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-rw-r--r--servers/rendering/renderer_compositor.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp31
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp44
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp15
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl62
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl24
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl73
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl131
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl67
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl1
-rw-r--r--servers/rendering/renderer_viewport.cpp1
-rw-r--r--servers/rendering/rendering_device.h1
-rw-r--r--servers/rendering/shader_compiler.cpp180
-rw-r--r--servers/rendering/shader_language.cpp3
-rw-r--r--servers/rendering/shader_types.cpp4
28 files changed, 374 insertions, 366 deletions
diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp
index 82e8bd6ef9..fa4d9c8b31 100644
--- a/servers/rendering/renderer_compositor.cpp
+++ b/servers/rendering/renderer_compositor.cpp
@@ -45,7 +45,7 @@ bool RendererCompositor::is_xr_enabled() const {
}
RendererCompositor::RendererCompositor() {
- xr_enabled = GLOBAL_GET("rendering/xr/enabled");
+ xr_enabled = GLOBAL_GET("xr/shaders/enabled");
}
RendererCanvasRender *RendererCanvasRender::singleton = nullptr;
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 02a0b6f184..7883a2d816 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -332,7 +332,7 @@ void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary) {
+void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
if (p_flip_y) {
@@ -348,10 +348,18 @@ void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer,
copy_to_fb.push_constant.srgb = true;
}
+ CopyToFBMode mode;
+ if (p_multiview) {
+ mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW;
+ } else {
+ mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY;
+ }
+
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
if (p_secondary.is_valid()) {
+ // TODO may need to do this differently when reading from depth buffer for multiview
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -2032,7 +2040,7 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, u
memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
- roughness.push_constant.roughness = p_roughness;
+ roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
roughness.push_constant.sample_count = p_sample_count;
roughness.push_constant.use_direct_write = p_roughness == 0.0;
roughness.push_constant.face_size = p_size;
@@ -2040,7 +2048,7 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, u
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture, true), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
@@ -2060,7 +2068,7 @@ void EffectsRD::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_fra
memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
roughness.push_constant.face_id = p_face_id;
- roughness.push_constant.roughness = p_roughness;
+ roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
roughness.push_constant.sample_count = p_sample_count;
roughness.push_constant.use_direct_write = p_roughness == 0.0;
roughness.push_constant.face_size = p_size;
@@ -2367,15 +2375,26 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
copy_modes.push_back("\n");
copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
+ copy_modes.push_back("\n#define MULTIVIEW\n");
+ copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n");
copy_to_fb.shader.initialize(copy_modes);
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false);
+ copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false);
+ }
+
copy_to_fb.shader_version = copy_to_fb.shader.version_create();
//use additive
for (int i = 0; i < COPY_TO_FB_MAX; i++) {
- copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ if (copy_to_fb.shader.is_variant_enabled(i)) {
+ copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ copy_to_fb.pipelines[i].clear();
+ }
}
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index f5e5b1ace7..eca5e09800 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -203,6 +203,9 @@ private:
COPY_TO_FB_COPY,
COPY_TO_FB_COPY_PANORAMA_TO_DP,
COPY_TO_FB_COPY2,
+
+ COPY_TO_FB_MULTIVIEW,
+ COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
COPY_TO_FB_MAX,
};
@@ -893,7 +896,7 @@ public:
bool get_prefer_raster_effects();
void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
- 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_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(), bool p_multiview = 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);
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 7987a98b0e..24be451e78 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
@@ -557,7 +557,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -607,7 +607,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -663,20 +663,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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 0b99948063..34b2fa9440 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
@@ -545,7 +545,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -594,7 +594,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -649,15 +649,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 2f8ef696cd..606527ed24 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -39,6 +39,9 @@ void RendererCompositorRD::prepare_for_blitting_render_targets() {
void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
+ if (draw_list == RD::INVALID_ID) {
+ return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
+ }
for (int i = 0; i < p_amount; i++) {
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index cb07c75db4..1a84bafbd0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1894,7 +1894,6 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
update_cascades();
- ; //need cascades updated for this
SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 718825d652..948340f469 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3286,7 +3286,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- if (r_directional_light_count >= cluster.max_directional_lights) {
+ if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
continue;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 354516ae87..b44ae6cf8d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -473,12 +473,13 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
}
RD::get_singleton()->draw_command_end_label(); // Filter radiance
} else {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
