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-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp24
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp16
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp27
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h13
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp5
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h1
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl47
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl38
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl162
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl5
-rw-r--r--servers/rendering/renderer_viewport.cpp84
-rw-r--r--servers/rendering/renderer_viewport.h6
-rw-r--r--servers/rendering/rendering_device.h1
-rw-r--r--servers/rendering/rendering_server_default.h1
25 files changed, 173 insertions, 299 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 80d843227b..236eb5e596 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -812,6 +812,7 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
@@ -864,6 +865,7 @@ void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_colo
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index c8d4cb7ad4..0db0919dbc 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -255,7 +255,7 @@ private:
float exposure; // 4 - 84
float white; // 4 - 88
float auto_exposure_grey; // 4 - 92
- uint32_t pad2; // 4 - 96
+ float luminance_multiplier; // 4 - 96
float pixel_size[2]; // 8 - 104
uint32_t use_fxaa; // 4 - 108
@@ -308,7 +308,7 @@ private:
float exposure_adjust;
float min_luminance;
float max_luminance;
- float pad[1];
+ uint32_t pad1;
};
struct LuminanceReduceFragment {
@@ -818,6 +818,7 @@ public:
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
+ float luminance_multiplier = 1.0;
bool use_bcs = false;
float brightness = 1.0;
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 2064d9c5c5..1b4052b622 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -86,12 +86,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
- bool is_half_resolution = false; // Set this once we support this feature.
-
msaa = p_msaa;
+ Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
+
width = p_width;
height = p_height;
+ bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height);
view_count = p_view_count;
color = p_color_buffer;
@@ -124,7 +125,7 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
passes.push_back(pass);
color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
- if (!is_half_resolution) {
+ if (!is_scaled) {
// - add blit to 2D pass
fb.push_back(p_target_buffer); // 2 - target buffer
@@ -211,7 +212,7 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count);
}
- if (!is_half_resolution) {
+ if (!is_scaled) {
// - add blit to 2D pass
fb.push_back(p_target_buffer); // 3 - target buffer
RD::FramebufferPass blit_pass;
@@ -271,6 +272,12 @@ bool RenderForwardMobile::free(RID p_rid) {
/* Render functions */
+float RenderForwardMobile::_render_buffers_get_luminance_multiplier() {
+ // On mobile renderer we need to multiply source colors by 2 due to using a UNORM buffer
+ // and multiplying by the output color during 3D rendering by 0.5
+ return 2.0;
+}
+
RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
// Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
@@ -491,7 +498,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
bool using_subpass_transparent = true;
bool using_subpass_post_process = true;
- bool is_half_resolution = false; // Set this once we support this feature.
bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out
bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out
@@ -512,7 +518,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
- if (is_half_resolution) {
+ if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
// can't do blit subpass
using_subpass_post_process = false;
} else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {
@@ -631,7 +637,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
- sky.update(env, projection, p_render_data->cam_transform, time);
+ sky.update(env, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -750,9 +756,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
CameraMatrix correction;
correction.set_depth_correction(true);
CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
} else {
- sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 764d8e80df..38f80c5347 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -202,6 +202,7 @@ protected:
}
};
+ virtual float _render_buffers_get_luminance_multiplier() override;
virtual RD::DataFormat _render_buffers_get_color_format() override;
virtual bool _render_buffers_can_be_storage() override;
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 04ad1a2724..14b3b6d9aa 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
@@ -665,6 +665,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.global_buffer_array_variable = "global_variables.data";
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
+ actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
+
compiler.initialize(actions);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 8496ef631b..fa66ed85a9 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2237,6 +2237,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
}
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
@@ -2301,6 +2302,7 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.use_debanding = rb->use_debanding;
tonemap.texture_size = Vector2i(rb->width, rb->height);
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
@@ -2573,6 +2575,10 @@ float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID
return rb->volumetric_fog->spread;
}
+float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
+ return 1.0;
+}
+
RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
}
@@ -2585,6 +2591,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+
+ // Should we add an overrule per viewport?
