diff options
Diffstat (limited to 'servers/visual/rasterizer/rasterizer_canvas_rd.cpp')
| -rw-r--r-- | servers/visual/rasterizer/rasterizer_canvas_rd.cpp | 86 |
1 files changed, 28 insertions, 58 deletions
diff --git a/servers/visual/rasterizer/rasterizer_canvas_rd.cpp b/servers/visual/rasterizer/rasterizer_canvas_rd.cpp index 838e26ac73..b72196d4b9 100644 --- a/servers/visual/rasterizer/rasterizer_canvas_rd.cpp +++ b/servers/visual/rasterizer/rasterizer_canvas_rd.cpp @@ -1367,6 +1367,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite state.light_uniforms[index].position[1] = canvas_light_pos.y; _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix); + _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix); state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss for (int i = 0; i < 4; i++) { @@ -1377,12 +1378,16 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate if (clight->shadow.texture.is_valid()) { - state.light_uniforms[index].shadow_pixel_size = 1.0 / clight->shadow.size; + state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth); } else { state.light_uniforms[index].shadow_pixel_size = 1.0; } state.light_uniforms[index].flags = clight->texture_index; state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT; + state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; + if (clight->shadow.texture.is_valid()) { + state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; + } l->render_index_cache = index; @@ -1454,24 +1459,18 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re if (cl->shadow.texture.is_valid()) { - RD::get_singleton()->free(cl->shadow.uniform_set); - cl->shadow.uniform_set = RID(); - - for (int i = 0; i < 4; i++) { - RD::get_singleton()->free(cl->shadow.render_fb[i]); - RD::get_singleton()->free(cl->shadow.render_textures[i]); - cl->shadow.render_fb[i] = RID(); - cl->shadow.render_textures[i] = RID(); - } - RD::get_singleton()->free(cl->shadow.fix_fb); + RD::get_singleton()->free(cl->shadow.fb); + RD::get_singleton()->free(cl->shadow.depth); RD::get_singleton()->free(cl->shadow.texture); - - cl->shadow.fix_fb = RID(); + cl->shadow.fb = RID(); cl->shadow.texture = RID(); + cl->shadow.depth = RID(); } if (p_enable) { + Vector<RID> fb_textures; + { //texture RD::TextureFormat tf; tf.type = RD::TEXTURE_TYPE_2D; @@ -1481,44 +1480,25 @@ void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_re tf.format = RD::DATA_FORMAT_R32_SFLOAT; cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - Vector<RID> fb_textures; fb_textures.push_back(cl->shadow.texture); - cl->shadow.fix_fb = RD::get_singleton()->framebuffer_create(fb_textures); } { RD::TextureFormat tf; tf.type = RD::TEXTURE_TYPE_2D; - tf.width = p_resolution / 2; + tf.width = p_resolution; tf.height = 1; tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT; //chunks to write - cl->shadow.render_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - RD::Uniform tex_uniforms; - tex_uniforms.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - tex_uniforms.binding = 0; - - for (int i = 0; i < 4; i++) { - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - cl->shadow.render_textures[i] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - Vector<RID> textures; - textures.push_back(cl->shadow.render_textures[i]); - textures.push_back(cl->shadow.render_depth); - cl->shadow.render_fb[i] = RD::get_singleton()->framebuffer_create(textures); - - tex_uniforms.ids.push_back(default_samplers.samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]); - tex_uniforms.ids.push_back(cl->shadow.render_textures[i]); - } - - Vector<RD::Uniform> tex_uniforms_set; - tex_uniforms_set.push_back(tex_uniforms); - cl->shadow.uniform_set = RD::get_singleton()->uniform_set_create(tex_uniforms_set, shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), 0); + cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + fb_textures.push_back(cl->shadow.depth); } + + cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures); } + cl->shadow.size = p_resolution; + //canvas state uniform set needs updating if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) { RD::get_singleton()->free(state.canvas_state_uniform_set); @@ -1538,7 +1518,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig Vector<Color> cc; cc.push_back(Color(p_far, p_far, p_far, 1.0)); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.render_fb[i], RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1)); CameraMatrix projection; { @@ -1555,7 +1535,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); } - Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0)); + Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; @@ -1564,6 +1544,11 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig push_constant.projection[y * 4 + x] = projection.matrix[y][x]; } } + static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; + push_constant.direction[0] = directions[i].x; + push_constant.direction[1] = directions[i].y; + push_constant.pad[0] = 0; + push_constant.pad[1] = 0; /*if (i == 0) *p_xform_cache = projection;*/ @@ -1572,7 +1557,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig while (instance) { - OccluderPolygon *co = occluder_polygon_owner.getornull(instance->polygon); + OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { @@ -1580,7 +1565,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig continue; } - _update_transform_2d_to_mat4(p_light_xform * instance->xform_cache, push_constant.modelview); + _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]); RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array); @@ -1594,15 +1579,6 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig RD::get_singleton()->draw_list_end(); } - - Vector<Color> cc; - cc.push_back(Color(p_far, p_far, p_far, 1.0)); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fix_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.shader_fix_pipeline); - RD::get_singleton()->draw_list_bind_index_array(draw_list, primitive_arrays.index_array[3]); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cl->shadow.uniform_set, 0); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); } RID RasterizerCanvasRD::occluder_polygon_create() { @@ -1920,8 +1896,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) { attachments.push_back(af_color); - shadow_render.framebuffer_fix_format = RD::get_singleton()->framebuffer_format_create(attachments); - RD::AttachmentFormat af_depth; af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT; af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT; @@ -1953,10 +1927,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) { ds.depth_compare_operator = RD::COMPARE_OP_LESS; shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); } - - shadow_render.shader_fix.initialize(versions); - shadow_render.shader_fix_version = shadow_render.shader_fix.version_create(); - shadow_render.shader_fix_pipeline = RD::get_singleton()->render_pipeline_create(shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), shadow_render.framebuffer_fix_format, RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } { //bindings |