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-rw-r--r--servers/audio/effects/audio_effect_delay.cpp3
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.cpp1
-rw-r--r--servers/audio_server.cpp4
-rw-r--r--servers/display_server.cpp2
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp5
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp4
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp13
-rw-r--r--servers/physics_2d/godot_shape_2d.cpp6
-rw-r--r--servers/physics_2d/godot_space_2d.cpp7
-rw-r--r--servers/physics_3d/gjk_epa.cpp2
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp4
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp13
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp6
-rw-r--r--servers/physics_3d/godot_space_3d.cpp7
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.cpp6
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp44
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl24
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl1
-rw-r--r--servers/rendering/shader_compiler.cpp36
-rw-r--r--servers/rendering/shader_language.cpp3
-rw-r--r--servers/rendering_server.cpp10
28 files changed, 114 insertions, 143 deletions
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index bddd235204..1909ab6eae 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -54,15 +54,12 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
- ;
float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
- ;
float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
- ;
AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 757edd6d43..c81efc55e2 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -61,7 +61,6 @@ void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, A
//r is delayed
r = delay_ringbuff[(ringbuff_pos - delay_frames) & ringbuff_mask];
- ;
}
p_dst_frames[i].l = l;
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index f00b8077d1..9d83e5cacc 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -1731,6 +1731,10 @@ void AudioServer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "bus_count"), "set_bus_count", "get_bus_count");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "device"), "set_device", "get_device");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "capture_device"), "capture_set_device", "capture_get_device");
+ // The default value may be set to an empty string by the platform-specific audio driver.
+ // Override for class reference generation purposes.
+ ADD_PROPERTY_DEFAULT("capture_device", "Default");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_speed_scale"), "set_playback_speed_scale", "get_playback_speed_scale");
ADD_SIGNAL(MethodInfo("bus_layout_changed"));
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 4d7e2b4d9f..58a51e3aea 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -451,7 +451,7 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection);
ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text);
- ClassDB::bind_method(D_METHOD("virtual_keyboard_show", "existing_text", "position", "multiline", "max_length", "cursor_start", "cursor_end"), &DisplayServer::virtual_keyboard_show, DEFVAL(Rect2i()), DEFVAL(false), DEFVAL(-1), DEFVAL(-1), DEFVAL(-1));
+ ClassDB::bind_method(D_METHOD("virtual_keyboard_show", "existing_text", "position", "multiline", "max_length", "cursor_start", "cursor_end"), &DisplayServer::virtual_keyboard_show, DEFVAL(Rect2()), DEFVAL(false), DEFVAL(-1), DEFVAL(-1), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("virtual_keyboard_hide"), &DisplayServer::virtual_keyboard_hide);
ClassDB::bind_method(D_METHOD("virtual_keyboard_get_height"), &DisplayServer::virtual_keyboard_get_height);
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 1986191cc3..2bf1e5a1d4 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "godot_body_pair_2d.h"
+
#include "godot_collision_solver_2d.h"
#include "godot_space_2d.h"
@@ -303,7 +304,7 @@ bool GodotBodyPair2D::setup(real_t p_step) {
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
- if (c.normal.dot(direction) > -CMP_EPSILON) { //greater (normal inverted)
+ if (c.normal.dot(direction) > -CMP_EPSILON) { // Greater (normal inverted).
continue;
}
valid = true;
@@ -321,7 +322,7 @@ bool GodotBodyPair2D::setup(real_t p_step) {
bool valid = false;
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
- if (c.normal.dot(direction) < CMP_EPSILON) { //less (normal ok)
+ if (c.normal.dot(direction) < CMP_EPSILON) { // Less (normal ok).
