p_texture;
+
rect->source = p_src_rect;
rect->flags = RasterizerCanvas::CANVAS_RECT_REGION;
@@ -715,14 +752,15 @@ void RenderingServerCanvas::canvas_item_add_texture_rect_region(RID p_item, cons
}
}
-void RenderingServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode, RS::NinePatchAxisMode p_y_axis_mode, bool p_draw_center, const Color &p_modulate, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode, RS::NinePatchAxisMode p_y_axis_mode, bool p_draw_center, const Color &p_modulate) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
Item::CommandNinePatch *style = canvas_item->alloc_command<Item::CommandNinePatch>();
ERR_FAIL_COND(!style);
- style->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- style->specular_shininess = p_specular_color_shininess;
+
+ style->texture = p_texture;
+
style->rect = p_rect;
style->source = p_source;
style->draw_center = p_draw_center;
@@ -735,7 +773,7 @@ void RenderingServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &
style->axis_y = p_y_axis_mode;
}
-void RenderingServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) {
uint32_t pc = p_points.size();
ERR_FAIL_COND(pc == 0 || pc > 4);
@@ -761,11 +799,10 @@ void RenderingServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<P
prim->point_count = p_points.size();
- prim->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- prim->specular_shininess = p_specular_color_shininess;
+ prim->texture = p_texture;
}
-void RenderingServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
#ifdef DEBUG_ENABLED
@@ -782,12 +819,11 @@ void RenderingServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Poi
Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!polygon);
polygon->primitive = RS::PRIMITIVE_TRIANGLES;
- polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- polygon->specular_shininess = p_specular_color_shininess;
+ polygon->texture = p_texture;
polygon->polygon.create(indices, p_points, p_colors, p_uvs);
}
-void RenderingServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -802,8 +838,9 @@ void RenderingServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vec
Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
ERR_FAIL_COND(!polygon);
- polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- polygon->specular_shininess = p_specular_color_shininess;
+
+ polygon->texture = p_texture;
+
polygon->polygon.create(indices, p_points, p_colors, p_uvs, p_bones, p_weights);
polygon->primitive = RS::PRIMITIVE_TRIANGLES;
@@ -818,42 +855,43 @@ void RenderingServerCanvas::canvas_item_add_set_transform(RID p_item, const Tran
tr->xform = p_transform;
}
-void RenderingServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform, const Color &p_modulate, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform, const Color &p_modulate, RID p_texture) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
Item::CommandMesh *m = canvas_item->alloc_command<Item::CommandMesh>();
ERR_FAIL_COND(!m);
m->mesh = p_mesh;
- m->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- m->specular_shininess = p_specular_color_shininess;
+
+ m->texture = p_texture;
+
m->transform = p_transform;
m->modulate = p_modulate;
}
-void RenderingServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
Item::CommandParticles *part = canvas_item->alloc_command<Item::CommandParticles>();
ERR_FAIL_COND(!part);
part->particles = p_particles;
- part->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- part->specular_shininess = p_specular_color_shininess;
+
+ part->texture = p_texture;
//take the chance and request processing for them, at least once until they become visible again
RSG::storage->particles_request_process(p_particles);
}
-void RenderingServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
+void RenderingServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
Item::CommandMultiMesh *mm = canvas_item->alloc_command<Item::CommandMultiMesh>();
ERR_FAIL_COND(!mm);
mm->multimesh = p_mesh;
- mm->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, mm->multimesh);
- mm->specular_shininess = p_specular_color_shininess;
+
+ mm->texture = p_texture;
}
void RenderingServerCanvas::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
@@ -900,13 +938,12 @@ void RenderingServerCanvas::canvas_item_attach_skeleton(RID p_item, RID p_skelet
void RenderingServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
- if (bool(canvas_item->copy_back_buffer != nullptr) != p_enable) {
- if (p_enable) {
- canvas_item->copy_back_buffer = memnew(RasterizerCanvas::Item::CopyBackBuffer);
- } else {
- memdelete(canvas_item->copy_back_buffer);
- canvas_item->copy_back_buffer = nullptr;
- }
+ if (p_enable && (canvas_item->copy_back_buffer == nullptr)) {
+ canvas_item->copy_back_buffer = memnew(RasterizerCanvas::Item::CopyBackBuffer);
+ }
+ if (!p_enable && (canvas_item->copy_back_buffer != nullptr)) {
+ memdelete(canvas_item->copy_back_buffer);
+ canvas_item->copy_back_buffer = nullptr;
}
if (p_enable) {
@@ -955,19 +992,65 @@ void RenderingServerCanvas::canvas_item_set_use_parent_material(RID p_item, bool
canvas_item->use_parent_material = p_enable;
}
+void RenderingServerCanvas::canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin, bool p_fit_empty, float p_fit_margin, bool p_blur_mipmaps) {
+ Item *canvas_item = canvas_item_owner.getornull(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ if (p_mode == RS::CANVAS_GROUP_MODE_DISABLED) {
+ if (canvas_item->canvas_group != nullptr) {
+ memdelete(canvas_item->canvas_group);
+ canvas_item->canvas_group = nullptr;
+ }
+ } else {
+ if (canvas_item->canvas_group == nullptr) {
+ canvas_item->canvas_group = memnew(RasterizerCanvas::Item::CanvasGroup);
+ }
+ canvas_item->canvas_group->mode = p_mode;
+ canvas_item->canvas_group->fit_empty = p_fit_empty;
+ canvas_item->canvas_group->fit_margin = p_fit_margin;
+ canvas_item->canvas_group->blur_mipmaps = p_blur_mipmaps;
+ canvas_item->canvas_group->clear_margin = p_clear_margin;
+ }
+}
+
RID RenderingServerCanvas::canvas_light_create() {
RasterizerCanvas::Light *clight = memnew(RasterizerCanvas::Light);
clight->light_internal = RSG::canvas_render->light_create();
return canvas_light_owner.make_rid(clight);
}
+void RenderingServerCanvas::canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode) {
+ RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
+ ERR_FAIL_COND(!clight);
+
+ if (clight->mode == p_mode) {
+ return;
+ }
+
+ RID canvas = clight->canvas;
+
+ if (canvas.is_valid()) {
+ canvas_light_attach_to_canvas(p_light, RID());
+ }
+
+ clight->mode = p_mode;
+
+ if (canvas.is_valid()) {
+ canvas_light_attach_to_canvas(p_light, canvas);
+ }
+}
+
void RenderingServerCanvas::canvas_light_attach_to_canvas(RID p_light, RID p_canvas) {
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
if (clight->canvas.is_valid()) {
Canvas *canvas = canvas_owner.getornull(clight->canvas);
- canvas->lights.erase(clight);
+ if (clight->mode == RS::CANVAS_LIGHT_MODE_POINT) {
+ canvas->lights.erase(clight);
+ } else {
+ canvas->directional_lights.erase(clight);
+ }
}
if (!canvas_owner.owns(p_canvas)) {
@@ -978,7 +1061,11 @@ void RenderingServerCanvas::canvas_light_attach_to_canvas(RID p_light, RID p_can
if (clight->canvas.is_valid()) {
Canvas *canvas = canvas_owner.getornull(clight->canvas);
- canvas->lights.insert(clight);
+ if (clight->mode == RS::CANVAS_LIGHT_MODE_POINT) {
+ canvas->lights.insert(clight);
+ } else {
+ canvas->directional_lights.insert(clight);
+ }
}
}
@@ -989,7 +1076,7 @@ void RenderingServerCanvas::canvas_light_set_enabled(RID p_light, bool p_enabled
clight->enabled = p_enabled;
}
-void RenderingServerCanvas::canvas_light_set_scale(RID p_light, float p_scale) {
+void RenderingServerCanvas::canvas_light_set_texture_scale(RID p_light, float p_scale) {
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
@@ -1007,6 +1094,9 @@ void RenderingServerCanvas::canvas_light_set_texture(RID p_light, RID p_texture)
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
+ if (clight->texture == p_texture) {
+ return;
+ }
clight->texture = p_texture;
clight->version++;
RSG::canvas_render->light_set_texture(clight->light_internal, p_texture);
@@ -1070,40 +1160,30 @@ void RenderingServerCanvas::canvas_light_set_item_shadow_cull_mask(RID p_light,
clight->item_shadow_mask = p_mask;
}
-void RenderingServerCanvas::canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode) {
+void RenderingServerCanvas::canvas_light_set_directional_distance(RID p_light, float p_distance) {
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
- clight->mode = p_mode;
+ clight->directional_distance = p_distance;
}
-void RenderingServerCanvas::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) {
+void RenderingServerCanvas::canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode) {
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
- if (clight->use_shadow == p_enabled) {
- return;
- }
- clight->use_shadow = p_enabled;
- clight->version++;
- RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow, clight->shadow_buffer_size);
+ clight->blend_mode = p_mode;
}
-void RenderingServerCanvas::canvas_light_set_shadow_buffer_size(RID p_light, int p_size) {
- ERR_FAIL_COND(p_size < 32 || p_size > 16384);
-
+void RenderingServerCanvas::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) {
RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
ERR_FAIL_COND(!clight);
- int new_size = next_power_of_2(p_size);
- if (new_size == clight->shadow_buffer_size) {
+ if (clight->use_shadow == p_enabled) {
return;
}
-
- clight->shadow_buffer_size = next_power_of_2(p_size);
+ clight->use_shadow = p_enabled;
clight->version++;
-
- RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow, clight->shadow_buffer_size);
+ RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow);
}