rb->width = p_width;
rb->height = p_height;
rb->render_target = p_render_target;
@@ -2631,8 +2639,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
}
- tf.width = p_width;
- tf.height = p_height;
+ tf.width = rb->width;
+ tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.array_layers = rb->view_count; // create a layer for every view
@@ -2654,10 +2662,10 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
- rb->data->configure(rb->texture, rb->depth_texture, target_texture, p_width, p_height, p_msaa, p_view_count);
+ rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
if (is_clustered_enabled()) {
- rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 37533baecf..eb61af517a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -1190,6 +1190,7 @@ public:
/* render buffers */
+ virtual float _render_buffers_get_luminance_multiplier();
virtual RD::DataFormat _render_buffers_get_color_format();
virtual bool _render_buffers_can_be_storage();
virtual RID render_buffers_create() override;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 4165c3f7ba..da84f615b2 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -259,7 +259,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -276,6 +276,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
sky_push_constant.position[2] = p_position.z;
sky_push_constant.multiplier = p_multiplier;
sky_push_constant.time = p_time;
+ sky_push_constant.luminance_multiplier = p_luminance_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
@@ -1195,7 +1196,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
Sky *sky = get_sky(p_env->sky);
@@ -1287,7 +1288,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
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);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1306,7 +1307,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
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);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1321,7 +1322,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
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);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1439,7 +1440,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
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);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
@@ -1452,7 +1453,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
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);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
@@ -1466,11 +1467,11 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
}
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);
- _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
-void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
ERR_FAIL_COND(p_view_count == 0);
@@ -1546,7 +1547,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
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);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1559,12 +1560,12 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
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);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
ERR_FAIL_COND(p_view_count == 0);
@@ -1640,7 +1641,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
- _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
}
void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 7b670bddd5..7f563c9bc4 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -100,7 +100,8 @@ private:
float position[3]; // 12 - 92
float multiplier; // 4 - 96
float time; // 4 - 100
- float pad[3]; // 12 - 112 // Using pad to align on 16 bytes
+ float luminance_multiplier; // 4 - 104
+ float pad[2]; // 8 - 112 // Using pad to align on 16 bytes
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@@ -138,7 +139,7 @@ private:
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -293,10 +294,10 @@ public:
~RendererSceneSkyRD();
void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
- void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
- void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index bad37f5c25..b95d4b642c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1165,6 +1165,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
bool is_texture_func = false;
+ bool is_screen_texture = false;
if (onode->op == SL::OP_STRUCT) {
code += _mkid(vnode->name);
} else if (onode->op == SL::OP_CONSTRUCT) {
@@ -1197,6 +1198,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
StringName texture_uniform = varnode->name;
+ is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
String sampler_name;
@@ -1236,6 +1238,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
}
code += ")";
+ if (is_screen_texture && actions.apply_luminance_multiplier) {
+ code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
+ }
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 2da127ffa3..0fe9047967 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -95,6 +95,7 @@ public:
String global_buffer_array_variable;
String instance_uniform_index_variable;
uint32_t base_varying_index = 0;
+ bool apply_luminance_multiplier = false;
};
private:
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
index 0789a4b396..f8b4e3f610 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
@@ -38,6 +38,8 @@ layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(location = 0) out vec4 frag_color;
void main() {
+ // We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
+
#ifdef MODE_MIPMAP
vec2 pix_size = blur.pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 5dc2d08a3b..25d87ca45d 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -202,12 +202,7 @@ void main() {
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-#else
vec3 accum = vec3(0.0);
-#endif
for (uint i = 0; i < params.light_count; i++) {
float attenuation;
@@ -242,77 +237,35 @@ void main() {
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
- }
-#else
if (length(normal.xyz) > 0.2) {
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
accum += light + emission;
}
-#endif
}
-#ifdef MODE_ANISOTROPIC
-
- output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
- output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
- output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
- output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
- output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
- output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
-#else
output.data[cell_index] = vec4(accum, 0.0);
-#endif
-
#endif //MODE_COMPUTE_LIGHT
#ifdef MODE_UPDATE_MIPMAPS
{
-#ifdef MODE_ANISOTROPIC
- vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-#else
vec3 light_accum = vec3(0.0);
-#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
-#ifdef MODE_ANISOTROPIC
- light_accum[1] += output.data[child_index * 6 + 0].rgb;
- light_accum[2] += output.data[child_index * 6 + 1].rgb;
- light_accum[3] += output.data[child_index * 6 + 2].rgb;
- light_accum[4] += output.data[child_index * 6 + 3].rgb;
- light_accum[5] += output.data[child_index * 6 + 4].rgb;
- light_accum[6] += output.data[child_index * 6 + 5].rgb;
-
-#else
light_accum += output.data[child_index].rgb;
-#endif
-
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
-#ifdef MODE_ANISOTROPIC
- output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
- output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
- output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
- output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
- output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
- output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
-
-#else
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
-#endif
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
index ed389ffe56..3cde9923fa 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -6,6 +6,6 @@ layout(push_constant, binding = 1, std430) uniform PushConstant {
float exposure_adjust;
float min_luminance;
float max_luminance;
- float pad;
+ uint pad1;
}
settings;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 7a11f8904e..edbe1031b7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -374,6 +374,9 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+// not used in clustered renderer but we share some code with the mobile renderer that requires this.