continue;
}
valid = true;
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index a965795bee..ded3ff356b 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -41,10 +41,6 @@ struct _CollectorCallback2D {
Vector2 *sep_axis = nullptr;
_FORCE_INLINE_ void call(const Vector2 &p_point_A, const Vector2 &p_point_B) {
- /*
- if (normal.dot(p_point_A) >= normal.dot(p_point_B))
- return;
- */
if (swap) {
callback(p_point_B, p_point_A, userdata);
} else {
diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp
index 5e099e27ec..a9b499c6b5 100644
--- a/servers/physics_2d/godot_physics_server_2d.cpp
+++ b/servers/physics_2d/godot_physics_server_2d.cpp
@@ -1188,14 +1188,6 @@ void GodotPhysicsServer2D::free(RID p_rid) {
} else if (body_owner.owns(p_rid)) {
GodotBody2D *body = body_owner.get_or_null(p_rid);
- /*
- if (body->get_state_query())
- _clear_query(body->get_state_query());
-
- if (body->get_direct_state_query())
- _clear_query(body->get_direct_state_query());
- */
-
body_set_space(p_rid, RID());
while (body->get_shape_count()) {
@@ -1208,11 +1200,6 @@ void GodotPhysicsServer2D::free(RID p_rid) {
} else if (area_owner.owns(p_rid)) {
GodotArea2D *area = area_owner.get_or_null(p_rid);
- /*
- if (area->get_monitor_query())
- _clear_query(area->get_monitor_query());
- */
-
area->set_space(nullptr);
while (area->get_shape_count()) {
diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp
index 1e8799a727..b5dbb8a2dd 100644
--- a/servers/physics_2d/godot_shape_2d.cpp
+++ b/servers/physics_2d/godot_shape_2d.cpp
@@ -544,12 +544,6 @@ bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const
bool inters = false;
for (int i = 0; i < point_count; i++) {
- //hmm.. no can do..
- /*
- if (d.dot(points[i].normal)>=0)
- continue;
- */
-
Vector2 res;
if (!Geometry2D::segment_intersects_segment(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) {
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index 5c2bda340b..68dac67d21 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -888,6 +888,9 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+ body_aabb.position += p_parameters.motion * unsafe;
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -899,10 +902,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
GodotShape2D *body_shape = p_body->get_shape(j);
- body_aabb.position += p_parameters.motion * unsafe;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
for (int i = 0; i < amount; i++) {
const GodotCollisionObject2D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index 928ffe0980..23c8079538 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -918,7 +918,7 @@ bool Distance( const GodotShape3D* shape0,
{
results.status = gjk_status==GJK::eStatus::Inside?
sResults::Penetrating :
- sResults::GJK_Failed ;
+ sResults::GJK_Failed;
return(false);
}
}
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 82e04a7e31..ca429040f5 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -345,10 +345,6 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_
for (int i = 0; i < clipbuf_len; i++) {
real_t d = plane_B.distance_to(clipbuf_src[i]);
- /*
- if (d>CMP_EPSILON)
- continue;
- */
Vector3 closest_B = clipbuf_src[i] - plane_B.normal * d;
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index 4e1680e6ac..a1912dc660 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -1540,14 +1540,6 @@ void GodotPhysicsServer3D::free(RID p_rid) {
} else if (body_owner.owns(p_rid)) {
GodotBody3D *body = body_owner.get_or_null(p_rid);
- /*
- if (body->get_state_query())
- _clear_query(body->get_state_query());
-
- if (body->get_direct_state_query())
- _clear_query(body->get_direct_state_query());
- */
-
body->set_space(nullptr);
while (body->get_shape_count()) {
@@ -1566,11 +1558,6 @@ void GodotPhysicsServer3D::free(RID p_rid) {
} else if (area_owner.owns(p_rid)) {
GodotArea3D *area = area_owner.get_or_null(p_rid);
- /*
- if (area->get_monitor_query())
- _clear_query(area->get_monitor_query());
- */
-
area->set_space(nullptr);
while (area->get_shape_count()) {
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 666e773c1c..7762c4829e 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -1284,12 +1284,6 @@ Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const {
void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
- /*
- if (p_params->dir.dot(bvh->aabb.get_support(-p_params->dir))>p_params->min_d)
- return; //test against whole AABB, which isn't very costly
- */
-
- //printf("addr: %p\n",bvh);
if (!bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
return;
}
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index ed756a7f9d..2490a2f506 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -926,6 +926,9 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+ body_aabb.position += p_parameters.motion * unsafe;
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -937,10 +940,6 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
GodotShape3D *body_shape = p_body->get_shape(j);
