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-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp4
-rw-r--r--servers/physics_server_2d.h2
-rw-r--r--servers/physics_server_3d.h2
-rw-r--r--servers/rendering/rasterizer.h23
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp158
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h45
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_rd.cpp2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp184
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h15
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp1297
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h191
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp1269
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h372
-rw-r--r--servers/rendering/rasterizer_rd/shader_compiler_rd.cpp14
-rw-r--r--servers/rendering/rasterizer_rd/shader_compiler_rd.h3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl95
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl42
-rw-r--r--servers/rendering/rasterizer_rd/shaders/gi.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles.glsl394
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles_copy.glsl82
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl98
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl142
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl12
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl105
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl81
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sort.glsl203
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl530
-rw-r--r--servers/rendering/rendering_server_canvas.cpp13
-rw-r--r--servers/rendering/rendering_server_raster.h27
-rw-r--r--servers/rendering/rendering_server_scene.cpp1
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h21
-rw-r--r--servers/rendering/shader_language.cpp267
-rw-r--r--servers/rendering/shader_language.h31
-rw-r--r--servers/rendering/shader_types.cpp53
-rw-r--r--servers/rendering_server.cpp18
-rw-r--r--servers/rendering_server.h39
-rw-r--r--servers/text_server.h0
39 files changed, 5218 insertions, 626 deletions
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index 5997959432..2021aab17c 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -478,8 +478,8 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(c.rA, -jb);
- B->apply_bias_impulse(c.rB, jb);
+ A->apply_bias_impulse(-jb, c.rA);
+ B->apply_bias_impulse(jb, c.rB);
real_t jn = -(c.bounce + vn) * c.mass_normal;
real_t jnOld = c.acc_normal_impulse;
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index e631046524..f609adccf9 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -644,7 +644,7 @@ class PhysicsServer2DManager {
name(p_ci.name),
create_callback(p_ci.create_callback) {}
- ClassInfo operator=(const ClassInfo &p_ci) {
+ ClassInfo &operator=(const ClassInfo &p_ci) {
name = p_ci.name;
create_callback = p_ci.create_callback;
return *this;
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index dcb183aea4..b779942460 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -785,7 +785,7 @@ class PhysicsServer3DManager {
name(p_ci.name),
create_callback(p_ci.create_callback) {}
- ClassInfo operator=(const ClassInfo &p_ci) {
+ ClassInfo &operator=(const ClassInfo &p_ci) {
name = p_ci.name;
create_callback = p_ci.create_callback;
return *this;
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index 348fc423bb..a24189bdd7 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -86,7 +86,14 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
+
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
+ virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
+ virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
@@ -104,9 +111,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
- virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
- virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
@@ -326,12 +331,12 @@ public:
virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) = 0; //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
virtual RID texture_proxy_create(RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
- virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
//these two APIs can be used together or in combination with the others.
@@ -341,7 +346,7 @@ public:
virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
- virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
@@ -656,6 +661,8 @@ public:
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_restart(RID p_particles) = 0;
+ virtual void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
+ virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
@@ -673,6 +680,8 @@ public:
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
+ virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis) = 0;
+
/* GLOBAL VARIABLES */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) = 0;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index e620ad954d..527ed09584 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -389,7 +389,7 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture,
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
zeromem(&copy.push_constant, sizeof(CopyPushConstant));
CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
@@ -415,12 +415,12 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture,
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
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_uniform_set_from_image(p_back_texture), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
if (p_auto_exposure.is_valid() && p_first_pass) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
}
- copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
@@ -430,8 +430,8 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture,
//VERTICAL
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
copy.push_constant.flags = base_flags;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
@@ -1171,7 +1171,7 @@ void RasterizerEffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_des
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
SkyPushConstant sky_push_constant;
zeromem(&sky_push_constant, sizeof(SkyPushConstant));
@@ -1198,7 +1198,7 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_lights, 3);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
@@ -1229,6 +1229,120 @@ void RasterizerEffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_rou
RD::get_singleton()->compute_list_end();
}
+void RasterizerEffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
+ uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_source_shadow, p_dest_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+}
+void RasterizerEffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
+ uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
+
+ switch (p_filter) {
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
+ push_constant[5] = 0;
+ } break;
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
+ push_constant[5] = 9;
+ } break;
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
+ push_constant[5] = 18;
+ } break;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
+ if (p_vertical) {
+ push_constant[6] = 1;
+ push_constant[7] = 0;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_shadow, p_backing_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+ }
+ if (p_vertical && p_horizontal) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ if (p_horizontal) {
+ push_constant[6] = 0;
+ push_constant[7] = 1;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_backing_shadow, p_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+ }
+}
+
+void RasterizerEffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
+ Sort::PushConstant push_constant;
+ push_constant.total_elements = p_size;
+
+ bool done = true;
+
+ int numThreadGroups = ((p_size - 1) >> 9) + 1;
+
+ if (numThreadGroups > 1) {