+const float sc_luminance_multiplier = 1.0;
+
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
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 9fa5d3280d..f3db4abe3b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -969,7 +969,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
vec4 reflection;
- reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
+ reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 7e2cc8fe01..518b0a6c7f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -401,6 +401,8 @@ layout(constant_id = 14) const bool sc_disable_fog = false;
#endif //!MODE_RENDER_DEPTH
+layout(constant_id = 15) const float sc_luminance_multiplier = 2.0;
+
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
@@ -1551,12 +1553,15 @@ void main() {
frag_color = vec4(albedo, alpha);
#else // MODE_UNSHADED
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
#endif // MODE_UNSHADED
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
+ // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
+ frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index 41c6325bc5..d07a454ade 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -17,6 +17,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -55,6 +57,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -199,17 +203,17 @@ void main() {
vec3 inverted_cube_normal = cube_normal;
inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#endif
#endif
@@ -246,4 +250,7 @@ void main() {
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
+
+ // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
+ frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index f997101183..4411587116 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -71,7 +71,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure;
float white;
float auto_exposure_grey;
- uint pad2;
+ float luminance_multiplier;
vec2 pixel_size;
bool use_fxaa;
@@ -298,15 +298,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_SPAN_MAX = 8.0;
#ifdef MULTIVIEW
- vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
#else
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
@@ -333,11 +333,11 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
params.pixel_size;
#ifdef MULTIVIEW
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier;
#else
- 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);
+ 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) * params.luminance_multiplier;
+ 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) * params.luminance_multiplier;
#endif
float lumaB = dot(rgbB, luma);
@@ -364,11 +364,11 @@ vec3 screen_space_dither(vec2 frag_coord) {
void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
- vec3 color = subpassLoad(input_color).rgb;
+ vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier;
#elif defined(MULTIVIEW)
- vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
+ vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier;
#else
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
+ vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier;
#endif
// Exposure
@@ -377,7 +377,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
}
#endif
@@ -386,7 +386,7 @@ void main() {
// Early Tonemap & SRGB Conversion
#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp);
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
@@ -411,7 +411,7 @@ void main() {
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, params.white);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 49a493cdc7..779f04ed35 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -71,11 +71,6 @@ lights;
layout(set = 0, binding = 5) uniform texture3D color_texture;
-#ifdef MODE_ANISOTROPIC
-layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
-layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
-#endif // MODE ANISOTROPIC
-
#endif // MODE_SECOND_BOUNCE
#ifndef MODE_DYNAMIC
@@ -110,13 +105,6 @@ layout(set = 0, binding = 10) uniform sampler texture_sampler;
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
-#ifdef MODE_ANISOTROPIC
-
-layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
-layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
-
-#endif
-
#endif
#ifdef MODE_DYNAMIC
@@ -170,13 +158,6 @@ layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
-#ifdef MODE_ANISOTROPIC
-
-layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
-layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
-
-#endif // MODE ANISOTROPIC
-
#endif //MODE_DYNAMIC_SHRINK_PLOT
#endif // MODE_DYNAMIC_SHRINK
@@ -374,12 +355,7 @@ void main() {
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-#else
vec3 accum = vec3(0.0);
-#endif
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
@@ -390,38 +366,16 @@ void main() {
light *= albedo.rgb;
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
- }
-#else
if (length(normal) > 0.2) {
accum += max(0.0, dot(normal, -light_dir)) * light;
} else {
//all directions
accum += light;
}
-#endif
}
-#ifdef MODE_ANISOTROPIC
-
- for (uint i = 0; i < 6; i++) {
- vec3 light = accum[i];
- if (length(normal) > 0.2) {
- light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
- } else {
- light += emission;
- }
-
- outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
- }
-
-#else
outputs.data[cell_index] = vec4(accum + emission, 0.0);
-#endif
-
#endif //MODE_COMPUTE_LIGHT
/////////////////SECOND BOUNCE///////////////////////////////
@@ -431,32 +385,8 @@ void main() {
ivec3 ipos = ivec3(posu);
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6];
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-
- /*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
- vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
- vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
- accum[0]=src_col * src_aniso_pos.x;
- accum[1]=src_col * src_aniso_neg.x;
- accum[2]=src_col * src_aniso_pos.y;
- accum[3]=src_col * src_aniso_neg.y;
- accum[4]=src_col * src_aniso_pos.z;
