diff options
Diffstat (limited to 'servers/rendering')
9 files changed, 47 insertions, 42 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..d128578d0b 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3026,7 +3026,7 @@ 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..987960069b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -1270,21 +1270,21 @@ 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 +1299,10 @@ 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 +1316,7 @@ 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 +1324,10 @@ 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 +1341,7 @@ 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 +1349,10 @@ 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 +1366,7 @@ 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 +1375,9 @@ 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 +1436,11 @@ 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) { diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index bae98f8884..a7886bb6b1 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -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 b67b1cd806..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()) { @@ -1012,6 +1009,7 @@ void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels } int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) { + ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1); ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1); Viewport *viewport = viewport_owner.get_or_null(p_viewport); 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) { |