void RenderingServerCanvas::canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter) {
@@ -1271,6 +1351,41 @@ void RenderingServerCanvas::canvas_occluder_polygon_set_cull_mode(RID p_occluder
}
}
+void RenderingServerCanvas::canvas_set_shadow_texture_size(int p_size) {
+ RSG::canvas_render->set_shadow_texture_size(p_size);
+}
+
+RID RenderingServerCanvas::canvas_texture_create() {
+ return RSG::storage->canvas_texture_create();
+}
+
+void RenderingServerCanvas::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ RSG::storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
+}
+
+void RenderingServerCanvas::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) {
+ RSG::storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
+}
+
+void RenderingServerCanvas::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ RSG::storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
+}
+
+void RenderingServerCanvas::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ RSG::storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
+}
+
+void RenderingServerCanvas::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {
+ Item *ci = canvas_item_owner.getornull(p_item);
+ ERR_FAIL_COND(!ci);
+ ci->texture_filter = p_filter;
+}
+void RenderingServerCanvas::canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) {
+ Item *ci = canvas_item_owner.getornull(p_item);
+ ERR_FAIL_COND(!ci);
+ ci->texture_repeat = p_repeat;
+}
+
bool RenderingServerCanvas::free(RID p_rid) {
if (canvas_owner.owns(p_rid)) {
Canvas *canvas = canvas_owner.getornull(p_rid);
diff --git a/servers/rendering/rendering_server_canvas.h b/servers/rendering/rendering_server_canvas.h
index 59c0d1fa52..36e2f77e95 100644
--- a/servers/rendering/rendering_server_canvas.h
+++ b/servers/rendering/rendering_server_canvas.h
@@ -51,8 +51,7 @@ public:
Color ysort_modulate;
Transform2D ysort_xform;
Vector2 ysort_pos;
- RS::CanvasItemTextureFilter texture_filter;
- RS::CanvasItemTextureRepeat texture_repeat;
+ int ysort_index;
Vector<Item *> child_items;
@@ -69,8 +68,7 @@ public:
ysort_children_count = -1;
ysort_xform = Transform2D();
ysort_pos = Vector2();
- texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ ysort_index = 0;
}
};
@@ -83,7 +81,7 @@ public:
struct ItemPtrSort {
_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
- return p_left->ysort_pos.x < p_right->ysort_pos.x;
+ return p_left->ysort_index < p_right->ysort_index;
}
return p_left->ysort_pos.y < p_right->ysort_pos.y;
@@ -118,6 +116,7 @@ public:
};
Set<RasterizerCanvas::Light *> lights;
+ Set<RasterizerCanvas::Light *> directional_lights;
Set<RasterizerCanvas::LightOccluderInstance *> occluders;
@@ -154,17 +153,17 @@ public:
RID_PtrOwner<RasterizerCanvas::Light> canvas_light_owner;
bool disable_scale;
+ bool snapping_2d_transforms_to_pixel = false;
private:
- void _render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
+ void _render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_directional_lights, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel);
void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
- void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights);
RasterizerCanvas::Item **z_list;
RasterizerCanvas::Item **z_last_list;
public:
- void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect);
+ void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_directional_lights, const Rect2 &p_clip_rect, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel);
RID canvas_create();
void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring);
@@ -189,23 +188,20 @@ public:
void canvas_item_set_update_when_visible(RID p_item, bool p_update);
- void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
- void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
-
void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0);
void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
- void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
+ void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
+ void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = false);
+ void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
+ void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0);
+ void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID());
+ void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1);
+ void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID());
+ void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID());
+ void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture);
void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
@@ -221,10 +217,13 @@ public:
void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
+ void canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false);
+
RID canvas_light_create();
+ void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode);
void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);
void canvas_light_set_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_scale(RID p_light, float p_scale);
+ void canvas_light_set_texture_scale(RID p_light, float p_scale);
void canvas_light_set_transform(RID p_light, const Transform2D &p_transform);
void canvas_light_set_texture(RID p_light, RID p_texture);
void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset);
@@ -235,11 +234,11 @@ public:
void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer);
void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
+ void canvas_light_set_directional_distance(RID p_light, float p_distance);
- void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode);
+ void canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode);
void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
void canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter);
void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
@@ -257,6 +256,18 @@ public:
void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode);
+ void canvas_set_shadow_texture_size(int p_size);
+
+ RID canvas_texture_create();
+ void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
+ void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess);
+
+ void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
+ void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
+
+ void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
+ void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
+
bool free(RID p_rid);
RenderingServerCanvas();
~RenderingServerCanvas();
diff --git a/servers/rendering/rendering_server_raster.cpp b/servers/rendering/rendering_server_raster.cpp
index b12e2ff3c1..94cfb6b752 100644
--- a/servers/rendering/rendering_server_raster.cpp
+++ b/servers/rendering/rendering_server_raster.cpp
@@ -30,10 +30,10 @@
#include "rendering_server_raster.h"
+#include "core/config/project_settings.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "core/sort_array.h"
+#include "core/templates/sort_array.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
#include "rendering_server_scene.h"
@@ -108,6 +108,9 @@ void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
RSG::scene->update_dirty_instances(); //update scene stuff
+ RSG::scene->render_particle_colliders();
+ RSG::storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
+
RSG::scene->render_probes();
RSG::viewport->draw_viewports();
RSG::canvas_render->update();
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index b4eac8cd76..daad706f8e 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -114,6 +114,14 @@ public:
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
+#define BIND5R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
+#define BIND5RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
+#define BIND6R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
+#define BIND6RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
#define BIND0(m_name) \
void m_name() { DISPLAY_CHANGED BINDBASE->m_name(); }
@@ -160,14 +168,14 @@ public:
//these go pass-through, as they can be called from any thread
BIND1R(RID, texture_2d_create, const Ref<Image> &)
BIND2R(RID, texture_2d_layered_create, const Vector<Ref<Image>> &, TextureLayeredType)
- BIND1R(RID, texture_3d_create, const Vector<Ref<Image>> &)
+ BIND6R(RID, texture_3d_create, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
BIND1R(RID, texture_proxy_create, RID)
//goes pass-through
BIND3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
//these go through command queue if they are in another thread
BIND3(texture_2d_update, RID, const Ref<Image> &, int)
- BIND4(texture_3d_update, RID, const Ref<Image> &, int, int)
+ BIND2(texture_3d_update, RID, const Vector<Ref<Image>> &)
BIND2(texture_proxy_update, RID, RID)
//these also go pass-through
@@ -177,7 +185,7 @@ public:
BIND1RC(Ref<Image>, texture_2d_get, RID)
BIND2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- BIND3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
+ BIND1RC(Vector<Ref<Image>>, texture_3d_get, RID)
BIND2(texture_replace, RID, RID)
@@ -442,6 +450,9 @@ public:
BIND1R(bool, particles_is_inactive, RID)
BIND1(particles_request_process, RID)
BIND1(particles_restart, RID)
+ BIND6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
+ BIND2(particles_set_subemitter, RID, RID)
+ BIND2(particles_set_collision_base_size, RID, float)
BIND2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
@@ -451,6 +462,21 @@ public:
BIND1R(AABB, particles_get_current_aabb, RID)
BIND2(particles_set_emission_transform, RID, const Transform &)
+ /* PARTICLES COLLISION */
+
+ BIND0R(RID, particles_collision_create)
+
+ BIND2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
+ BIND2(particles_collision_set_cull_mask, RID, uint32_t)
+ BIND2(particles_collision_set_sphere_radius, RID, float)
+ BIND2(particles_collision_set_box_extents, RID, const Vector3 &)
+ BIND2(particles_collision_set_attractor_strength, RID, float)
