diff options
Diffstat (limited to 'servers/rendering')
10 files changed, 72 insertions, 55 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 6b84ab908d..0deb822e86 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -328,6 +328,8 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p push_constant.uv_offset = 0; } + bool should_request_redraw = false; + for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i]; const RenderElementInfo &element_info = p_params->element_info[i]; @@ -365,6 +367,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p continue; } + //request a redraw if one of the shaders uses TIME + if (shader->uses_time) { + should_request_redraw = true; + } + //find cull variant SceneShaderForwardClustered::ShaderData::CullVariant cull_variant; @@ -500,6 +507,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count); i += element_info.repeat - 1; //skip equal elements } + + // Make the actual redraw request + if (should_request_redraw) { + RenderingServerDefault::redraw_request(); + } } void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { 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 a1c3481ed6..d05cfdc386 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 @@ -657,6 +657,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\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"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 329deeb1ae..a906a853dc 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2696,9 +2696,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { switch (shadows_quality) { case RS::SHADOW_QUALITY_HARD: { penumbra_shadow_samples = 4; - soft_shadow_samples = 1; + soft_shadow_samples = 0; shadows_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + penumbra_shadow_samples = 4; + soft_shadow_samples = 1; + shadows_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { penumbra_shadow_samples = 8; soft_shadow_samples = 4; @@ -2738,9 +2743,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q switch (directional_shadow_quality) { case RS::SHADOW_QUALITY_HARD: { directional_penumbra_shadow_samples = 4; - directional_soft_shadow_samples = 1; + directional_soft_shadow_samples = 0; directional_shadow_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + directional_penumbra_shadow_samples = 4; + directional_soft_shadow_samples = 1; + directional_shadow_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { directional_penumbra_shadow_samples = 8; directional_soft_shadow_samples = 4; @@ -3026,7 +3036,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); - light_data.blend_splits = storage->light_directional_get_blend_splits(base); + light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base); for (int j = 0; j < 4; j++) { Rect2 atlas_rect = li->shadow_transform[j].atlas_rect; CameraMatrix matrix = li->shadow_transform[j].camera; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index a7bfea455d..3e68a2b622 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -2672,9 +2672,11 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari if (uniform_array_size > 0) { if (textures.size() < uniform_array_size) { const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name); - if (W) { - for (int j = textures.size(); j < uniform_array_size; j++) { + for (int j = textures.size(); j < uniform_array_size; j++) { + if (W) { textures.push_back(W->get()); + } else { + textures.push_back(RID()); } } } diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index 42d11d8bc1..215959bb6a 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -1421,7 +1421,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide } } - _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); + _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), false, ERR_HANDLER_SHADER); return err; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5261868155..5bb8fea89a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -1251,6 +1251,7 @@ void main() { { //directional light +#ifndef SHADOWS_DISABLED // Do shadow and lighting in two passes to reduce register pressure uint shadow0 = 0; uint shadow1 = 0; @@ -1270,21 +1271,21 @@ void main() { float shadow = 1.0; - //version with soft shadows, more expensive if (directional_lights.data[i].shadow_enabled) { - if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { - float depth_z = -vertex.z; - - vec3 shadow_color = vec3(0.0); - vec3 light_dir = directional_lights.data[i].direction; + float depth_z = -vertex.z; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ m_var.xyz += normal_bias; - uint blend_index = 0; + //version with soft shadows, more expensive + if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { + uint blend_count = 0; + const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1299,10 +1300,10 @@ void main() { float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) @@ -1316,7 +1317,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1324,10 +1325,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1341,7 +1342,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1349,10 +1350,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2) { + if (blend_count < blend_max) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1366,7 +1367,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1375,21 +1376,9 @@ void main() { } } -#undef BIAS_FUNC } else { //no soft shadows - float depth_z = -vertex.z; - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1448,11 +1437,11 @@ void main() { float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); } + } - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance #undef BIAS_FUNC - } } // shadows if (i < 4) { @@ -1461,6 +1450,7 @@ void main() { shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); } } +#endif // SHADOWS_DISABLED for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { @@ -1523,12 +1513,13 @@ void main() { #endif float shadow = 1.0; - +#ifndef SHADOWS_DISABLED if (i < 4) { shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } +#endif blur_shadow(shadow); 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 4d466342f8..61559fe809 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -287,7 +287,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif //defined(LIGHT_CODE_USED) } -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED // Interleaved Gradient Noise // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare @@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_directional_soft_shadow_samples == 1) { + if (sc_directional_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -350,7 +350,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) { //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { vec2 pos = coord * 0.5 + 0.5; pos = uv_rect.xy + pos * uv_rect.zw; return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); @@ -433,7 +433,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex } } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED float get_omni_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; @@ -445,7 +445,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { } float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED if (omni_lights.data[idx].shadow_enabled) { // there is a shadowmap vec2 texel_size = scene_data.shadow_atlas_pixel_size; @@ -730,7 +730,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v } float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED if (spot_lights.data[idx].shadow_enabled) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); @@ -806,7 +806,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { return shadow; } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED return 1.0; } diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index bae98f8884..cf422962f0 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1139,7 +1139,7 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc if (instance->scenario && instance->array_index >= 0) { InstanceData &idata = instance->scenario->instance_data[instance->array_index]; - if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } else { idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS); @@ -1603,7 +1603,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { //always dirty when added idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY; } - if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { @@ -2076,7 +2076,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = radius * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit); diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 835d552fd4..347238cdaa 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -495,9 +495,6 @@ void RendererViewport::draw_viewports() { if (XRServer::get_singleton() != nullptr) { xr_interface = XRServer::get_singleton()->get_primary_interface(); - - // process all our active interfaces - XRServer::get_singleton()->_process(); } if (Engine::get_singleton()->is_editor_hint()) { diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 9c38bf7606..53f2d96f52 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -2763,6 +2763,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI bool is_const = false; ConstantNode::Value value; + value.sint = -1; _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, &is_const, nullptr, nullptr, &value); if (!is_const || value.sint < min || value.sint > max) { |