+ done = false;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ int presorted = 512;
+
+ while (!done) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ done = true;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
+
+ numThreadGroups = 0;
+
+ if (p_size > presorted) {
+ if (p_size > presorted * 2) {
+ done = false;
+ }
+
+ int pow2 = presorted;
+ while (pow2 < p_size) {
+ pow2 *= 2;
+ }
+ numThreadGroups = pow2 >> 9;
+ }
+
+ unsigned int nMergeSize = presorted * 2;
+
+ for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
+ push_constant.job_params[0] = nMergeSubSize;
+ if (nMergeSubSize == nMergeSize >> 1) {
+ push_constant.job_params[1] = (2 * nMergeSubSize - 1);
+ push_constant.job_params[2] = -1;
+ } else {
+ push_constant.job_params[1] = nMergeSubSize;
+ push_constant.job_params[2] = 1;
+ }
+ push_constant.job_params[3] = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ presorted *= 2;
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
RasterizerEffectsRD::RasterizerEffectsRD() {
{ // Initialize copy
Vector<String> copy_modes;
@@ -1560,6 +1674,35 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
+ {
+ Vector<String> shadow_reduce_modes;
+ shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
+ shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
+
+ shadow_reduce.shader.initialize(shadow_reduce_modes);
+
+ shadow_reduce.shader_version = shadow_reduce.shader.version_create();
+
+ for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
+ shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> sort_modes;
+ sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
+ sort_modes.push_back("\n#define MODE_SORT_STEP\n");
+ sort_modes.push_back("\n#define MODE_SORT_INNER\n");
+
+ sort.shader.initialize(sort_modes);
+
+ sort.shader_version = sort.shader.version_create();
+
+ for (int i = 0; i < SORT_MODE_MAX; i++) {
+ sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
+ }
+ }
+
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
@@ -1624,4 +1767,5 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
tonemap.shader.version_free(tonemap.shader_version);
+ shadow_reduce.shader.version_free(shadow_reduce.shader_version);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 80849654de..e434bbc372 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -46,6 +46,8 @@
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
@@ -80,7 +82,8 @@ class RasterizerEffectsRD {
COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
- COPY_FLAG_ALL_SOURCE = (1 << 7)
+ COPY_FLAG_ALL_SOURCE = (1 << 7),
+ COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8)
};
struct CopyPushConstant {
@@ -534,6 +537,37 @@ class RasterizerEffectsRD {
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
} resolve;
+ enum ShadowReduceMode {
+ SHADOW_REDUCE_REDUCE,
+ SHADOW_REDUCE_FILTER,
+ SHADOW_REDUCE_MAX
+ };
+
+ struct ShadowReduce {
+ ShadowReduceShaderRD shader;
+ RID shader_version;
+ RID pipelines[SHADOW_REDUCE_MAX];
+ } shadow_reduce;
+
+ enum SortMode {
+ SORT_MODE_BLOCK,
+ SORT_MODE_STEP,
+ SORT_MODE_INNER,
+ SORT_MODE_MAX
+ };
+
+ struct Sort {
+ struct PushConstant {
+ uint32_t total_elements;
+ uint32_t pad[3];
+ int32_t job_params[4];
+ };
+
+ SortShaderRD shader;
+ RID shader_version;
+ RID pipelines[SORT_MODE_MAX];
+ } sort;
+
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@@ -573,7 +607,7 @@ public:
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
@@ -625,7 +659,7 @@ public:
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
@@ -633,6 +667,11 @@ public:
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples);
+ void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
+ void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
+
+ void sort_buffer(RID p_uniform_set, int p_size);
+
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
diff --git a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
index 18cf4fa340..509bd3ee73 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
@@ -90,7 +90,7 @@ void RasterizerRD::begin_frame(double frame_step) {
void RasterizerRD::end_frame(bool p_swap_buffers) {
#ifndef _MSC_VER
-#warning TODO: likely passa bool to swap buffers to avoid display?
+#warning TODO: likely pass a bool to swap buffers to avoid display?
#endif
RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index 8c122983da..c56c208098 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -782,8 +782,7 @@ void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements,
for (int i = 0; i < p_element_count; i++) {
const RenderList::Element *e = p_elements[i];
InstanceData &id = scene_state.instances[i];
- RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
- RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
+ bool store_transform = true;
id.flags = 0;
id.mask = e->instance->layer_mask;
id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
@@ -807,12 +806,42 @@ void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements,
}
id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+ } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (false) { // 2D particles
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+
+ id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+
+ id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(e->instance->base)) {
+ store_transform = false;
+ }
+
} else if (e->instance->base_type == RS::INSTANCE_MESH) {
if (e->instance->skeleton.is_valid()) {
id.flags |= INSTANCE_DATA_FLAG_SKELETON;
}
}
+ if (store_transform) {
+ RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
+ RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
+ } else {
+ RasterizerStorageRD::store_transform(Transform(), id.transform);
+ RasterizerStorageRD::store_transform(Transform(), id.normal_transform);
+ }
+
if (p_for_depth) {
id.gi_offset = 0xFFFFFFFF;
continue;
@@ -967,7 +996,12 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
+ RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
+ ERR_CONTINUE(!mesh.is_valid()); //should be a bug
+ primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
+
+ xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1036,7 +1070,9 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
+ RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
+ ERR_CONTINUE(!mesh.is_valid()); //should be a bug
+ storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1092,6 +1128,8 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
case RS::INSTANCE_IMMEDIATE: {
} break;
case RS::INSTANCE_PARTICLES: {
+ uint32_t instances = storage->particles_get_amount(e->instance->base);
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
@@ -1145,12 +1183,31 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
scene_state.ubo.time = time;
scene_state.ubo.gi_upscale_for_msaa = false;
+ scene_state.ubo.volumetric_fog_enabled = false;
+ scene_state.ubo.fog_enabled = false;
if (p_render_buffers.is_valid()) {
RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
+
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ scene_state.ubo.volumetric_fog_enabled = true;
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
+ }
}
#if 0
if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
@@ -1265,12 +1322,29 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
- Color ao_color = environment_get_ao_color(p_environment);
+ Color ao_color = environment_get_ao_color(p_environment).to_linear();
scene_state.ubo.ao_color[0] = ao_color.r;
scene_state.ubo.ao_color[1] = ao_color.g;
scene_state.ubo.ao_color[2] = ao_color.b;
scene_state.ubo.ao_color[3] = ao_color.a;
+ scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
+ scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
+ if (scene_state.ubo.fog_height_density >= 0.0001) {
+ scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
+ }
+
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+
+ scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