+ BIND2(particles_collision_set_attractor_directionality, RID, float)
+ BIND2(particles_collision_set_attractor_attenuation, RID, float)
+ BIND2(particles_collision_set_field_texture, RID, RID)
+ BIND1(particles_collision_height_field_update, RID)
+ BIND2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
+
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE RSG::scene
@@ -502,6 +528,11 @@ public:
BIND2(viewport_remove_canvas, RID, RID)
BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
BIND2(viewport_set_transparent_background, RID, bool)
+ BIND2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
+ BIND2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
+
+ BIND2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
+ BIND2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
@@ -509,6 +540,7 @@ public:
BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
BIND2(viewport_set_msaa, RID, ViewportMSAA)
BIND2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
+ BIND2(viewport_set_use_debanding, RID, bool)
BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
@@ -555,14 +587,15 @@ public:
BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
- BIND11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
+ BIND11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
BIND1(environment_glow_set_use_bicubic_upscale, bool)
+ BIND1(environment_glow_set_use_high_quality, bool)
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
- BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
+ BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
BIND2(environment_set_volumetric_fog_volume_size, int, int)
@@ -656,9 +689,19 @@ public:
BIND3(canvas_set_parent, RID, RID, float)
BIND1(canvas_set_disable_scale, bool)
+ BIND0R(RID, canvas_texture_create)
+ BIND3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
+ BIND3(canvas_texture_set_shading_parameters, RID, const Color &, float)
+
+ BIND2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
+ BIND2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
+
BIND0R(RID, canvas_item_create)
BIND2(canvas_item_set_parent, RID, RID)
+ BIND2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
+ BIND2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
+
BIND2(canvas_item_set_visible, RID, bool)
BIND2(canvas_item_set_light_mask, RID, int)
@@ -673,23 +716,20 @@ public:
BIND2(canvas_item_set_draw_behind_parent, RID, bool)
- BIND2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
- BIND2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
-
BIND5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
BIND4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
BIND4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
- BIND11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND14(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
+ BIND6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
+ BIND7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
+ BIND10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
+ BIND6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ BIND5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
+ BIND9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
+ BIND5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
+ BIND3(canvas_item_add_multimesh, RID, RID, RID)
+ BIND3(canvas_item_add_particles, RID, RID, RID)
BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
BIND2(canvas_item_add_clip_ignore, RID, bool)
BIND2(canvas_item_set_sort_children_by_y, RID, bool)
@@ -705,10 +745,15 @@ public:
BIND2(canvas_item_set_use_parent_material, RID, bool)
+ BIND6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
+
BIND0R(RID, canvas_light_create)
+
+ BIND2(canvas_light_set_mode, RID, CanvasLightMode)
+
BIND2(canvas_light_attach_to_canvas, RID, RID)
BIND2(canvas_light_set_enabled, RID, bool)
- BIND2(canvas_light_set_scale, RID, float)
+ BIND2(canvas_light_set_texture_scale, RID, float)
BIND2(canvas_light_set_transform, RID, const Transform2D &)
BIND2(canvas_light_set_texture, RID, RID)
BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
@@ -719,11 +764,11 @@ public:
BIND3(canvas_light_set_layer_range, RID, int, int)
BIND2(canvas_light_set_item_cull_mask, RID, int)
BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
+ BIND2(canvas_light_set_directional_distance, RID, float)
- BIND2(canvas_light_set_mode, RID, CanvasLightMode)
+ BIND2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
BIND2(canvas_light_set_shadow_enabled, RID, bool)
- BIND2(canvas_light_set_shadow_buffer_size, RID, int)
BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
BIND2(canvas_light_set_shadow_color, RID, const Color &)
BIND2(canvas_light_set_shadow_smooth, RID, float)
@@ -741,6 +786,8 @@ public:
BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
+ BIND1(canvas_set_shadow_texture_size, int)
+
/* GLOBAL VARIABLES */
#undef BINDBASE
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 2024f5b983..ae6786090a 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -193,6 +193,8 @@ void *RenderingServerScene::_instance_pair(void *p_self, OctreeElementID, Instan
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
return gi_probe->lights.insert(A);
+ } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
+ RSG::storage->particles_add_collision(A->base, B);
}
return nullptr;
@@ -274,6 +276,8 @@ void RenderingServerScene::_instance_unpair(void *p_self, OctreeElementID, Insta
Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
gi_probe->lights.erase(E);
+ } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
+ RSG::storage->particles_remove_collision(A->base, B);
}
}
@@ -539,6 +543,9 @@ void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario)
RSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
} break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ heightfield_particle_colliders_update_list.erase(instance);
+ } break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
@@ -702,6 +709,12 @@ void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible)
}
} break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_PARTICLES_COLLISION, p_visible ? (1 << RS::INSTANCE_PARTICLES) : 0);
+ }
+
+ } break;
default: {
}
}
@@ -1026,6 +1039,13 @@ void RenderingServerScene::_update_instance(Instance *p_instance) {
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
}
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ //remove materials no longer used and un-own them
+ if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
+ heightfield_particle_colliders_update_list.insert(p_instance);
+ }
+ }
+
if (p_instance->aabb.has_no_surface()) {
return;
}
@@ -1085,6 +1105,11 @@ void RenderingServerScene::_update_instance(Instance *p_instance) {
pairable = true;
}
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ pairable_mask = p_instance->visible ? (1 << RS::INSTANCE_PARTICLES) : 0;
+ pairable = true;
+ }
+
if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
//lights and geometries
pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT) : 0;
@@ -1146,6 +1171,10 @@ void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
}
} break;
+ case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
+ new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
+
+ } break;
case RenderingServer::INSTANCE_LIGHT: {
new_aabb = RSG::storage->light_get_aabb(p_instance->base);
@@ -2044,6 +2073,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
keep = false;
} else {
RSG::storage->particles_request_process(ins->base);
+ RSG::storage->particles_set_view_axis(ins->base, -p_cam_transform.basis.get_axis(2).normalized());
//particles visible? request redraw
RenderingServerRaster::redraw_request();
}
@@ -2678,6 +2708,27 @@ void RenderingServerScene::render_probes() {
}
}
+void RenderingServerScene::render_particle_colliders() {
+ while (heightfield_particle_colliders_update_list.front()) {
+ Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
+
+ if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
+ //update heightfield
+ int cull_count = hfpc->scenario->octree.cull_aabb(hfpc->transformed_aabb, instance_cull_result, MAX_INSTANCE_CULL); //@TODO: cull mask missing
+ for (int i = 0; i < cull_count; i++) {
+ Instance *instance = instance_cull_result[i];
+ if (!instance->visible || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
+ cull_count--;
+ SWAP(instance_cull_result[i], instance_cull_result[cull_count]);
+ }
+ }
+
+ RSG::scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count);
+ }
+ heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
+ }
+}
+
void RenderingServerScene::_update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RasterizerStorage::InstanceShaderParam> plist;
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index 165c3784c1..a30aac3bb1 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -33,13 +33,13 @@
#include "servers/rendering/rasterizer.h"
-#include "core/local_vector.h"
#include "core/math/geometry_3d.h"
#include "core/math/octree.h"
#include "core/os/semaphore.h"
#include "core/os/thread.h"
-#include "core/rid_owner.h"
-#include "core/self_list.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
#include "servers/xr/xr_interface.h"
class RenderingServerScene {
@@ -385,6 +385,8 @@ public:
}
};
+ Set<Instance *> heightfield_particle_colliders_update_list;
+
int instance_cull_count;
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
@@ -461,6 +463,7 @@ public:
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_particle_colliders();
void render_probes();
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
diff --git a/servers/rendering/rendering_server_viewport.cpp b/servers/rendering/rendering_server_viewport.cpp
index 48be6ca13b..c6682b1fcd 100644
--- a/servers/rendering/rendering_server_viewport.cpp
+++ b/servers/rendering/rendering_server_viewport.cpp