- body_aabb.position += p_parameters.motion * unsafe;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
for (int i = 0; i < amount; i++) {
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
index a7a7843499..1c4d5dec23 100644
--- a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
@@ -213,16 +213,12 @@ bool GodotHingeJoint3D::setup(real_t p_step) {
m_solveLimit = false;
m_accLimitImpulse = real_t(0.);
- //if (m_lowerLimit < m_upperLimit)
if (m_useLimit && m_lowerLimit <= m_upperLimit) {
- //if (hingeAngle <= m_lowerLimit*m_limitSoftness)
if (hingeAngle <= m_lowerLimit) {
m_correction = (m_lowerLimit - hingeAngle);
m_limitSign = 1.0f;
m_solveLimit = true;
- }
- //else if (hingeAngle >= m_upperLimit*m_limitSoftness)
- else if (hingeAngle >= m_upperLimit) {
+ } else if (hingeAngle >= m_upperLimit) {
m_correction = m_upperLimit - hingeAngle;
m_limitSign = -1.0f;
m_solveLimit = true;
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 02a0b6f184..6c28cfd134 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -2040,7 +2040,7 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, u
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture, true), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 2f8ef696cd..606527ed24 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -39,6 +39,9 @@ void RendererCompositorRD::prepare_for_blitting_render_targets() {
void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
+ if (draw_list == RD::INVALID_ID) {
+ return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
+ }
for (int i = 0; i < p_amount; i++) {
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index cb07c75db4..1a84bafbd0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1894,7 +1894,6 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
update_cascades();
- ; //need cascades updated for this
SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 718825d652..948340f469 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3286,7 +3286,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- if (r_directional_light_count >= cluster.max_directional_lights) {
+ if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
continue;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 354516ae87..b44ae6cf8d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -473,12 +473,13 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
}
RD::get_singleton()->draw_command_end_label(); // Filter radiance
} else {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
}
-
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
Vector<RID> views;
if (p_use_arrays) {
for (int i = 1; i < layers.size(); i++) {
@@ -489,8 +490,9 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS
views.push_back(layers[0].views[i]);
}
}
-
+ RD::get_singleton()->draw_command_begin_label("Fast filter radiance");
effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
}
@@ -500,12 +502,25 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
bool prefer_raster_effects = effects->get_prefer_raster_effects();
if (prefer_raster_effects) {
- // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
- // here we need to do them one by one so ignoring p_cube_side
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ }
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
for (int k = 0; k < 6; k++) {
effects->cubemap_roughness_raster(
- radiance_base_cubemap,
+ downsampled_radiance_cubemap,
layers[p_base_layer].mipmaps[0].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -515,7 +530,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
} else {
for (int k = 0; k < 6; k++) {
effects->cubemap_roughness_raster(
- layers[0].views[p_base_layer - 1],
+ downsampled_radiance_cubemap,
layers[0].mipmaps[p_base_layer].framebuffers[k],
k,
p_sky_ggx_samples_quality,
@@ -524,12 +539,22 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
}
}
} else {
+ if (p_base_layer == 1) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+ }
+
+ RD::get_singleton()->draw_command_begin_label("High Quality filter radiance");
if (p_use_arrays) {
- //render directly to the layers
- effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
} else {
effects->cubemap_roughness(
- layers[0].views[p_base_layer - 1],
+ downsampled_radiance_cubemap,
layers[0].views[p_base_layer],
p_cube_side,
p_sky_ggx_samples_quality,
@@ -537,6 +562,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren
layers[0].mipmaps[p_base_layer].size.x);
}
}
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index 28f4dc59ec..1d46f59408 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -21,24 +21,38 @@ void main() {
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
vec3 N = texelCoordToVec(uv, id.z);
- //vec4 color = color_interp;
-
if (params.use_direct_write) {
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index ce0a25e12f..1bee428a6f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -47,12 +47,10 @@ vec3 texelCoordToVec(vec2 uv, uint faceID) {