} else {
if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
@@ -1488,31 +1562,31 @@ void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, i
_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
} break;
+#endif
case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(inst->base);
- RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
- ERR_CONTINUE(!particles);
-
- for (int j = 0; j < particles->draw_passes.size(); j++) {
-
- RID pmesh = particles->draw_passes[j];
- if (!pmesh.is_valid())
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
+ if (!mesh.is_valid())
continue;
- RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
- if (!mesh)
- continue; //mesh not assigned
- int ssize = mesh->surfaces.size();
+ const RID *materials = nullptr;
+ uint32_t surface_count;
- for (int k = 0; k < ssize; k++) {
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (!materials) {
+ continue; //nothing to do
+ }
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
- _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
+ for (uint32_t k = 0; k < surface_count; k++) {
+ uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
+ _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
}
}
} break;
-#endif
+
default: {
}
}
@@ -1671,6 +1745,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
RID radiance_uniform_set;
bool draw_sky = false;
+ bool draw_sky_fog_only = false;
Color clear_color;
bool keep_color = false;
@@ -1686,12 +1761,20 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(p_environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
@@ -1708,18 +1791,19 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
}
}
// setup sky if used for ambient, reflections, or background
- if (draw_sky || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ RENDER_TIMESTAMP("Setup Sky");
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
+ _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
+
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
- RENDER_TIMESTAMP("Setup Sky");
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
- }
-
- _setup_sky(p_environment, p_cam_transform.origin, screen_size);
_update_sky(p_environment, projection, p_cam_transform);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
} else {
@@ -1754,6 +1838,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RD::get_singleton()->draw_list_end();
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
@@ -1787,8 +1872,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
- bool will_continue_color = (can_continue_color || draw_sky || debug_giprobes || debug_sdfgi_probes);
- bool will_continue_depth = (can_continue_depth || draw_sky || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
//regular forward for now
Vector<Color> c;
@@ -1815,8 +1900,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_giprobes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1830,8 +1915,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (debug_sdfgi_probes) {
//debug giprobes
- bool will_continue_color = (can_continue_color || draw_sky);
- bool will_continue_depth = (can_continue_depth || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
@@ -1841,7 +1926,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RD::get_singleton()->draw_list_end();
}
- if (draw_sky) {
+ if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
CameraMatrix projection = p_cam_projection;
@@ -2502,7 +2587,22 @@ void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_b
u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
uniforms.push_back(u);
}
-
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = RID();
+ if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
+ vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
+ if (vfog.is_null()) {
+ vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ } else {
+ vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
}
}
@@ -2634,6 +2734,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
@@ -2815,6 +2916,13 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
u.ids.push_back(render_buffers_get_default_gi_probe_buffer());
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ uniforms.push_back(u);
+ }
default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
index a49173de98..1aad9039ff 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -359,6 +359,21 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
int32_t sdf_size[3];
uint32_t gi_upscale_for_msaa;
+
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint32_t volumetric_fog_pad;
+
+ // Fog
+
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
};
UBO ubo;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index bdf9b71c56..958d8eac1f 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -227,6 +227,7 @@ void RasterizerSceneRD::_sdfgi_erase(RenderBuffers *rb) {
RD::get_singleton()->free(rb->sdfgi->lightprobe_data);
RD::get_singleton()->free(rb->sdfgi->lightprobe_history_scroll);
RD::get_singleton()->free(rb->sdfgi->occlusion_data);
+ RD::get_singleton()->free(rb->sdfgi->ambient_texture);
RD::get_singleton()->free(rb->sdfgi->cascades_ubo);
@@ -371,6 +372,16 @@ void RasterizerSceneRD::sdfgi_update(RID p_render_buffers, RID p_environment, co
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
sdfgi->lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->lightprobe_data);
+
+ //texture handling ambient data, to integrate with volumetric foc
+ RD::TextureFormat tf_ambient = tf_probes;
+ tf_ambient.array_layers = sdfgi->cascades.size();
+ tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
+ tf_ambient.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
+ tf_ambient.height = sdfgi->probe_axis_count;
+ tf_ambient.type = RD::TEXTURE_TYPE_2D_ARRAY;
+ //lightprobe texture is an octahedral texture
+ sdfgi->ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
}
sdfgi->cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
@@ -930,6 +941,13 @@ void RasterizerSceneRD::sdfgi_update(RID p_render_buffers, RID p_environment, co
u.ids.push_back(parent_average);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 14;
+ u.ids.push_back(sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
sdfgi->cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 0);
}
@@ -1282,6 +1300,7 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
push_constant.ray_bias = rb->sdfgi->probe_bias;
push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
+ push_constant.store_ambient_texture = env->volumetric_fog_enabled;
RID sky_uniform_set = sdfgi_shader.integrate_default_sky_uniform_set;
push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
@@ -1375,6 +1394,96 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
RENDER_TIMESTAMP("<SDFGI Update Probes");
}
+void RasterizerSceneRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used) {
+ r_gi_probes_used = 0;
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+
+ RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
+ GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
+
+ bool giprobes_changed = false;
+
+ Transform to_camera;
+ to_camera.origin = p_transform.origin; //only translation, make local
+
+ for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
+ RID texture;
+ if (i < p_gi_probe_cull_count) {
+ GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
+
+ if (gipi) {
+ texture = gipi->texture;
+ GI::GIProbeData &gipd = gi_probe_data[i];
+
+ RID base_probe = gipi->probe;
+
+ Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
+
+ gipd.xform[0] = to_cell.basis.elements[0][0];
+ gipd.xform[1] = to_cell.basis.elements[1][0];
+ gipd.xform[2] = to_cell.basis.elements[2][0];
+ gipd.xform[3] = 0;
+ gipd.xform[4] = to_cell.basis.elements[0][1];
+ gipd.xform[5] = to_cell.basis.elements[1][1];
+ gipd.xform[6] = to_cell.basis.elements[2][1];
+ gipd.xform[7] = 0;
+ gipd.xform[8] = to_cell.basis.elements[0][2];
+ gipd.xform[9] = to_cell.basis.elements[1][2];