@@ -30,7 +30,7 @@
#include "rendering_server_viewport.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
#include "rendering_server_scene.h"
@@ -40,11 +40,21 @@ static Transform2D _canvas_get_transform(RenderingServerViewport::Viewport *p_vi
float scale = 1.0;
if (p_viewport->canvas_map.has(p_canvas->parent)) {
- xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
+ Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
+ if (p_viewport->snap_2d_transforms_to_pixel) {
+ c_xform.elements[2] = c_xform.elements[2].floor();
+ }
+ xf = xf * c_xform;
scale = p_canvas->parent_scale;
}
- xf = xf * p_canvas_data->transform;
+ Transform2D c_xform = p_canvas_data->transform;
+
+ if (p_viewport->snap_2d_transforms_to_pixel) {
+ c_xform.elements[2] = c_xform.elements[2].floor();
+ }
+
+ xf = xf * c_xform;
if (scale != 1.0 && !RSG::canvas->disable_scale) {
Vector2 pivot = p_vp_size * 0.5;
@@ -115,7 +125,7 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
//wants to draw 3D but there is no render buffer, create
p_viewport->render_buffers = RSG::scene_render->render_buffers_create();
- RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa);
+ RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
@@ -132,10 +142,15 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
RasterizerCanvas::Light *lights = nullptr;
RasterizerCanvas::Light *lights_with_shadow = nullptr;
- RasterizerCanvas::Light *lights_with_mask = nullptr;
+
+ RasterizerCanvas::Light *directional_lights = nullptr;
+ RasterizerCanvas::Light *directional_lights_with_shadow = nullptr;
+
Rect2 shadow_rect;
int light_count = 0;
+ int shadow_count = 0;
+ int directional_light_count = 0;
RENDER_TIMESTAMP("Cull Canvas Lights");
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
@@ -175,10 +190,6 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
lights_with_shadow = cl;
cl->radius_cache = cl->rect_cache.size.length();
}
- if (cl->mode == RS::CANVAS_LIGHT_MODE_MASK) {
- cl->mask_next_ptr = lights_with_mask;
- lights_with_mask = cl;
- }
light_count++;
}
@@ -188,6 +199,26 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
}
}
+ for (Set<RasterizerCanvas::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
+ RasterizerCanvas::Light *cl = F->get();
+ if (cl->enabled) {
+ cl->filter_next_ptr = directional_lights;
+ directional_lights = cl;
+ cl->xform_cache = xf * cl->xform;
+ cl->xform_cache.elements[2] = Vector2(); //translation is pointless
+ if (cl->use_shadow) {
+ cl->shadows_next_ptr = directional_lights_with_shadow;
+ directional_lights_with_shadow = cl;
+ }
+
+ directional_light_count++;
+
+ if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
+ break;
+ }
+ }
+ }
+
canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
}
@@ -221,7 +252,7 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
while (light) {
RENDER_TIMESTAMP("Render Shadow");
- RSG::canvas_render->light_update_shadow(light->light_internal, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
+ RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
light = light->shadows_next_ptr;
}
@@ -229,6 +260,90 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
RENDER_TIMESTAMP("<End rendering 2D Shadows");
}
+ if (directional_lights_with_shadow) {
+ //update shadows if any
+ RasterizerCanvas::Light *light = directional_lights_with_shadow;
+ while (light) {
+ Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
+ float cull_distance = light->directional_distance;
+
+ Vector2 light_dir_sign;
+ light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
+ light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
+
+ Vector2 points[6];
+ int point_count = 0;
+
+ for (int j = 0; j < 4; j++) {
+ static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
+ Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
+ Vector2 point = clip_rect.position + clip_rect.size * signs[j];
+
+ if (sign_cmp == light_dir_sign) {
+ //both point in same direction, plot offseted
+ points[point_count++] = point + light_dir * cull_distance;
+ } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
+ int next_j = (j + 1) % 4;
+ Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
+
+ //one point in the same direction, plot segment
+
+ if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
+ if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
+ points[point_count++] = point;
+ }
+ points[point_count++] = point + light_dir * cull_distance;
+ } else {
+ points[point_count++] = point + light_dir * cull_distance;
+ if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
+ points[point_count++] = point;
+ }
+ }
+ } else {
+ //plot normally
+ points[point_count++] = point;
+ }
+ }
+
+ Vector2 xf_points[6];
+
+ RasterizerCanvas::LightOccluderInstance *occluders = nullptr;
+
+ RENDER_TIMESTAMP(">Render Directional 2D Shadows");
+
+ //make list of occluders
+ int occ_cullded = 0;
+ for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
+ RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get().canvas);
+ Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
+
+ for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
+ if (!F->get()->enabled) {
+ continue;
+ }
+ F->get()->xform_cache = xf * F->get()->xform;
+ Transform2D localizer = F->get()->xform_cache.affine_inverse();
+
+ for (int j = 0; j < point_count; j++) {
+ xf_points[j] = localizer.xform(points[j]);
+ }
+ if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
+ F->get()->next = occluders;
+ occluders = F->get();
+ occ_cullded++;
+ }
+ }
+ }
+
+ RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
+
+ light = light->shadows_next_ptr;
+ }
+
+ //RSG::canvas_render->reset_canvas();
+ RENDER_TIMESTAMP("<Render Directional 2D Shadows");
+ }
+
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
@@ -244,6 +359,7 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
RasterizerCanvas::Light *canvas_lights = nullptr;
+ RasterizerCanvas::Light *canvas_directional_lights = nullptr;
RasterizerCanvas::Light *ptr = lights;
while (ptr) {
@@ -254,7 +370,16 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
ptr = ptr->filter_next_ptr;
}
- RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, lights_with_mask, clip_rect);
+ ptr = directional_lights;
+ while (ptr) {
+ if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
+ ptr->next_ptr = canvas_directional_lights;
+ canvas_directional_lights = ptr;
+ }
+ ptr = ptr->filter_next_ptr;
+ }
+
+ RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel);
i++;
if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
@@ -491,7 +616,7 @@ void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int
RSG::scene_render->free(viewport->render_buffers);
viewport->render_buffers = RID();
} else {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa);
+ RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
}
@@ -704,7 +829,7 @@ void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA
}
viewport->msaa = p_msaa;
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa);
+ RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
@@ -717,7 +842,20 @@ void RenderingServerViewport::viewport_set_screen_space_aa(RID p_viewport, RS::V
}
viewport->screen_space_aa = p_mode;
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode);
+ RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding);
+ }
+}
+
+void RenderingServerViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->use_debanding == p_use_debanding) {
+ return;
+ }
+ viewport->use_debanding = p_use_debanding;
+ if (viewport->render_buffers.is_valid()) {
+ RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding);
}
}
@@ -760,6 +898,33 @@ float RenderingServerViewport::viewport_get_measured_render_time_gpu(RID p_viewp
return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
}
+void RenderingServerViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->snap_2d_transforms_to_pixel = p_enabled;
+}
+
+void RenderingServerViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->snap_2d_vertices_to_pixel = p_enabled;
+}
+
+void RenderingServerViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
+ ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->texture_filter = p_filter;
+}
+void RenderingServerViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
+ ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->texture_repeat = p_repeat;
+}
+
bool RenderingServerViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
Viewport *viewport = viewport_owner.getornull(p_rid);
diff --git a/servers/rendering/rendering_server_viewport.h b/servers/rendering/rendering_server_viewport.h
index 0b90646e4f..081f63690b 100644
--- a/servers/rendering/rendering_server_viewport.h
+++ b/servers/rendering/rendering_server_viewport.h
@@ -31,8 +31,8 @@
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
-#include "core/rid_owner.h"
-#include "core/self_list.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
#include "rasterizer.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
@@ -59,6 +59,7 @@ public:
RS::ViewportMSAA msaa;
RS::ViewportScreenSpaceAA screen_space_aa;
+ bool use_debanding;
DisplayServer::WindowID viewport_to_screen;
Rect2 viewport_to_screen_rect;
@@ -69,6 +70,9 @@ public:
bool disable_environment;
bool measure_render_time;
+ bool snap_2d_transforms_to_pixel;
+ bool snap_2d_vertices_to_pixel;
+
uint64_t time_cpu_begin;
uint64_t time_cpu_end;
@@ -85,6 +89,9 @@ public:
RS::ViewportClearMode clear_mode;
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+
bool transparent_bg;
struct CanvasKey {
@@ -130,6 +137,10 @@ public:
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
msaa = RS::VIEWPORT_MSAA_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ use_debanding = false;
+
+ snap_2d_transforms_to_pixel = false;
+ snap_2d_vertices_to_pixel = false;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