return normalize(result);
}
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
+vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
// Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float Phi = 2.0 * M_PI * xi.x;
+ float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
// Convert to spherical direction
@@ -61,12 +59,15 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
H.y = SinTheta * sin(Phi);
H.z = CosTheta;
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
+ return H;
+}
+
+float DistributionGGX(float NdotH, float roughness4) {
+ float NdotH2 = NdotH * NdotH;
+ float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
+ denom = M_PI * denom * denom;
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
+ return roughness4 / denom;
}
// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
index 2570308816..c29accd8a7 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -42,17 +42,33 @@ void main() {
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 97f7e0a6e6..5d65b00bee 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -552,7 +552,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFF;
item_max = item_min_max >> 16;
- ;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 7c8d4f7f99..7a0cea421e 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -235,7 +235,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
uint item_min_max = cluster_buffer.data[p_offset];
item_min = item_min_max & 0xFFFF;
item_max = item_min_max >> 16;
- ;
item_from = item_min >> 5;
item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 5b43ca4bcd..a0b0b31a7b 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -609,7 +609,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
r_gen_code.uniforms += uniform_defines[i];
}
-#if 1
// add up
int offset = 0;
for (int i = 0; i < uniform_sizes.size(); i++) {
@@ -629,41 +628,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
}
-#else
- // add up
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0) {
- int align = uniform_sizes[i - 1] % uniform_alignments[i];
- if (align != 0) {
- uniform_sizes[i - 1] += uniform_alignments[i] - align;
- }
-
- uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
- }
- }
- //offset
- r_gen_code.uniform_offsets.resize(uniform_sizes.size());
- for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i > 0)
- r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
- else
- r_gen_code.uniform_offsets[i] = 0;
- }
- /*
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
- if (SL::is_sampler_type(E->get().type)) {
- continue;
- }
-
- }
-
-*/
- if (uniform_sizes.size()) {
- r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
- } else {
- r_gen_code.uniform_total_size = 0;
- }
-#endif
uint32_t index = p_default_actions.base_varying_index;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 91201b2028..7683cf20b3 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "shader_language.h"
+
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "servers/rendering_server.h"
@@ -632,7 +633,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
char32_t last_char = str[str.length() - 1];
- if (hexa_found) { // Integer(hex)
+ if (hexa_found) { // Integer (hex).
if (str.size() > 11 || !str.is_valid_hex_number(true)) { // > 0xFFFFFFFF
return _make_token(TK_ERROR, "Invalid (hexadecimal) numeric constant");
}
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 2037268134..820aeab5b7 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -429,7 +429,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
- } else { // if (type == Variant::PACKED_FLOAT64_ARRAY)
+ } else { // PACKED_FLOAT64_ARRAY
Vector<double> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
const double *src = array.ptr();
@@ -573,7 +573,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
}
- } else { // if (type == Variant::PACKED_FLOAT64_ARRAY)
+ } else { // PACKED_FLOAT64_ARRAY
Vector<double> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
const double *src = array.ptr();
@@ -2860,11 +2860,11 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug", false);
GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true);
- GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
+ GLOBAL_DEF_RST("rendering/reflections/sky_reflections/roughness_layers", 8); // Assumes a 256x256 cubemap
GLOBAL_DEF_RST("rendering/reflections/sky_reflections/texture_array_reflections", true);
GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false);
- GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples", 1024);
- GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 128);
+ GLOBAL_DEF_RST("rendering/reflections/sky_reflections/ggx_samples", 32);
+ GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 16);
GLOBAL_DEF("rendering/reflections/sky_reflections/fast_filter_high_quality", false);
GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size", 256);
GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size.mobile", 128);