- accum[5]=src_col * src_aniso_neg.z;*/
-
- accum[0] = outputs.data[cell_index * 6 + 0].rgb;
- accum[1] = outputs.data[cell_index * 6 + 1].rgb;
- accum[2] = outputs.data[cell_index * 6 + 2].rgb;
- accum[3] = outputs.data[cell_index * 6 + 3].rgb;
- accum[4] = outputs.data[cell_index * 6 + 4].rgb;
- accum[5] = outputs.data[cell_index * 6 + 5].rgb;
-
-#else
vec3 accum = outputs.data[cell_index].rgb;
-#endif
-
if (length(normal.xyz) > 0.2) {
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal.xyz));
@@ -484,9 +414,6 @@ void main() {
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
-#ifdef MODE_ANISOTROPIC
- vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
-#endif
while (dist < max_distance && color.a < 0.95) {
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
vec3 uvw_pos = (pos + dist * direction) * cell_size;
@@ -498,42 +425,18 @@ void main() {
float log2_diameter = log2(diameter);
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
-#ifdef MODE_ANISOTROPIC
-
- vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
- vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
-
- scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
-#endif
float a = (1.0 - color.a);
color += a * scolor;
dist += half_diameter;
}
}
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
- }
-#else
accum += color.rgb;
-#endif
}
}
-#ifdef MODE_ANISOTROPIC
-
- outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
- outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
- outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
- outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
- outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
- outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
-#else
outputs.data[cell_index] = vec4(accum, 0.0);
-#endif
-
#endif // MODE_SECOND_BOUNCE
/////////////////UPDATE MIPMAPS///////////////////////////////
@@ -541,45 +444,20 @@ void main() {
#ifdef MODE_UPDATE_MIPMAPS
{
-#ifdef MODE_ANISOTROPIC
- vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-#else
vec3 light_accum = vec3(0.0);
-#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
-#ifdef MODE_ANISOTROPIC
- light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
- light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
- light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
- light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
- light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
- light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
-
-#else
light_accum += outputs.data[child_index].rgb;
-#endif
-
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
-#ifdef MODE_ANISOTROPIC
- outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
- outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
- outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
- outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
- outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
- outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
-
-#else
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
-#endif
}
#endif
@@ -587,40 +465,7 @@ void main() {
#ifdef MODE_WRITE_TEXTURE
{
-#ifdef MODE_ANISOTROPIC
- vec3 accum_total = vec3(0.0);
- accum_total += outputs.data[cell_index * 6 + 0].rgb;
- accum_total += outputs.data[cell_index * 6 + 1].rgb;
- accum_total += outputs.data[cell_index * 6 + 2].rgb;
- accum_total += outputs.data[cell_index * 6 + 3].rgb;
- accum_total += outputs.data[cell_index * 6 + 4].rgb;
- accum_total += outputs.data[cell_index * 6 + 5].rgb;
-
- float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
- vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
- vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
-
- {
- uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
- aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
- aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
- imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
- }
-
- {
- uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
- aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
- aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
- imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
- }
-
- imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
-
-#else
-
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
-
-#endif
}
#endif
@@ -763,13 +608,6 @@ void main() {
color.rgb /= params.dynamic_range;
imageStore(color_texture, pos3d, color);
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
-
-#ifdef MODE_ANISOTROPIC
- //do not care about anisotropy for dynamic objects, just store full lit in all directions
- imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
- imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
-
-#endif // ANISOTROPIC
}
#endif // MODE_DYNAMIC_SHRINK_PLOT
}
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 7d4d72967a..281c496df3 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -20,11 +20,6 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
-#ifdef USE_ANISOTROPY
-layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
-layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
-#endif
-
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint cell_offset;
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 15ce1dbe63..3ede9fed2d 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -71,6 +71,44 @@ static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport,
return xf;
}
+void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
+ if (p_viewport->render_buffers.is_valid()) {
+ if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
+ RSG::scene->free(p_viewport->render_buffers);
+ p_viewport->render_buffers = RID();
+ } else {
+ RS::ViewportScale3D scale_3d = p_viewport->scale_3d;
+ if (Engine::get_singleton()->is_editor_hint()) { // ignore this inside of the editor
+ scale_3d = RS::VIEWPORT_SCALE_3D_DISABLED;
+ }
+
+ int width = p_viewport->size.width;