render_info[i] = 0;
@@ -206,6 +217,7 @@ public:
void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
+ void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
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);
@@ -214,6 +226,12 @@ public:
float viewport_get_measured_render_time_cpu(RID p_viewport) const;
float viewport_get_measured_render_time_gpu(RID p_viewport) const;
+ void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
+ void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
+
+ void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
+ void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
+
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);
diff --git a/servers/rendering/rendering_server_wrap_mt.cpp b/servers/rendering/rendering_server_wrap_mt.cpp
index 9aa6593cbe..40ad228fd0 100644
--- a/servers/rendering/rendering_server_wrap_mt.cpp
+++ b/servers/rendering/rendering_server_wrap_mt.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "rendering_server_wrap_mt.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
#include "servers/display_server.h"
void RenderingServerWrapMT::thread_exit() {
@@ -124,6 +124,7 @@ void RenderingServerWrapMT::finish() {
gi_probe_free_cached_ids();
lightmap_free_cached_ids();
particles_free_cached_ids();
+ particles_collision_free_cached_ids();
camera_free_cached_ids();
viewport_free_cached_ids();
environment_free_cached_ids();
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index fb5c161c8a..d27b851d1d 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -31,8 +31,8 @@
#ifndef RENDERING_SERVER_WRAP_MT_H
#define RENDERING_SERVER_WRAP_MT_H
-#include "core/command_queue_mt.h"
#include "core/os/thread.h"
+#include "core/templates/command_queue_mt.h"
#include "servers/rendering_server.h"
class RenderingServerWrapMT : public RenderingServer {
@@ -79,14 +79,14 @@ public:
//these go pass-through, as they can be called from any thread
virtual RID texture_2d_create(const Ref<Image> &p_image) { return rendering_server->texture_2d_create(p_image); }
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) { return rendering_server->texture_2d_layered_create(p_layers, p_layered_type); }
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) { return rendering_server->texture_3d_create(p_slices); }
+ virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { return rendering_server->texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); }
virtual RID texture_proxy_create(RID p_base) { return rendering_server->texture_proxy_create(p_base); }
//goes pass-through
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) { rendering_server->texture_2d_update_immediate(p_texture, p_image, p_layer); }
//these go through command queue if they are in another thread
FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
- FUNC4(texture_3d_update, RID, const Ref<Image> &, int, int)
+ FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
FUNC2(texture_proxy_update, RID, RID)
//these also go pass-through
@@ -96,7 +96,7 @@ public:
FUNC1RC(Ref<Image>, texture_2d_get, RID)
FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- FUNC3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
+ FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
FUNC2(texture_replace, RID, RID)
@@ -356,18 +356,38 @@ public:
FUNC2(particles_set_process_material, RID, RID)
FUNC2(particles_set_fixed_fps, RID, int)
FUNC2(particles_set_fractional_delta, RID, bool)
+ FUNC2(particles_set_collision_base_size, RID, float)
+
FUNC1R(bool, particles_is_inactive, RID)
FUNC1(particles_request_process, RID)
FUNC1(particles_restart, RID)
+ FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
+
FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
FUNC2(particles_set_draw_passes, RID, int)
FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
FUNC2(particles_set_emission_transform, RID, const Transform &)
+ FUNC2(particles_set_subemitter, RID, RID)
FUNC1R(AABB, particles_get_current_aabb, RID)
+ /* PARTICLES COLLISION */
+
+ FUNCRID(particles_collision)
+
+ FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
+ FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
+ FUNC2(particles_collision_set_sphere_radius, RID, float)
+ FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
+ FUNC2(particles_collision_set_attractor_strength, RID, float)
+ FUNC2(particles_collision_set_attractor_directionality, RID, float)
+ FUNC2(particles_collision_set_attractor_attenuation, RID, float)
+ FUNC2(particles_collision_set_field_texture, RID, RID)
+ FUNC1(particles_collision_height_field_update, RID)
+ FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
+
/* CAMERA API */
FUNCRID(camera)
@@ -411,6 +431,11 @@ public:
FUNC2(viewport_remove_canvas, RID, RID)
FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
FUNC2(viewport_set_transparent_background, RID, bool)
+ FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
+ FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
+
+ FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
@@ -418,6 +443,7 @@ public:
FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
FUNC2(viewport_set_msaa, RID, ViewportMSAA)
FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
+ FUNC2(viewport_set_use_debanding, RID, bool)
//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
@@ -472,14 +498,15 @@ public:
FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
- FUNC11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
+ FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
+ FUNC1(environment_glow_set_use_high_quality, bool)
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
- FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
+ FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
@@ -561,9 +588,19 @@ public:
FUNC3(canvas_set_parent, RID, RID, float)
FUNC1(canvas_set_disable_scale, bool)
+ FUNCRID(canvas_texture)
+ FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
+ FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
+
+ FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
+
FUNCRID(canvas_item)
FUNC2(canvas_item_set_parent, RID, RID)
+ FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
+
FUNC2(canvas_item_set_visible, RID, bool)
FUNC2(canvas_item_set_light_mask, RID, int)
@@ -578,23 +615,20 @@ public:
FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
- FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
- FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
-
FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
FUNC4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
- FUNC11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC14(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
+ FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
+ FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
+ FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
+ FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
+ FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
+ FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
+ FUNC3(canvas_item_add_multimesh, RID, RID, RID)
+ FUNC3(canvas_item_add_particles, RID, RID, RID)
FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_add_clip_ignore, RID, bool)
FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
@@ -610,10 +644,15 @@ public:
FUNC2(canvas_item_set_use_parent_material, RID, bool)
+ FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
+
FUNC0R(RID, canvas_light_create)
+
+ FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
+
FUNC2(canvas_light_attach_to_canvas, RID, RID)
FUNC2(canvas_light_set_enabled, RID, bool)
- FUNC2(canvas_light_set_scale, RID, float)
+ FUNC2(canvas_light_set_texture_scale, RID, float)
FUNC2(canvas_light_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_set_texture, RID, RID)
FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
@@ -624,11 +663,11 @@ public:
FUNC3(canvas_light_set_layer_range, RID, int, int)
FUNC2(canvas_light_set_item_cull_mask, RID, int)
FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
+ FUNC2(canvas_light_set_directional_distance, RID, float)
- FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
+ FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
FUNC2(canvas_light_set_shadow_enabled, RID, bool)
- FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
FUNC2(canvas_light_set_shadow_color, RID, const Color &)
FUNC2(canvas_light_set_shadow_smooth, RID, float)
@@ -646,6 +685,8 @@ public:
FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
+ FUNC1(canvas_set_shadow_texture_size, int)
+
/* GLOBAL VARIABLES */
FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index d6acad83f7..046c6ba580 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -30,18 +30,18 @@
#include "shader_language.h"
#include "core/os/os.h"
-#include "core/print_string.h"
+#include "core/string/print_string.h"
#include "servers/rendering_server.h"
-static bool _is_text_char(CharType c) {
+static bool _is_text_char(char32_t c) {
return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9') || c == '_';
}
-static bool _is_number(CharType c) {
+static bool _is_number(char32_t c) {
return (c >= '0' && c <= '9');
}
-static bool _is_hex(CharType c) {
+static bool _is_hex(char32_t c) {
return (c >= '0' && c <= '9') || (c >= 'a' && c <= 'f') || (c >= 'A' && c <= 'F');
}
@@ -334,7 +334,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
};
ShaderLanguage::Token ShaderLanguage::_get_token() {
-#define GETCHAR(m_idx) (((char_idx + m_idx) < code.length()) ? code[char_idx + m_idx] : CharType(0))
+#define GETCHAR(m_idx) (((char_idx + m_idx) < code.length()) ? code[char_idx + m_idx] : char32_t(0))
while (true) {
char_idx++;
@@ -582,11 +582,11 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
break;
}
- str += CharType(GETCHAR(i));
+ str += char32_t(GETCHAR(i));
i++;
}
- CharType last_char = str[str.length() - 1];