+ gipd.xform[10] = to_cell.basis.elements[2][2];
+ gipd.xform[11] = 0;
+ gipd.xform[12] = to_cell.origin.x;
+ gipd.xform[13] = to_cell.origin.y;
+ gipd.xform[14] = to_cell.origin.z;
+ gipd.xform[15] = 1;
+
+ Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
+
+ gipd.bounds[0] = bounds.x;
+ gipd.bounds[1] = bounds.y;
+ gipd.bounds[2] = bounds.z;
+
+ gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
+ gipd.bias = storage->gi_probe_get_bias(base_probe);
+ gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
+ gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
+ gipd.anisotropy_strength = 0;
+ gipd.ao = storage->gi_probe_get_ao(base_probe);
+ gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
+ gipd.mipmaps = gipi->mipmaps.size();
+ }
+
+ r_gi_probes_used++;
+ }
+
+ if (texture == RID()) {
+ texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+
+ if (texture != rb->giprobe_textures[i]) {
+ giprobes_changed = true;
+ rb->giprobe_textures[i] = texture;
+ }
+ }
+
+ if (giprobes_changed) {
+ RD::get_singleton()->free(rb->gi_uniform_set);
+ rb->gi_uniform_set = RID();
+ if (rb->volumetric_fog) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ rb->volumetric_fog->uniform_set = RID();
+ rb->volumetric_fog->uniform_set2 = RID();
+ }
+ }
+
+ if (p_gi_probe_cull_count > 0) {
+ RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count), gi_probe_data, true);
+ }
+}
+
void RasterizerSceneRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
RENDER_TIMESTAMP("Render GI");
@@ -1490,81 +1599,6 @@ void RasterizerSceneRD::_process_gi(RID p_render_buffers, RID p_normal_roughness
RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, true);
}
- {
- RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
- GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
-
- bool giprobes_changed = false;
-
- Transform to_camera;
- to_camera.origin = p_transform.origin; //only translation, make local
-
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- RID texture;
- if (i < p_gi_probe_cull_count) {
- GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
-
- if (gipi) {
- texture = gipi->texture;
- GI::GIProbeData &gipd = gi_probe_data[i];
-
- RID base_probe = gipi->probe;
-
- Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
-
- gipd.xform[0] = to_cell.basis.elements[0][0];
- gipd.xform[1] = to_cell.basis.elements[1][0];
- gipd.xform[2] = to_cell.basis.elements[2][0];
- gipd.xform[3] = 0;
- gipd.xform[4] = to_cell.basis.elements[0][1];
- gipd.xform[5] = to_cell.basis.elements[1][1];
- gipd.xform[6] = to_cell.basis.elements[2][1];
- gipd.xform[7] = 0;
- gipd.xform[8] = to_cell.basis.elements[0][2];
- gipd.xform[9] = to_cell.basis.elements[1][2];
- gipd.xform[10] = to_cell.basis.elements[2][2];
- gipd.xform[11] = 0;
- gipd.xform[12] = to_cell.origin.x;
- gipd.xform[13] = to_cell.origin.y;
- gipd.xform[14] = to_cell.origin.z;
- gipd.xform[15] = 1;
-
- Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
-
- gipd.bounds[0] = bounds.x;
- gipd.bounds[1] = bounds.y;
- gipd.bounds[2] = bounds.z;
-
- gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
- gipd.bias = storage->gi_probe_get_bias(base_probe);
- gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
- gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
- gipd.anisotropy_strength = 0;
- gipd.ao = storage->gi_probe_get_ao(base_probe);
- gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
- }
- }
-
- if (texture == RID()) {
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
-
- if (texture != rb->giprobe_textures[i]) {
- giprobes_changed = true;
- rb->giprobe_textures[i] = texture;
- }
- }
-
- if (giprobes_changed) {
- RD::get_singleton()->free(rb->gi_uniform_set);
- rb->gi_uniform_set = RID();
- }
-
- if (p_gi_probe_cull_count > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count), gi_probe_data, true);
- }
- }
-
if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
@@ -2032,22 +2066,33 @@ RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
}
- if (!material) {
- sky_material = sky_shader.default_material;
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
@@ -2087,7 +2132,7 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
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);
- storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2100,149 +2145,191 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue
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);
- storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
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);
- storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
-void RasterizerSceneRD::_setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size) {
+void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
ERR_FAIL_COND(!is_environment(p_environment));
+ SkyMaterialData *material = nullptr;
+
Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
+ RID sky_material;
- SkyMaterialData *material = nullptr;
+ SkyShaderData *shader_data = nullptr;
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
+ RS::EnvironmentBG background = environment_get_background(p_environment);
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(environment_get_sky(p_environment));
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
}
- }
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_COND(!material);
- SkyShaderData *shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_COND(!shader_data);
+ }
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
+ if (sky) {
+ // Invalidate supbass buffers if screen size changes
+ if (sky->screen_size != p_screen_size) {
+ sky->screen_size = p_screen_size;
+ sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+ sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+ if (shader_data->uses_half_res) {
+ if (sky->half_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->half_res_pass);
+ sky->half_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
- _sky_invalidate(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
+ if (shader_data->uses_quarter_res) {
+ if (sky->quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->quarter_res_pass);
+ sky->quarter_res_pass = RID();
+ }
+ _sky_invalidate(sky);
}
+ }
+
+ // Create new subpass buffers if necessary
+ if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+ (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+ sky->radiance.is_null()) {
_sky_invalidate(sky);
+ _update_dirty_skys();
}
- }
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
- _sky_invalidate(sky);
- _update_dirty_skys();
- }
+ if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
+ sky->prev_time = time;
+ sky->reflection.dirty = true;
+ RenderingServerRaster::redraw_request();
+ }
- if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
- sky->prev_time = time;
- sky->reflection.dirty = true;
- RenderingServerRaster::redraw_request();
- }
+ if (material != sky->prev_material) {
+ sky->prev_material = material;
+ sky->reflection.dirty = true;
+ }
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
+ if (material->uniform_set_updated) {
+ material->uniform_set_updated = false;
+ sky->reflection.dirty = true;
+ }
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
+ if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_transform.origin;
+ sky->reflection.dirty = true;
+ }
- if (!p_position.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_position;
- sky->reflection.dirty = true;
- }
+ if (shader_data->uses_light) {
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
- if (shader_data->uses_light || sky_scene_state.light_uniform_set.is_null()) {
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- if (sky_scene_state.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+ sky_scene_state.directional_lights[i].enabled = false;
+ }
+ }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
+ }
}
}
+