}
-
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
Vector<RID> views;
if (p_use_arrays) {
for (int i = 1; i < layers.size(); i++) {
@@ -489,8 +490,9 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
views.push_back(layers[0].views[i]);
}
}
-
+ RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
}
@@ -500,12 +502,25 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
bool prefer_raster_effects = effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
- // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
- // here we need to do them one by one so ignoring p_cube_side
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ }
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
for (int k = 0; k < 6; k++) {
effects->cubemap_roughness_raster(
- radiance_base_cubemap,
+ downsampled_radiance_cubemap,
layers[p_base_layer].mipmaps[0].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -515,7 +530,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
} else {
for (int k = 0; k < 6; k++) {
effects->cubemap_roughness_raster(
- layers[0].views[p_base_layer - 1],
+ downsampled_radiance_cubemap,
layers[0].mipmaps[p_base_layer].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -524,12 +539,22 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
}
}
} else {
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
- //render directly to the layers
- effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
} else {
effects->cubemap_roughness(
- layers[0].views[p_base_layer - 1],
+ downsampled_radiance_cubemap,
layers[0].views[p_base_layer],
p_cube_side,
p_sky_ggx_samples_quality,
@@ -537,6 +562,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
layers[0].mipmaps[p_base_layer].size.x);
}
}
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 7b6c813d90..13d24e2508 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -254,7 +254,7 @@ public:
int radiance_size = 256;
- RS::SkyMode mode = RS::SKY_MODE_REALTIME;
+ RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
ReflectionData reflection;
bool dirty = false;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index e3829eb5ed..1473a92a1a 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5712,6 +5712,21 @@ void RendererStorageRD::update_particles() {
total_amount *= particles->trail_bind_poses.size();
}
+ // Affect 2D only.
+ if (particles->use_local_coords) {
+ // In local mode, particle positions are calculated locally (relative to the node position)
+ // and they're also drawn locally.
+ // It works as expected, so we just pass an identity transform.
+ store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
+ } else {
+ // In global mode, particle positions are calculated globally (relative to the canvas origin)
+ // but they're drawn locally.
+ // So, we need to pass the inverse of the emission transform to bring the
+ // particles to local coordinates before drawing.
+ Transform3D inv = particles->emission_transform.affine_inverse();
+ store_transform(inv, copy_push_constant.inv_emission_transform);
+ }
+
copy_push_constant.total_particles = total_amount;
copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
copy_push_constant.align_mode = particles->transform_align;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index ee4d18210a..33a3b8e229 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -852,6 +852,8 @@ private:
uint32_t lifetime_split;
uint32_t lifetime_reverse;
uint32_t copy_mode_2d;
+
+ float inv_emission_transform[16];
};
enum {
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 2f1f9c4765..9787c9879d 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
@@ -4,7 +4,20 @@
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else
layout(location = 0) out vec2 uv_interp;
+#endif
layout(push_constant, std430) uniform Params {
vec4 section;
@@ -19,9 +32,11 @@ params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- vec2 vpos = uv_interp;
+ uv_interp.xy = base_arr[gl_VertexIndex];
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
+#endif
+ vec2 vpos = uv_interp.xy;
if (params.use_section) {
vpos = params.section.xy + vpos * params.section.zw;
}
@@ -39,6 +54,15 @@ void main() {
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
@@ -52,12 +76,25 @@ layout(push_constant, std430) uniform Params {
}
params;
+#ifdef MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+#else
layout(location = 0) in vec2 uv_interp;
+#endif
+#ifdef MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#ifdef MODE_TWO_SOURCES
+layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
+layout(location = 1) out float depth;
+#endif /* MODE_TWO_SOURCES */
+#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
+
layout(location = 0) out vec4 frag_color;
vec3 linear_to_srgb(vec3 color) {
@@ -68,9 +105,14 @@ vec3 linear_to_srgb(vec3 color) {
}
void main() {
+#ifdef MULTIVIEW
+ vec3 uv = uv_interp;
+#else
vec2 uv = uv_interp;
+#endif
#ifdef MODE_PANORAMA_TO_DP
+ // Note, multiview and panorama should not be mixed at this time
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
@@ -98,10 +140,20 @@ void main() {
uv = 1.0 - uv;
}
#endif
+
+#ifdef MULTIVIEW
+ vec4 color = textureLod(source_color, uv, 0.0);
+#ifdef MODE_TWO_SOURCES
+ // In multiview our 2nd input will be our depth map
+ depth = textureLod(source_depth, uv, 0.0).r;
+#endif /* MODE_TWO_SOURCES */
+
+#else
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index 28f4dc59ec..1d46f59408 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -21,24 +21,38 @@ void main() {
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
vec3 N = texelCoordToVec(uv, id.z);
- //vec4 color = color_interp;
-
if (params.use_direct_write) {
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index ce0a25e12f..1bee428a6f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -47,12 +47,10 @@ vec3 texelCoordToVec(vec2 uv, uint faceID) {
return normalize(result);
}
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
+vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
// Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float Phi = 2.0 * M_PI * xi.x;
+ float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
// Convert to spherical direction
@@ -61,12 +59,15 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
H.y = SinTheta * sin(Phi);
H.z = CosTheta;
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
+ return H;
+}
+
+float DistributionGGX(float NdotH, float roughness4) {
+ float NdotH2 = NdotH * NdotH;
+ float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
+ denom = M_PI * denom * denom;