+ char32_t last_char = str[str.length() - 1];
if (hexa_found) {
//integer(hex)
@@ -663,7 +663,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
String str;
while (_is_text_char(GETCHAR(0))) {
- str += CharType(GETCHAR(0));
+ str += char32_t(GETCHAR(0));
char_idx++;
}
@@ -920,13 +920,13 @@ void ShaderLanguage::clear() {
}
}
-bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name) {
- if (p_builtin_types.has(p_identifier)) {
+bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name) {
+ if (p_function_info.built_ins.has(p_identifier)) {
if (r_data_type) {
- *r_data_type = p_builtin_types[p_identifier].type;
+ *r_data_type = p_function_info.built_ins[p_identifier].type;
}
if (r_is_const) {
- *r_is_const = p_builtin_types[p_identifier].constant;
+ *r_is_const = p_function_info.built_ins[p_identifier].constant;
}
if (r_type) {
*r_type = IDENTIFIER_BUILTIN_VAR;
@@ -935,6 +935,20 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
return true;
}
+ if (p_function_info.stage_functions.has(p_identifier)) {
+ if (r_data_type) {
+ *r_data_type = p_function_info.stage_functions[p_identifier].return_type;
+ }
+ if (r_is_const) {
+ *r_is_const = true;
+ }
+ if (r_type) {
+ *r_type = IDENTIFIER_FUNCTION;
+ }
+
+ return true;
+ }
+
FunctionNode *function = nullptr;
while (p_block) {
@@ -2152,7 +2166,7 @@ const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[]
{ nullptr, 0 }
};
-bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {
+bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {
ERR_FAIL_COND_V(p_func->op != OP_CALL && p_func->op != OP_CONSTRUCT, false);
Vector<DataType> args;
@@ -2169,6 +2183,30 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
int argcount = args.size();
+ if (p_function_info.stage_functions.has(name)) {
+ //stage based function
+ const StageFunctionInfo &sf = p_function_info.stage_functions[name];
+ if (argcount != sf.arguments.size()) {
+ _set_error(vformat("Invalid number of arguments when calling stage function '%s', which expects %d arguments.", String(name), sf.arguments.size()));
+ return false;
+ }
+ //validate arguments
+ for (int i = 0; i < argcount; i++) {
+ if (args[i] != sf.arguments[i].type) {
+ _set_error(vformat("Invalid argument type when calling stage function '%s', type expected is '%s'.", String(name), String(get_datatype_name(sf.arguments[i].type))));
+ return false;
+ }
+ }
+
+ if (r_ret_type) {
+ *r_ret_type = sf.return_type;
+ }
+ if (r_ret_type_str) {
+ *r_ret_type_str = "";
+ }
+ return true;
+ }
+
bool failed_builtin = false;
bool unsupported_builtin = false;
int builtin_idx = 0;
@@ -2241,8 +2279,8 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
if (shader->uniforms.has(varname)) {
fail = true;
} else {
- if (p_builtin_types.has(varname)) {
- BuiltInInfo info = p_builtin_types[varname];
+ if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
fail = true;
}
@@ -2278,7 +2316,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
const BlockNode *b = p_block;
bool valid = false;
while (b) {
- if (b->variables.has(var_name) || p_builtin_types.has(var_name)) {
+ if (b->variables.has(var_name) || p_function_info.built_ins.has(var_name)) {
valid = true;
break;
}
@@ -2353,10 +2391,13 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
err += ",";
}
- if (p_func->arguments[i + 1]->type == Node::TYPE_CONSTANT && p_func->arguments[i + 1]->get_datatype() == TYPE_INT && static_cast<ConstantNode *>(p_func->arguments[i + 1])->values[0].sint < 0) {
- err += "-";
+ String arg_name;
+ if (args[i] == TYPE_STRUCT) {
+ arg_name = args2[i];
+ } else {
+ arg_name = get_datatype_name(args[i]);
}
- err += get_datatype_name(args[i]);
+ err += arg_name;
}
err += ")";
_set_error(err);
@@ -2380,6 +2421,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
return false;
}
+ int last_arg_count = 0;
+ String arg_list = "";
+
for (int i = 0; i < shader->functions.size(); i++) {
if (name != shader->functions[i].name) {
continue;
@@ -2391,21 +2435,45 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
}
FunctionNode *pfunc = shader->functions[i].function;
+ if (arg_list == "") {
+ for (int j = 0; j < pfunc->arguments.size(); j++) {
+ if (j > 0) {
+ arg_list += ", ";
+ }
+ String func_arg_name;
+ if (pfunc->arguments[j].type == TYPE_STRUCT) {
+ func_arg_name = pfunc->arguments[j].type_str;
+ } else {
+ func_arg_name = get_datatype_name(pfunc->arguments[j].type);
+ }
+ arg_list += func_arg_name;
+ }
+ }
if (pfunc->arguments.size() != args.size()) {
+ last_arg_count = pfunc->arguments.size();
continue;
}
bool fail = false;
for (int j = 0; j < args.size(); j++) {
- if (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str) {
- fail = true;
- break;
- }
if (get_scalar_type(args[j]) == args[j] && p_func->arguments[j + 1]->type == Node::TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[j + 1]), pfunc->arguments[j].type)) {
//all good, but it needs implicit conversion later
- } else if (args[j] != pfunc->arguments[j].type) {
+ } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str)) {
+ String func_arg_name;
+ if (pfunc->arguments[j].type == TYPE_STRUCT) {
+ func_arg_name = pfunc->arguments[j].type_str;
+ } else {
+ func_arg_name = get_datatype_name(pfunc->arguments[j].type);
+ }
+ String arg_name;
+ if (args[j] == TYPE_STRUCT) {
+ arg_name = args2[j];
+ } else {
+ arg_name = get_datatype_name(args[j]);
+ }
+ _set_error(vformat("Invalid argument for \"%s(%s)\" function: argument %s should be %s but is %s.", String(name), arg_list, j + 1, func_arg_name, arg_name));
fail = true;
break;
}
@@ -2441,6 +2509,12 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
}
}
+ if (last_arg_count > args.size()) {
+ _set_error(vformat("Too few arguments for \"%s(%s)\" call. Expected at least %s but received %s.", String(name), arg_list, last_arg_count, args.size()));
+ } else if (last_arg_count < args.size()) {
+ _set_error(vformat("Too many arguments for \"%s(%s)\" call. Expected at most %s but received %s.", String(name), arg_list, last_arg_count, args.size()));
+ }
+
return false;
}
@@ -2456,7 +2530,7 @@ bool ShaderLanguage::_compare_datatypes_in_nodes(Node *a, Node *b) const {
return true;
}
-bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
+bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg) {
TkPos pos = _get_tkpos();
Token tk = _get_token();
@@ -2478,7 +2552,7 @@ bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<Str
}
}
- Node *arg = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *arg = _parse_and_reduce_expression(p_block, p_function_info);
if (!arg) {
return false;
@@ -3017,16 +3091,16 @@ bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
return false;
}
-bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types, String *r_message) {
+bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message) {
if (p_node->type == Node::TYPE_OPERATOR) {
OperatorNode *op = static_cast<OperatorNode *>(p_node);
if (op->op == OP_INDEX) {
- return _validate_assign(op->arguments[0], p_builtin_types, r_message);
+ return _validate_assign(op->arguments[0], p_function_info, r_message);
} else if (_is_operator_assign(op->op)) {
//chained assignment
- return _validate_assign(op->arguments[1], p_builtin_types, r_message);
+ return _validate_assign(op->arguments[1], p_function_info, r_message);
} else if (op->op == OP_CALL) {
if (r_message) {
@@ -3045,7 +3119,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltI
return false;
}
- return _validate_assign(member->owner, p_builtin_types, r_message);
+ return _validate_assign(member->owner, p_function_info, r_message);
} else if (p_node->type == Node::TYPE_VARIABLE) {
VariableNode *var = static_cast<VariableNode *>(p_node);
@@ -3071,7 +3145,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltI
return false;
}
- if (!(p_builtin_types.has(var->name) && p_builtin_types[var->name].constant)) {
+ if (!(p_function_info.built_ins.has(var->name) && p_function_info.built_ins[var->name].constant)) {
return true;
}
} else if (p_node->type == Node::TYPE_ARRAY) {
@@ -3168,7 +3242,7 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
ERR_FAIL_V(false); //bug? function not found
}
-ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
+ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
Vector<Expression> expression;
//Vector<TokenType> operators;
@@ -3184,7 +3258,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PARENTHESIS_OPEN) {
//handle subexpression
- expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return nullptr;
}
@@ -3257,7 +3331,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
int carg = -1;
- bool ok = _parse_function_arguments(p_block, p_builtin_types, func, &carg);
+ bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
if (carg >= 0) {
completion_type = COMPLETION_CALL_ARGUMENTS;
@@ -3271,7 +3345,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_function_call(p_block, p_builtin_types, func, &func->return_cache, &func->struct_name)) {
+ if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
_set_error("No matching constructor found for: '" + String(funcname->name) + "'");
return nullptr;
}
@@ -3347,7 +3421,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return nullptr;
@@ -3408,7 +3482,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return nullptr;
}
@@ -3448,7 +3522,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
nexpr = an;
} else {
- nexpr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ nexpr = _parse_and_reduce_expression(p_block, p_function_info);
if (!nexpr) {
return nullptr;
}
@@ -3490,7 +3564,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
int carg = -1;
- bool ok = _parse_function_arguments(p_block, p_builtin_types, func, &carg);
+ bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
// Check if block has a variable with the same name as function to prevent shader crash.