+ if (light_data_dirty) {
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+
+ RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ sky->reflection.dirty = true;
+ }
}
+ }
- if (light_data_dirty || sky_scene_state.light_uniform_set.is_null()) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
+ //setup fog variables
+ sky_scene_state.ubo.volumetric_fog_enabled = false;
+ if (p_render_buffers.is_valid()) {
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
+ }
- sky_scene_state.light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_LIGHTS);
+ RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
- RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.directional_light_count;
- sky->reflection.dirty = true;
+ if (fog_uniform_set != RID()) {
+ sky_scene_state.fog_uniform_set = fog_uniform_set;
+ } else {
+ sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
}
}
+
+ sky_scene_state.ubo.z_far = p_projection.get_z_far();
+ sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+ sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+ sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
+ RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
}
void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
@@ -2337,7 +2424,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2355,7 +2442,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
}
@@ -2369,7 +2456,7 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
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);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
+ storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -2864,6 +2951,10 @@ void RasterizerSceneRD::environment_glow_set_use_bicubic_upscale(bool p_enable)
glow_bicubic_upscale = p_enable;
}
+void RasterizerSceneRD::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
+}
+
void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2880,6 +2971,99 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale;
}
+void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->fog_enabled = p_enable;
+ env->fog_light_color = p_light_color;
+ env->fog_light_energy = p_light_energy;
+ env->fog_sun_scatter = p_sun_scatter;
+ env->fog_density = p_density;
+ env->fog_height = p_height;
+ env->fog_height_density = p_height_density;
+}
+
+bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, false);
+
+ return env->fog_enabled;
+}
+Color RasterizerSceneRD::environment_get_fog_light_color(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, Color());
+ return env->fog_light_color;
+}
+float RasterizerSceneRD::environment_get_fog_light_energy(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_light_energy;
+}
+float RasterizerSceneRD::environment_get_fog_sun_scatter(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_sun_scatter;
+}
+float RasterizerSceneRD::environment_get_fog_density(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_density;
+}
+float RasterizerSceneRD::environment_get_fog_height(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+
+ return env->fog_height;
+}
+float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_height_density;
+}
+
+void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->volumetric_fog_enabled = p_enable;
+ env->volumetric_fog_density = p_density;
+ env->volumetric_fog_light = p_light;
+ env->volumetric_fog_light_energy = p_light_energy;
+ env->volumetric_fog_length = p_length;
+ env->volumetric_fog_detail_spread = p_detail_spread;
+ env->volumetric_fog_shadow_filter = p_shadow_filter;
+ env->volumetric_fog_gi_inject = p_gi_inject;
+}
+
+void RasterizerSceneRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
+ volumetric_fog_size = p_size;
+ volumetric_fog_depth = p_depth;
+}
+
+void RasterizerSceneRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
+ volumetric_fog_filter_active = p_enable;
+}
+void RasterizerSceneRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
+ p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
+ if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
+ return;
+ }
+
+ _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
+}
+void RasterizerSceneRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
+ p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
+ if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
+ return;
+ }
+
+ for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
+ ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
+ _clear_shadow_shrink_stages(sa->shrink_stages);
+ }
+}
+
void RasterizerSceneRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
sdfgi_ray_count = p_ray_count;
}
@@ -3286,6 +3470,7 @@ void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
if (shadow_atlas->depth.is_valid()) {
RD::get_singleton()->free(shadow_atlas->depth);
shadow_atlas->depth = RID();
+ _clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
@@ -3579,6 +3764,7 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
+ _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
directional_shadow.depth = RID();
}
@@ -4951,6 +5137,8 @@ void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, R
Environment *env = environment_owner.getornull(p_environment);
ERR_FAIL_COND(!env);
+ RENDER_TIMESTAMP("Process SSAO");
+
if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao[0]);
@@ -5081,9 +5269,9 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
} else {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength);
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
}
}
}
@@ -5463,6 +5651,41 @@ RID RasterizerSceneRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_b
return rb->sdfgi->occlusion_texture;
}
+bool RasterizerSceneRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, false);
+
+ return rb->volumetric_fog != nullptr;
+}
+RID RasterizerSceneRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
+
+ return rb->volumetric_fog->fog_map;
+}
+
+RID RasterizerSceneRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ if (!rb->volumetric_fog) {
+ return RID();
+ }
+
+ return rb->volumetric_fog->sky_uniform_set;
+}
+
+float RasterizerSceneRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
+ return rb->volumetric_fog->length;
+}
+float RasterizerSceneRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
+ return rb->volumetric_fog->spread;
+}
+
void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
rb->width = p_width;
@@ -5679,10 +5902,11 @@ void RasterizerSceneRD::_setup_reflections(RID *p_reflection_probe_cull_result,
}
}
-void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count) {
+void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
uint32_t light_count = 0;
r_directional_light_count = 0;
- sky_scene_state.directional_light_count = 0;
+ r_positional_light_count = 0;
+ sky_scene_state.ubo.directional_light_count = 0;
for (int i = 0; i < p_light_cull_count; i++) {
RID li = p_light_cull_result[i];
@@ -5797,7 +6021,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
- light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
+ light_data.shadow_z_range[j] = light_instance_get_shadow_range(li, j);
light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
RasterizerStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
@@ -5826,6 +6050,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
+ light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
@@ -5853,7 +6078,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
sky_light_data.enabled = true;
sky_light_data.size = angular_diameter;
- sky_scene_state.directional_light_count++;
+ sky_scene_state.ubo.directional_light_count++;
}
r_directional_light_count++;
@@ -5867,6 +6092,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
Transform light_transform = light_instance_get_base_transform(li);
Cluster::LightData &light_data = cluster.lights[light_count];
+ cluster.lights_instances[light_count] = li;
float sign = storage->light_is_negative(base) ? -1 : 1;