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
+ return roughness4 / denom;
}
// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
index 2570308816..c29accd8a7 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -42,17 +42,33 @@ void main() {
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index b991880cd9..afbd5a9caa 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -61,6 +61,8 @@ layout(push_constant, std430) uniform Params {
uint lifetime_split;
bool lifetime_reverse;
bool copy_mode_2d;
+
+ mat4 inv_emission_transform;
}
params;
@@ -199,6 +201,12 @@ void main() {
txform = txform * trail_bind_poses.data[part_ofs];
}
+ if (params.copy_mode_2d) {
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = params.inv_emission_transform * txform;
+ }
+
txform = transpose(txform);
} else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 97f7e0a6e6..a8648fc96a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -478,8 +478,8 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -552,7 +552,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFF;
item_max = item_min_max >> 16;
- ;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
@@ -590,7 +589,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -913,7 +912,17 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
+
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -955,6 +964,36 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif
+
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1203,8 +1242,16 @@ void main() {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1556,10 +1603,11 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal,
+ tangent, anisotropy,
#endif
diffuse_light,
specular_light);
@@ -1627,7 +1675,7 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
@@ -1699,10 +1747,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1905,7 +1954,7 @@ void main() {
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
+//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 084e2a0673..3b110aded2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -15,7 +15,7 @@
#include "cluster_data_inc.glsl"
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 16f77fb91a..1c9b08b6d3 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -1,55 +1,29 @@
// Functions related to lighting
-// 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):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
-
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha * alpha;
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
return alpha2 / (M_PI * d * d);
}
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
+float V_GGX(float NdotL, float NdotV, float alpha) {
+ return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
}
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+}
+
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
}
float SchlickFresnel(float u) {
@@ -58,14 +32,6 @@ float SchlickFresnel(float u) {
return m2 * m2 * m; // pow(m,5)
}
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@@ -87,7 +53,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
@@ -113,13 +79,13 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(NdotV, 1e-4);
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
vec3 H = normalize(V + L);
#endif
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(SPECULAR_SCHLICK_GGX)
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
@@ -203,26 +169,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// D
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * blinn * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_TOON)
+#if defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
float RdotV = dot(R, V);
@@ -236,24 +183,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
-
+ float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
- float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
+#else // LIGHT_ANISOTROPY_USED
float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
+#endif // LIGHT_ANISOTROPY_USED
+ // F
float cLdotH5 = SchlickFresnel(cLdotH);
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
@@ -263,18 +207,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_CLEARCOAT_USED)
+ // Clearcoat ignores normal_map, use vertex normal instead
+ float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
+ float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
+ float ccNdotV = max(dot(vertex_normal, V), 1e-4);
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
+ float Gr = 0.25 / (cLdotH * cLdotH);
float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
+ // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
+ // but to do so we need to rearrange this entire function
+#endif // LIGHT_CLEARCOAT_USED
}
#ifdef USE_SHADOW_TO_OPACITY
@@ -587,7 +536,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -711,7 +660,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -827,7 +776,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -912,7 +861,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 4d6a3b5864..a1cf1d3c04 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -511,8 +511,8 @@ layout(location = 0) out mediump vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -596,7 +596,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -874,7 +874,16 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -917,7 +926,35 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1002,8 +1039,16 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1368,7 +1413,7 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -1415,10 +1460,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1459,10 +1505,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index 541c0b0603..7a624c3b95 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -7,7 +7,7 @@
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 7c8d4f7f99..7a0cea421e 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -235,7 +235,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFF;
item_max = item_min_max >> 16;
- ;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 5a84bace2d..69c017a1c8 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -548,7 +548,6 @@ void RendererViewport::draw_viewports() {
// get our xr interface in case we need it
Ref<XRInterface> xr_interface;
-
XRServer *xr_server = XRServer::get_singleton();
if (xr_server != nullptr) {
// let our XR server know we're about to render our frames so we can get our frame timing
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 655a32a805..49d89bcadc 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -500,6 +500,7 @@ public:
virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>()) = 0;
virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture) = 0;
+ virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, uint64_t p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers) = 0;
enum TextureSliceType {
TEXTURE_SLICE_2D,
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 5b43ca4bcd..812d636a0b 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -609,7 +609,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
r_gen_code.uniforms += uniform_defines[i];
}
-#if 1
// add up
int offset = 0;
for (int i = 0; i < uniform_sizes.size(); i++) {
@@ -629,41 +628,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
}
-#else
- // add up
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0) {
- int align = uniform_sizes[i - 1] % uniform_alignments[i];
- if (align != 0) {
- uniform_sizes[i - 1] += uniform_alignments[i] - align;
- }
-
- uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
- }
- }
- //offset
- r_gen_code.uniform_offsets.resize(uniform_sizes.size());
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0)
- r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
- else
- r_gen_code.uniform_offsets[i] = 0;
- }
- /*
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
- if (SL::is_sampler_type(E->get().type)) {
- continue;
- }
-
- }
-
-*/
- if (uniform_sizes.size()) {
- r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
- } else {
- r_gen_code.uniform_total_size = 0;
- }
-#endif
uint32_t index = p_default_actions.base_varying_index;
@@ -1409,148 +1373,4 @@ void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {
}
ShaderCompiler::ShaderCompiler() {
-#if 0
-
- /** SPATIAL SHADER **/
-
- actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
- actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
- actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
- actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
-
- actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
- actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
- actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
- actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
- actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
- actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
- actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
- actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
- actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
-
- //builtins
-
- actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
- actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
-
- actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
- actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
- actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
- actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
- actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
- actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
- actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
- actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
- actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
- actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
- actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
- actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
- actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
- actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
- actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
-
- //for light
- actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
- actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
- actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
- actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
- actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
-
- actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
- actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
- actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
-
- bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
-
- if (!force_lambert) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
-
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
-
- /* PARTICLES SHADER */
-
- actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
- actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
- actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass";
- actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
- actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart";
- actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
- actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
- actions[RS::SHADER_PARTICLES].renames["TIME"] = "time";
- actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
- actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
- actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
- actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index";
- actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
- actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
- actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
-
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
-#endif
}
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 91201b2028..7683cf20b3 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "shader_language.h"
+
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "servers/rendering_server.h"
@@ -632,7 +633,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
char32_t last_char = str[str.length() - 1];
- if (hexa_found) { // Integer(hex)
+ if (hexa_found) { // Integer (hex).
if (str.size() > 11 || !str.is_valid_hex_number(true)) { // > 0xFFFFFFFF
return _make_token(TK_ERROR, "Invalid (hexadecimal) numeric constant");
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index d628cf3713..9ea98dc593 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -121,7 +121,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
@@ -202,7 +202,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "unshaded" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "wireframe" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "diffuse", "lambert", "lambert_wrap", "burley", "toon" });
- shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "blinn", "phong", "toon", "disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "toon", "disabled" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "skip_vertex_transform" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "world_vertex_coords" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ensure_correct_normals" });