ShaderLanguage::BlockNode *bnode = p_block;
@@ -3532,7 +3606,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_function_call(p_block, p_builtin_types, func, &func->return_cache, &func->struct_name)) {
+ if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
_set_error("No matching function found for: '" + String(funcname->name) + "'");
return nullptr;
}
@@ -3584,8 +3658,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else if (shader->uniforms.has(varname)) {
error = true;
} else {
- if (p_builtin_types.has(varname)) {
- BuiltInInfo info = p_builtin_types[varname];
+ if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
error = true;
}
@@ -3617,7 +3691,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat)) {
return nullptr;
}
- } else if (p_builtin_types.has(varname)) {
+ } else if (p_function_info.built_ins.has(varname)) {
//a built-in
if (!_propagate_function_call_sampler_builtin_reference(name, i, varname)) {
return nullptr;
@@ -3672,7 +3746,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
} else {
- if (!_find_identifier(p_block, false, p_builtin_types, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
+ if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
_set_error("Unknown identifier in expression: " + String(identifier));
return nullptr;
}
@@ -3697,7 +3771,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PERIOD) {
completion_class = TAG_ARRAY;
p_block->block_tag = SubClassTag::TAG_ARRAY;
- call_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ call_expression = _parse_and_reduce_expression(p_block, p_function_info);
p_block->block_tag = SubClassTag::TAG_GLOBAL;
if (!call_expression) {
return nullptr;
@@ -3705,7 +3779,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
data_type = call_expression->get_datatype();
} else { // indexing
- index_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
return nullptr;
}
@@ -3869,7 +3943,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -3933,7 +4007,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -4000,7 +4074,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -4085,7 +4159,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Nested array length() is not yet implemented");
return nullptr;
} else if (tk.type == TK_BRACKET_OPEN) {
- Node *index_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
return nullptr;
}
@@ -4134,7 +4208,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
*/
} else if (tk.type == TK_BRACKET_OPEN) {
- Node *index = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *index = _parse_and_reduce_expression(p_block, p_function_info);
if (!index) {
return nullptr;
}
@@ -4276,7 +4350,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_assign(expr, p_builtin_types)) {
+ if (!_validate_assign(expr, p_function_info)) {
_set_error("Invalid use of increment/decrement operator in constant expression.");
return nullptr;
}
@@ -4574,7 +4648,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();
op->op = expression[i].op;
- if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_builtin_types)) {
+ if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_function_info)) {
_set_error("Can't use increment/decrement operator in constant expression.");
return nullptr;
}
@@ -4648,7 +4722,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (_is_operator_assign(op->op)) {
String assign_message;
- if (!_validate_assign(expression[next_op - 1].node, p_builtin_types, &assign_message)) {
+ if (!_validate_assign(expression[next_op - 1].node, p_function_info, &assign_message)) {
_set_error(assign_message);
return nullptr;
}
@@ -4802,8 +4876,8 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
return p_node;
}
-ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
- ShaderLanguage::Node *expr = _parse_expression(p_block, p_builtin_types);
+ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
+ ShaderLanguage::Node *expr = _parse_expression(p_block, p_function_info);
if (!expr) { //errored
return nullptr;
}
@@ -4813,7 +4887,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_
return expr;
}
-Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
+Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one, bool p_can_break, bool p_can_continue) {
while (true) {
TkPos pos = _get_tkpos();
@@ -4897,7 +4971,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
StringName name = tk.text;
ShaderLanguage::IdentifierType itype;
- if (_find_identifier(p_block, true, p_builtin_types, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
+ if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
if (itype != IDENTIFIER_FUNCTION) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
@@ -5016,7 +5090,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return ERR_PARSE_ERROR;
@@ -5097,7 +5171,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5169,7 +5243,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
decl.initializer = nullptr;
//variable created with assignment! must parse an expression
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5229,7 +5303,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
//a sub block, just because..
BlockNode *block = alloc_node<BlockNode>();
block->parent_block = p_block;
- if (_parse_block(block, p_builtin_types, false, p_can_break, p_can_continue) != OK) {
+ if (_parse_block(block, p_function_info, false, p_can_break, p_can_continue) != OK) {
return ERR_PARSE_ERROR;
}
p_block->statements.push_back(block);
@@ -5243,7 +5317,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
cf->flow_op = FLOW_OP_IF;
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5265,7 +5339,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
+ Error err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
if (err) {
return err;
}
@@ -5276,7 +5350,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
block = alloc_node<BlockNode>();
block->parent_block = p_block;
cf->blocks.push_back(block);
- err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
+ err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
} else {
_set_tkpos(pos); //rollback
@@ -5295,7 +5369,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
cf->flow_op = FLOW_OP_SWITCH;
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5323,7 +5397,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
int prev_type = TK_CF_CASE;
while (true) { // Go-through multiple cases.
- if (_parse_block(switch_block, p_builtin_types, true, true, false) != OK) {
+ if (_parse_block(switch_block, p_function_info, true, true, false) != OK) {
return ERR_PARSE_ERROR;
}
pos = _get_tkpos();
@@ -5424,7 +5498,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(case_block);
p_block->statements.push_back(cf);
- Error err = _parse_block(case_block, p_builtin_types, false, true, false);
+ Error err = _parse_block(case_block, p_function_info, false, true, false);
if (err) {
return err;
}
@@ -5458,7 +5532,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(default_block);
p_block->statements.push_back(cf);
- Error err = _parse_block(default_block, p_builtin_types, false, true, false);
+ Error err = _parse_block(default_block, p_function_info, false, true, false);
if (err) {
return err;
}
@@ -5475,7 +5549,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
do_block = alloc_node<BlockNode>();
do_block->parent_block = p_block;
- Error err = _parse_block(do_block, p_builtin_types, true, true, true);
+ Error err = _parse_block(do_block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5499,7 +5573,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
cf->flow_op = FLOW_OP_WHILE;
}
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5516,7 +5590,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, true, true);
+ Error err = _parse_block(block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5547,11 +5621,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
init_block->parent_block = p_block;
init_block->single_statement = true;
cf->blocks.push_back(init_block);
- if (_parse_block(init_block, p_builtin_types, true, false, false) != OK) {
+ if (_parse_block(init_block, p_function_info, true, false, false) != OK) {
return ERR_PARSE_ERROR;
}
- Node *n = _parse_and_reduce_expression(init_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(init_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5569,7 +5643,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->expressions.push_back(n);
- n = _parse_and_reduce_expression(init_block, p_builtin_types);
+ n = _parse_and_reduce_expression(init_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5587,7 +5661,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, true, true);
+ Error err = _parse_block(block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5623,7 +5697,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
} else {
_set_tkpos(pos); //rollback, wants expression
- Node *expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -5725,7 +5799,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
//nothing else, so expression
_set_tkpos(pos); //rollback
- Node *expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -5838,6 +5912,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
+ stages = &p_functions;
+
while (tk.type != TK_EOF) {
switch (tk.type) {
case TK_RENDER_MODE: {
@@ -6025,6 +6101,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
case TK_UNIFORM:
case TK_VARYING: {
bool uniform = tk.type == TK_UNIFORM;
+
+ if (!uniform) {
+ if (shader_type_identifier == "particles" || shader_type_identifier == "sky") {
+ _set_error(vformat("Varyings cannot be used in '%s' shaders!", shader_type_identifier));
+ return ERR_PARSE_ERROR;
+ }
+ }
+
DataPrecision precision = PRECISION_DEFAULT;
DataInterpolation interpolation = INTERPOLATION_SMOOTH;
DataType type;
@@ -6066,7 +6150,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
name = tk.text;
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6315,7 +6399,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
//reset scope for next uniform
if (tk.type == TK_OP_ASSIGN) {
- Node *expr = _parse_and_reduce_expression(nullptr, Map<StringName, BuiltInInfo>());
+ Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -6440,7 +6524,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6553,7 +6637,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return ERR_PARSE_ERROR;
@@ -6634,7 +6718,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -6689,7 +6773,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
constant.initializer = static_cast<ConstantNode *>(expr);