Color linear_col = storage->light_get_color(base).to_linear();
@@ -5965,6 +6191,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
light_data.atlas_rect[3] = rect.size.height;
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+ light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
@@ -6005,6 +6232,7 @@ void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull
cluster.builder.add_light(type == RS::LIGHT_SPOT ? LightClusterBuilder::LIGHT_TYPE_SPOT : LightClusterBuilder::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
light_count++;
+ r_positional_light_count++;
} break;
}
@@ -6152,6 +6380,552 @@ void RasterizerSceneRD::_setup_decals(const RID *p_decal_instances, int p_decal_
}
}
+void RasterizerSceneRD::_volumetric_fog_erase(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->volumetric_fog);
+
+ RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
+ RD::get_singleton()->free(rb->volumetric_fog->fog_map);
+
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ }
+ if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
+ }
+ if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
+ }
+
+ memdelete(rb->volumetric_fog);
+
+ rb->volumetric_fog = nullptr;
+}
+
+void RasterizerSceneRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
+ //create fog mipmaps
+ uint32_t fog_texture_size = p_target_size;
+ uint32_t base_texture_size = p_base_size;
+
+ ShadowShrinkStage first;
+ first.size = base_texture_size;
+ first.texture = p_base;
+ shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
+
+ while (fog_texture_size < base_texture_size) {
+ base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
+
+ ShadowShrinkStage s;
+ s.size = base_texture_size;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = base_texture_size;
+ tf.height = base_texture_size;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (base_texture_size == fog_texture_size) {
+ s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+
+ s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ shrink_stages.push_back(s);
+ }
+}
+
+void RasterizerSceneRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
+ for (int i = 1; i < shrink_stages.size(); i++) {
+ RD::get_singleton()->free(shrink_stages[i].texture);
+ if (shrink_stages[i].filter_texture.is_valid()) {
+ RD::get_singleton()->free(shrink_stages[i].filter_texture);
+ }
+ }
+ shrink_stages.clear();
+}
+
+void RasterizerSceneRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ Environment *env = environment_owner.getornull(p_environment);
+
+ float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
+ uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
+ uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
+
+ if (rb->volumetric_fog) {
+ //validate
+ if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
+ _volumetric_fog_erase(rb);
+ _render_buffers_uniform_set_changed(p_render_buffers);
+ }
+ }
+
+ if (!env || !env->volumetric_fog_enabled) {
+ //no reason to enable or update, bye
+ return;
+ }
+
+ if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
+ //required volumetric fog but not existing, create
+ rb->volumetric_fog = memnew(VolumetricFog);
+ rb->volumetric_fog->width = target_width;
+ rb->volumetric_fog->height = target_height;
+ rb->volumetric_fog->depth = volumetric_fog_depth;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = target_width;
+ tf.height = target_height;
+ tf.depth = volumetric_fog_depth;
+ tf.type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ _render_buffers_uniform_set_changed(p_render_buffers);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ //update directional shadow
+
+ if (p_use_directional_shadows) {
+ if (directional_shadow.shrink_stages.empty()) {
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ //invalidate uniform set, we will need a new one
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ rb->volumetric_fog->uniform_set = RID();
+ }
+ _allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
+ }
+
+ if (directional_shadow.shrink_stages.size() > 1) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
+ int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
+ int32_t dst_size = directional_shadow.shrink_stages[i].size;
+ Rect2i r(0, 0, src_size, src_size);
+ int32_t shrink_limit = 8 / (src_size / dst_size);
+
+ storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
+ Rect2i rf(0, 0, dst_size, dst_size);
+ storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
+ }
+ }
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ if (shadow_atlas) {
+ //shrink shadows that need to be shrunk
+
+ bool force_shrink_shadows = false;
+
+ if (shadow_atlas->shrink_stages.empty()) {
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ //invalidate uniform set, we will need a new one
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ rb->volumetric_fog->uniform_set = RID();
+ }
+ _allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
+ force_shrink_shadows = true;
+ }
+
+ if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
+ //if shadow filter changed, invalidate caches
+ rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
+ force_shrink_shadows = true;
+ }
+
+ cluster.lights_shadow_rect_cache_count = 0;
+
+ for (int i = 0; i < p_positional_light_count; i++) {
+ if (cluster.lights[i].shadow_color_enabled[3] > 127) {
+ RID li = cluster.lights_instances[i];
+
+ ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
+
+ uint32_t key = shadow_atlas->shadow_owners[li];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
+
+ ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
+
+ if (!force_shrink_shadows && s.fog_version == s.version) {
+ continue; //do not update, no need
+ }
+
+ s.fog_version = s.version;
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ Rect2i atlas_rect;
+
+ atlas_rect.position.x = (quadrant & 1) * quadrant_size;
+ atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ atlas_rect.size.x = shadow_size;
+ atlas_rect.size.y = shadow_size;
+
+ cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
+
+ cluster.lights_shadow_rect_cache_count++;
+
+ if (cluster.lights_shadow_rect_cache_count == cluster.max_lights) {
+ break; //light limit reached
+ }
+ }
+ }
+
+ if (cluster.lights_shadow_rect_cache_count > 0) {
+ //there are shadows to be shrunk, try to do them in parallel
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
+ int32_t base_size = shadow_atlas->shrink_stages[0].size;
+ int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
+ int32_t dst_size = shadow_atlas->shrink_stages[i].size;
+
+ uint32_t rect_divisor = base_size / src_size;
+
+ int32_t shrink_limit = 8 / (src_size / dst_size);
+
+ //shrink in parallel for more performance
+ for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
+ Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
+
+ src_rect.position /= rect_divisor;
+ src_rect.size /= rect_divisor;
+
+ storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
+ }
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
+ uint32_t filter_divisor = base_size / dst_size;
+
+ //filter in parallel for more performance
+ for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
+ Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
+
+ dst_rect.position /= filter_divisor;
+ dst_rect.size /= filter_divisor;
+
+ storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
+ }
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
+ Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
+
+ dst_rect.position /= filter_divisor;
+ dst_rect.size /= filter_divisor;
+
+ storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
+ }
+ }
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ //update volumetric fog
+
+ if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ //re create uniform set if needed
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ if (directional_shadow.shrink_stages.size() == 0) {