+ int height = p_viewport->size.height;
+ switch (scale_3d) {
+ case RS::VIEWPORT_SCALE_3D_75_PERCENT: {
+ width = (width * 3) / 4;
+ height = (height * 3) / 4;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_50_PERCENT: {
+ width = width >> 1;
+ height = height >> 1;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_33_PERCENT: {
+ width = width / 3;
+ height = height / 3;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_25_PERCENT: {
+ width = width >> 2;
+ height = height >> 2;
+ }; break;
+ default:
+ break;
+ }
+ RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, width, height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
+ }
+ }
+}
+
void RendererViewport::_draw_3d(Viewport *p_viewport) {
RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
@@ -100,7 +138,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
-void RendererViewport::_draw_viewport(Viewport *p_viewport, uint32_t p_view_count) {
+void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (p_viewport->measure_render_time) {
String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
RSG::storage->capture_timestamp(rt_id);
@@ -142,7 +180,8 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, uint32_t p_view_coun
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_buffers_create();
- RSG::scene->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, p_view_count);
+
+ _configure_3d_render_buffers(p_viewport);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
@@ -544,7 +583,7 @@ void RendererViewport::draw_viewports() {
RSG::storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
// override our size, make sure it matches our required size and is created as a stereo target
- vp->size = xr_interface->get_render_targetsize();
+ vp->size = xr_interface->get_render_target_size();
uint32_t view_count = xr_interface->get_view_count();
RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
@@ -556,7 +595,7 @@ void RendererViewport::draw_viewports() {
RSG::scene->set_debug_draw_mode(vp->debug_draw);
// and draw viewport
- _draw_viewport(vp, view_count);
+ _draw_viewport(vp);
// measure
@@ -580,7 +619,7 @@ void RendererViewport::draw_viewports() {
RSG::scene->set_debug_draw_mode(vp->debug_draw);
// render standard mono camera
- _draw_viewport(vp, 1);
+ _draw_viewport(vp);
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
//copy to screen if set as such
@@ -648,9 +687,19 @@ void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
}
viewport->use_xr = p_use_xr;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding, viewport->get_view_count());
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_scale_3d(RID p_viewport, RenderingServer::ViewportScale3D p_scale_3d) {
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->scale_3d == p_scale_3d) {
+ return;
}
+
+ viewport->scale_3d = p_scale_3d;
+ _configure_3d_render_buffers(viewport);
}
uint32_t RendererViewport::Viewport::get_view_count() {
@@ -677,14 +726,7 @@ void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_heig
viewport->size = Size2(p_width, p_height);
uint32_t view_count = viewport->get_view_count();
RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
- if (viewport->render_buffers.is_valid()) {
- if (p_width == 0 || p_height == 0) {
- RSG::scene->free(viewport->render_buffers);
- viewport->render_buffers = RID();
- } else {
- RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding, view_count);
- }
- }
+ _configure_3d_render_buffers(viewport);
viewport->occlusion_buffer_dirty = true;
}
@@ -915,9 +957,7 @@ void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa
return;
}
viewport->msaa = p_msaa;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding, viewport->get_view_count());
- }
+ _configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
@@ -928,9 +968,7 @@ void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::Viewport
return;
}
viewport->screen_space_aa = p_mode;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding, viewport->get_view_count());
- }
+ _configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
@@ -941,9 +979,7 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb
return;
}
viewport->use_debanding = p_use_debanding;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding, viewport->get_view_count());
- }
+ _configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index ac7a35f97d..f6095e18d7 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -49,6 +49,8 @@ public:
bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
+ RS::ViewportScale3D scale_3d = RenderingServer::VIEWPORT_SCALE_3D_DISABLED;
+
Size2i size;
RID camera;
RID scenario;
@@ -192,8 +194,9 @@ public:
int total_draw_calls_used = 0;
private:
+ void _configure_3d_render_buffers(Viewport *p_viewport);
void _draw_3d(Viewport *p_viewport);
- void _draw_viewport(Viewport *p_viewport, uint32_t p_view_count = 1);
+ void _draw_viewport(Viewport *p_viewport);
int occlusion_rays_per_thread = 512;
@@ -204,6 +207,7 @@ public:
void viewport_initialize(RID p_rid);
void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
+ void viewport_set_scale_3d(RID p_viewport, RenderingServer::ViewportScale3D p_scale_3d);
void viewport_set_size(RID p_viewport, int p_width, int p_height);
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index e2d207dab2..2cf1f165dd 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -495,6 +495,7 @@ public:
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const = 0;
virtual bool texture_is_shared(RID p_texture) = 0;
virtual bool texture_is_valid(RID p_texture) = 0;
+ virtual Size2i texture_size(RID p_texture) = 0;
virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index c1336ee42d..3386b99f53 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -526,6 +526,7 @@ public:
FUNCRIDSPLIT(viewport)
FUNC2(viewport_set_use_xr, RID, bool)
+ FUNC2(viewport_set_scale_3d, RID, ViewportScale3D)
FUNC3(viewport_set_size, RID, int, int)
FUNC2(viewport_set_active, RID, bool)