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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp9
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_scene_cull.cpp23
-rw-r--r--servers/rendering/renderer_scene_cull.h2
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp2
9 files changed, 34 insertions, 20 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 5b465fb45c..bcee7315c8 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -3465,7 +3465,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
+ if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -3481,7 +3481,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 914ca25899..9074a23472 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -61,7 +61,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_alpha = false;
uses_alpha_clip = false;
uses_blend_alpha = false;
- uses_depth_pre_pass = false;
+ uses_depth_prepass_alpha = false;
uses_discard = false;
uses_roughness = false;
uses_normal = false;
@@ -114,7 +114,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
// Use alpha clip pipeline for alpha hash/dither.
// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
- actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
@@ -309,10 +309,11 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- if (depth_pre_pass_enabled && casts_shadows()) {
+ if (depth_pre_pass_enabled && casts_shadows() && !uses_depth_prepass_alpha) {
// We already have a depth from the depth pre-pass, there is no need to write it again.
// In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
// This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
+ // This cannot be used with depth_prepass_alpha as it uses a different threshold during the depth-prepass and regular drawing.
depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
depth_stencil.enable_depth_write = false;
}
@@ -394,7 +395,7 @@ bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
- return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
+ return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const {
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 51e4dd44d5..367f44f50c 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -153,7 +153,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
- bool uses_depth_pre_pass = false;
+ bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
bool uses_normal = false;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 53bcb1c038..7904ea0527 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -2378,7 +2378,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -2394,7 +2394,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 224bb34189..543b1e29f9 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -63,7 +63,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_alpha = false;
uses_alpha_clip = false;
uses_blend_alpha = false;
- uses_depth_pre_pass = false;
+ uses_depth_prepass_alpha = false;
uses_discard = false;
uses_roughness = false;
uses_normal = false;
@@ -115,7 +115,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
// Use alpha clip pipeline for alpha hash/dither.
// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
- actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
// actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
@@ -341,7 +341,7 @@ bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
- return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
+ return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index 18a897a9e9..f90acf0247 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -114,7 +114,7 @@ public:
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
- bool uses_depth_pre_pass = false;
+ bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
bool uses_normal = false;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 675e81c62a..58cbdd0be7 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -833,6 +833,10 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
+ if (instance->layer_mask == p_mask) {
+ return;
+ }
+
instance->layer_mask = p_mask;
if (instance->scenario && instance->array_index >= 0) {
instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
@@ -842,6 +846,13 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
ERR_FAIL_NULL(geom->geometry_instance);
geom->geometry_instance->set_layer_mask(p_mask);
+
+ if (geom->can_cast_shadows) {
+ for (HashSet<RendererSceneCull::Instance *>::Iterator I = geom->lights.begin(); I != geom->lights.end(); ++I) {
+ InstanceLightData *light = static_cast<InstanceLightData *>((*I)->base_data);
+ light->shadow_dirty = true;
+ }
+ }
}
}
@@ -2253,7 +2264,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
-bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) {
+bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold, uint32_t p_visible_layers) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform3D light_transform = p_instance->transform;
@@ -2309,7 +2320,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
@@ -2387,7 +2398,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
@@ -2450,7 +2461,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
@@ -2891,7 +2902,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
- if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
+ if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS && LAYER_CHECK) {
cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
mesh_visible = true;
}
@@ -3218,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
//must redraw!
RENDER_TIMESTAMP("> Render Light3D " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold, p_visible_layers);
RENDER_TIMESTAMP("< Render Light3D " + itos(i));
} else {
light->shadow_dirty = redraw;
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 106871edfd..4a55d9ba55 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -988,7 +988,7 @@ public:
void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);
RID _render_get_environment(RID p_camera, RID p_scenario);
diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp
index e1ca5a7103..627e6941cf 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.cpp
+++ b/servers/rendering/renderer_scene_occlusion_cull.cpp
@@ -60,6 +60,8 @@ void RendererSceneOcclusionCull::HZBuffer::clear() {
if (debug_image.is_valid()) {
debug_image.unref();
}
+
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(debug_texture);
}