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
+ }
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(get_positional_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 4;
+ u.ids.push_back(get_directional_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ u.ids.push_back(get_cluster_builder_texture());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.ids.push_back(get_cluster_builder_indices_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(rb->volumetric_fog->light_density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 11;
+ u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
+ u.ids.push_back(rb->giprobe_textures[i]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 13;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+
+ SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
+
+ rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ }
+
+ bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
+
+ if (using_sdfgi) {
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(gi.sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(rb->sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(rb->sdfgi->occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
+ }
+ }
+
+ rb->volumetric_fog->length = env->volumetric_fog_length;
+ rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
+
+ VolumetricFogShader::PushConstant push_constant;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ push_constant.fog_frustum_size_begin[0] = fog_near_size.x;
+ push_constant.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ push_constant.fog_frustum_size_end[0] = fog_far_size.x;
+ push_constant.fog_frustum_size_end[1] = fog_far_size.y;
+
+ push_constant.z_near = z_near;
+ push_constant.z_far = z_far;
+
+ push_constant.fog_frustum_end = fog_end;
+
+ push_constant.fog_volume_size[0] = rb->volumetric_fog->width;
+ push_constant.fog_volume_size[1] = rb->volumetric_fog->height;
+ push_constant.fog_volume_size[2] = rb->volumetric_fog->depth;
+
+ push_constant.directional_light_count = p_directional_light_count;
+
+ Color light = env->volumetric_fog_light.to_linear();
+ push_constant.light_energy[0] = light.r * env->volumetric_fog_light_energy;
+ push_constant.light_energy[1] = light.g * env->volumetric_fog_light_energy;
+ push_constant.light_energy[2] = light.b * env->volumetric_fog_light_energy;
+ push_constant.base_density = env->volumetric_fog_density;
+
+ push_constant.detail_spread = env->volumetric_fog_detail_spread;
+ push_constant.gi_inject = env->volumetric_fog_gi_inject;
+
+ push_constant.cam_rotation[0] = p_cam_transform.basis[0][0];
+ push_constant.cam_rotation[1] = p_cam_transform.basis[1][0];
+ push_constant.cam_rotation[2] = p_cam_transform.basis[2][0];
+ push_constant.cam_rotation[3] = 0;
+ push_constant.cam_rotation[4] = p_cam_transform.basis[0][1];
+ push_constant.cam_rotation[5] = p_cam_transform.basis[1][1];
+ push_constant.cam_rotation[6] = p_cam_transform.basis[2][1];
+ push_constant.cam_rotation[7] = 0;
+ push_constant.cam_rotation[8] = p_cam_transform.basis[0][2];
+ push_constant.cam_rotation[9] = p_cam_transform.basis[1][2];
+ push_constant.cam_rotation[10] = p_cam_transform.basis[2][2];
+ push_constant.cam_rotation[11] = 0;
+ push_constant.filter_axis = 0;
+ push_constant.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
+
+ /* Vector2 dssize = directional_shadow_get_size();
+ push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
+ push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
+*/
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ bool use_filter = volumetric_fog_filter_active;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 4, 4, 4);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (use_filter) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ push_constant.filter_axis = 1;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1, 8, 8, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
Color clear_color;
if (p_render_buffers.is_valid()) {
@@ -6190,10 +6964,25 @@ void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_ca
}
uint32_t directional_light_count = 0;
- _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count);
+ uint32_t positional_light_count = 0;
+ _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
_setup_decals(p_decal_cull_result, p_decal_cull_count, p_cam_transform.affine_inverse());
cluster.builder.bake_cluster(); //bake to cluster
+ uint32_t gi_probe_count = 0;
+ _setup_giprobes(p_render_buffers, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count, gi_probe_count);
+
+ if (p_render_buffers.is_valid()) {
+ bool directional_shadows = false;
+ for (uint32_t i = 0; i < directional_light_count; i++) {
+ if (cluster.directional_lights[i].shadow_enabled) {
+ directional_shadows = true;
+ break;
+ }
+ }
+ _update_volumetric_fog(p_render_buffers, p_environment, p_cam_projection, p_cam_transform, p_shadow_atlas, directional_light_count, directional_shadows, positional_light_count, gi_probe_count);
+ }
+
_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, directional_light_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_lightmap_cull_result, p_lightmap_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
if (p_render_buffers.is_valid()) {
@@ -6481,6 +7270,7 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
ipush_constant.sky_color[1] = 0;
ipush_constant.sky_color[2] = 0;
ipush_constant.y_mult = rb->sdfgi->y_mult;
+ ipush_constant.store_ambient_texture = false;
ipush_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
@@ -6836,6 +7626,9 @@ bool RasterizerSceneRD::free(RID p_rid) {
if (rb->sdfgi) {
_sdfgi_erase(rb);
}
+ if (rb->volumetric_fog) {
+ _volumetric_fog_erase(rb);
+ }
render_buffers_owner.free(p_rid);
} else if (environment_owner.owns(p_rid)) {
//not much to delete, just free it
@@ -7208,6 +8001,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
@@ -7232,6 +8026,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
+ sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
+
Vector<RD::Uniform> uniforms;
{
@@ -7263,7 +8059,70 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
uniforms.push_back(u);
}
- sky_scene_state.sampler_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_SAMPLERS);
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.directional_light_buffer);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ {
+ // Need defaults for using fog with clear color
+ sky_scene_state.fog_shader = storage->shader_create();
+ storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+ sky_scene_state.fog_material = storage->material_create();
+ storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
{
@@ -7406,6 +8265,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
cluster.lights = memnew_arr(Cluster::LightData, cluster.max_lights);
cluster.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
+ cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
+ cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
cluster.max_directional_lights = 8;
uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
@@ -7422,8 +8283,30 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
cluster.builder.setup(16, 8, 24);
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.shader_version = volumetric_fog.shader.version_create();
+ for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
+ volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
+ }
+ }
default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
+ {
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.enable_compare = true;
+ sampler.compare_op = RD::COMPARE_OP_LESS;
+ shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+
camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
@@ -7431,6 +8314,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
+ glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
@@ -7441,6 +8325,11 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