} else {
//variable created with assignment! must parse an expression
- Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *expr = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!expr)
return ERR_PARSE_ERROR;
if (expr->type == Node::TYPE_OPERATOR && ((OperatorNode *)expr)->op == OP_CALL) {
@@ -6726,7 +6810,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
name = tk.text;
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6749,14 +6833,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
break;
}
- Map<StringName, BuiltInInfo> builtin_types;
+ FunctionInfo builtins;
if (p_functions.has(name)) {
- builtin_types = p_functions[name].built_ins;
+ builtins = p_functions[name];
}
if (p_functions.has("global")) { // Adds global variables: 'TIME'
for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
- builtin_types.insert(E->key(), E->value());
+ builtins.built_ins.insert(E->key(), E->value());
}
}
@@ -6879,7 +6963,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
pname = tk.text;
ShaderLanguage::IdentifierType itype;
- if (_find_identifier(func_node->body, false, builtin_types, pname, (ShaderLanguage::DataType *)nullptr, &itype)) {
+ if (_find_identifier(func_node->body, false, builtins, pname, (ShaderLanguage::DataType *)nullptr, &itype)) {
if (itype != IDENTIFIER_FUNCTION) {
_set_error("Redefinition of '" + String(pname) + "'");
return ERR_PARSE_ERROR;
@@ -6941,7 +7025,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
current_function = name;
- Error err = _parse_block(func_node->body, builtin_types);
+ Error err = _parse_block(func_node->body, builtins);
if (err) {
return err;
}
@@ -6979,6 +7063,11 @@ bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionI
return true;
}
}
+ if (p_functions.has("compute")) {
+ if (p_functions["compute"].built_ins.has(p_name)) {
+ return true;
+ }
+ }
return false;
}
@@ -7034,7 +7123,7 @@ Error ShaderLanguage::_find_last_flow_op_in_block(BlockNode *p_block, FlowOperat
static int _get_first_ident_pos(const String &p_code) {
int idx = 0;
-#define GETCHAR(m_idx) (((idx + m_idx) < p_code.length()) ? p_code[idx + m_idx] : CharType(0))
+#define GETCHAR(m_idx) (((idx + m_idx) < p_code.length()) ? p_code[idx + m_idx] : char32_t(0))
while (true) {
if (GETCHAR(0) == '/' && GETCHAR(1) == '/') {
@@ -7239,6 +7328,12 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
int idx = 0;
bool low_end = RenderingServer::get_singleton()->is_low_end();
+ if (stages && stages->has(skip_function)) {
+ for (const Map<StringName, StageFunctionInfo>::Element *E = (*stages)[skip_function].stage_functions.front(); E; E = E->next()) {
+ matches.insert(String(E->key()), ScriptCodeCompletionOption::KIND_FUNCTION);
+ }
+ }
+
while (builtin_func_defs[idx].name) {
if (low_end && builtin_func_defs[idx].high_end) {
idx++;
@@ -7275,6 +7370,16 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
return OK;
} break;
case COMPLETION_CALL_ARGUMENTS: {
+ StringName block_function;
+ BlockNode *block = completion_block;
+
+ while (block) {
+ if (block->parent_function) {
+ block_function = block->parent_function->name;
+ }
+ block = block->parent_block;
+ }
+
for (int i = 0; i < shader->functions.size(); i++) {
if (!shader->functions[i].callable) {
continue;
@@ -7295,7 +7400,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
if (j == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
if (shader->functions[i].function->arguments[j].is_const) {
@@ -7315,7 +7420,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += shader->functions[i].function->arguments[j].name;
if (j == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
}
@@ -7334,6 +7439,45 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
String calltip;
bool low_end = RenderingServer::get_singleton()->is_low_end();
+ if (stages && stages->has(block_function)) {
+ for (const Map<StringName, StageFunctionInfo>::Element *E = (*stages)[block_function].stage_functions.front(); E; E = E->next()) {
+ if (completion_function == E->key()) {
+ calltip += get_datatype_name(E->get().return_type);
+ calltip += " ";
+ calltip += E->key();
+ calltip += "(";
+
+ for (int i = 0; i < E->get().arguments.size(); i++) {
+ if (i > 0) {
+ calltip += ", ";
+ } else {
+ calltip += " ";
+ }
+
+ if (i == completion_argument) {
+ calltip += char32_t(0xFFFF);
+ }
+
+ calltip += get_datatype_name(E->get().arguments[i].type);
+ calltip += " ";
+ calltip += E->get().arguments[i].name;
+
+ if (i == completion_argument) {
+ calltip += char32_t(0xFFFF);
+ }
+ }
+
+ if (E->get().arguments.size()) {
+ calltip += " ";
+ }
+ calltip += ")";
+
+ r_call_hint = calltip;
+ return OK;
+ }
+ }
+ }
+
while (builtin_func_defs[idx].name) {
if (low_end && builtin_func_defs[idx].high_end) {
idx++;
@@ -7366,7 +7510,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += "(";
bool found_arg = false;
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < BuiltinFuncDef::MAX_ARGS - 1; i++) {
if (builtin_func_defs[idx].args[i] == TYPE_VOID) {
break;
}
@@ -7378,7 +7522,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
if (i == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
if (out_arg >= 0 && i == out_arg) {
@@ -7388,7 +7532,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
if (i == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
found_arg = true;
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index faf06a9a85..3a9f408dc0 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -31,13 +31,13 @@
#ifndef SHADER_LANGUAGE_H
#define SHADER_LANGUAGE_H
-#include "core/list.h"
-#include "core/map.h"
-#include "core/script_language.h"
-#include "core/string_name.h"
+#include "core/object/script_language.h"
+#include "core/string/string_name.h"
+#include "core/string/ustring.h"
+#include "core/templates/list.h"
+#include "core/templates/map.h"
#include "core/typedefs.h"
-#include "core/ustring.h"
-#include "core/variant.h"
+#include "core/variant/variant.h"
class ShaderLanguage {
public:
@@ -730,8 +730,25 @@ public:
constant(p_constant) {}
};
+ struct StageFunctionInfo {
+ struct Argument {
+ StringName name;
+ DataType type;
+
+ Argument(const StringName &p_name = StringName(), DataType p_type = TYPE_VOID) {
+ name = p_name;
+ type = p_type;
+ }
+ };
+
+ Vector<Argument> arguments;
+ DataType return_type = TYPE_VOID;
+ };
+
struct FunctionInfo {
Map<StringName, BuiltInInfo> built_ins;
+ Map<StringName, StageFunctionInfo> stage_functions;
+
bool can_discard;
};
static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
@@ -802,9 +819,9 @@ private:
IDENTIFIER_CONSTANT,
};
- bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr);
+ bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr);
bool _is_operator_assign(Operator p_op) const;
- bool _validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types, String *r_message = nullptr);
+ bool _validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message = nullptr);
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = nullptr);
struct BuiltinFuncDef {
@@ -829,6 +846,7 @@ private:
StringName completion_function;
StringName completion_struct;
int completion_argument;
+ const Map<StringName, FunctionInfo> *stages = nullptr;
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
static const BuiltinFuncDef builtin_func_defs[];
@@ -837,16 +855,16 @@ private:
Error _validate_datatype(DataType p_type);
bool _compare_datatypes_in_nodes(Node *a, Node *b) const;
- bool _validate_function_call(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str);
- bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = nullptr);
+ bool _validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str);
+ bool _parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg = nullptr);
bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat);
bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin);
- Node *_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
+ Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
- Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
- Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
+ Node *_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
+ Error _parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
String _get_shader_type_list(const Set<String> &p_shader_types) const;
String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 06cb6171a5..4d21807735 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -129,8 +129,16 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4; // TODO consider adding to light shader
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
+
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
@@ -145,9 +153,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
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["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_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["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT);
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;
@@ -201,6 +211,9 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage");
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage_and_one");
+
/************ CANVAS ITEM **************************/
shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
@@ -270,21 +283,47 @@ ShaderTypes::ShaderTypes() {
/************ PARTICLES **************************/
shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
-
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
+
+ {
+ ShaderLanguage::StageFunctionInfo emit_vertex_func;
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("xform", ShaderLanguage::TYPE_MAT4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("velocity", ShaderLanguage::TYPE_VEC3));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("color", ShaderLanguage::TYPE_VEC4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
+ emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_particle"] = emit_vertex_func;
+ }
+
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data");
@@ -325,9 +364,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
+ shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
shader_types.insert("spatial");
shader_types.insert("canvas_item");
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index 7d8057a5c6..50f910babb 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -31,7 +31,7 @@
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
-#include "core/ordered_hash_map.h"
+#include "core/templates/ordered_hash_map.h"
#include "servers/rendering_server.h"
#include "shader_language.h"