soft_shadow_kernel = memnew_arr(float, 128);
shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
+
+ environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
+ environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
+ environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
+ environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
}
RasterizerSceneRD::~RasterizerSceneRD() {
@@ -7451,11 +8340,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
RD::get_singleton()->free(E->get().cubemap);
}
- if (sky_scene_state.sampler_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.sampler_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.sampler_uniform_set);
- }
- if (sky_scene_state.light_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.light_uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.light_uniform_set);
+ if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.uniform_set);
}
RD::get_singleton()->free(default_giprobe_buffer);
@@ -7471,14 +8357,19 @@ RasterizerSceneRD::~RasterizerSceneRD() {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+ volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+
memdelete_arr(gi_probe_lights);
SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky_scene_state.uniform_buffer);
memdelete_arr(sky_scene_state.directional_lights);
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
+ storage->free(sky_scene_state.fog_shader);
+ storage->free(sky_scene_state.fog_material);
memdelete_arr(directional_penumbra_shadow_kernel);
memdelete_arr(directional_soft_shadow_kernel);
memdelete_arr(penumbra_shadow_kernel);
@@ -7491,7 +8382,13 @@ RasterizerSceneRD::~RasterizerSceneRD() {
RD::get_singleton()->free(cluster.decal_buffer);
memdelete_arr(cluster.directional_lights);
memdelete_arr(cluster.lights);
+ memdelete_arr(cluster.lights_shadow_rect_cache);
+ memdelete_arr(cluster.lights_instances);
memdelete_arr(cluster.reflections);
memdelete_arr(cluster.decals);
}
+
+ RD::get_singleton()->free(shadow_sampler);
+
+ directional_shadow_atlas_set_size(0);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 27eec44ec3..fe31d2f76b 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -45,6 +45,7 @@
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/rendering_device.h"
class RasterizerSceneRD : public RasterizerScene {
@@ -62,14 +63,37 @@ protected:
};
struct SkySceneState {
+ struct UBO {
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint32_t volumetric_fog_pad;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ uint32_t fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint32_t directional_light_count;
+ };
+
+ UBO ubo;
+
SkyDirectionalLightData *directional_lights;
SkyDirectionalLightData *last_frame_directional_lights;
uint32_t max_directional_lights;
- uint32_t directional_light_count;
uint32_t last_frame_directional_light_count;
RID directional_light_buffer;
- RID sampler_uniform_set;
- RID light_uniform_set;
+ RID uniform_set;
+ RID uniform_buffer;
+ RID fog_uniform_set;
+ RID default_fog_uniform_set;
+
+ RID fog_shader;
+ RID fog_material;
+ RID fog_only_texture_uniform_set;
} sky_scene_state;
struct RenderBufferData {
@@ -78,9 +102,10 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count);
+ void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
+ void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
@@ -103,7 +128,7 @@ protected:
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
+ void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
@@ -242,10 +267,10 @@ private:
};
enum SkySet {
- SKY_SET_SAMPLERS,
+ SKY_SET_UNIFORMS,
SKY_SET_MATERIAL,
SKY_SET_TEXTURES,
- SKY_SET_LIGHTS,
+ SKY_SET_FOG,
SKY_SET_MAX
};
@@ -334,7 +359,7 @@ private:
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
- /* REFLECTION PROBE INSTANCE */
+ /* DECAL INSTANCE */
struct DecalInstance {
RID decal;
@@ -490,6 +515,12 @@ private:
/* SHADOW ATLAS */
+ struct ShadowShrinkStage {
+ RID texture;
+ RID filter_texture;
+ uint32_t size;
+ };
+
struct ShadowAtlas {
enum {
QUADRANT_SHIFT = 27,
@@ -503,10 +534,12 @@ private:
struct Shadow {
RID owner;
uint64_t version;
+ uint64_t fog_version; // used for fog
uint64_t alloc_tick;
Shadow() {
version = 0;
+ fog_version = 0;
alloc_tick = 0;
}
};
@@ -528,6 +561,8 @@ private:
RID fb; //for copying
Map<RID, uint32_t> shadow_owners;
+
+ Vector<ShadowShrinkStage> shrink_stages;
};
RID_Owner<ShadowAtlas> shadow_atlas_owner;
@@ -556,8 +591,14 @@ private:
int light_count = 0;
int size = 0;
int current_light = 0;
+
+ Vector<ShadowShrinkStage> shrink_stages;
+
} directional_shadow;
+ void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
+ void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
+
/* SHADOW CUBEMAPS */
struct ShadowCubemap {
@@ -656,6 +697,26 @@ private:
float auto_exp_scale = 0.5;
uint64_t auto_exposure_version = 0;
+ // Fog
+ bool fog_enabled = false;
+ Color fog_light_color = Color(0.5, 0.6, 0.7);
+ float fog_light_energy = 1.0;
+ float fog_sun_scatter = 0.0;
+ float fog_density = 0.001;
+ float fog_height = 0.0;
+ float fog_height_density = 0.0; //can be negative to invert effect
+
+ /// Volumetric Fog
+ ///
+ bool volumetric_fog_enabled = false;
+ float volumetric_fog_density = 0.01;
+ Color volumetric_fog_light = Color(0, 0, 0);
+ float volumetric_fog_light_energy = 0.0;
+ float volumetric_fog_length = 64.0;
+ float volumetric_fog_detail_spread = 2.0;
+ RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
+ float volumetric_fog_gi_inject = 0.0;
+
/// Glow
bool glow_enabled = false;
@@ -704,6 +765,7 @@ private:
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
bool glow_bicubic_upscale = false;
+ bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
static uint64_t auto_exposure_counter;
@@ -739,6 +801,7 @@ private:
/* RENDER BUFFERS */
struct SDFGI;
+ struct VolumetricFog;
struct RenderBuffers {
enum {
@@ -759,6 +822,7 @@ private:
RID gi_uniform_set;
SDFGI *sdfgi = nullptr;
+ VolumetricFog *volumetric_fog = nullptr;
//built-in textures used for ping pong image processing and blurring
struct Blur {
@@ -885,6 +949,7 @@ private:
RID lightprobe_data;
RID occlusion_texture;
RID occlusion_data;
+ RID ambient_texture; //integrates with volumetric fog
RID lightprobe_history_scroll; //used for scrolling lightprobes
RID lightprobe_average_scroll; //used for scrolling lightprobes
@@ -1077,6 +1142,9 @@ private:
float sky_color[3];
float y_mult;
+
+ uint32_t store_ambient_texture;
+ uint32_t pad[3];
};
SdfgiIntegrateShaderRD integrate;
@@ -1141,7 +1209,7 @@ private:
float anisotropy_strength;
float ao;
float ao_size;
- uint32_t pad[1];
+ uint32_t mipmaps;
};
struct PushConstant {
@@ -1219,7 +1287,8 @@ private:
float soft_shadow_size;
float soft_shadow_scale;
uint32_t mask;
- uint32_t pad[2];
+ float shadow_volumetric_fog_fade;
+ uint32_t pad;
float projector_rect[4];
};
@@ -1236,10 +1305,12 @@ private:
uint32_t shadow_enabled;
float fade_from;
float fade_to;
+ uint32_t pad[3];
+ float shadow_volumetric_fog_fade;
float shadow_bias[4];
float shadow_normal_bias[4];
float shadow_transmittance_bias[4];
- float shadow_transmittance_z_scale[4];
+ float shadow_z_range[4];
float shadow_range_begin[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
@@ -1283,6 +1354,9 @@ private:
LightData *lights;
uint32_t max_lights;
RID light_buffer;
+ RID *lights_instances;
+ Rect2i *lights_shadow_rect_cache;
+ uint32_t lights_shadow_rect_cache_count = 0;
DirectionalLightData *directional_lights;
uint32_t max_directional_lights;
@@ -1292,6 +1366,74 @@ private:
} cluster;
+ struct VolumetricFog {
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID fog_map;
+ RID uniform_set;
+ RID uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+ };
+
+ enum {
+ VOLUMETRIC_FOG_SHADER_DENSITY,
+ VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_SHADER_FILTER,
+ VOLUMETRIC_FOG_SHADER_FOG,
+ VOLUMETRIC_FOG_SHADER_MAX,
+ };
+
+ struct VolumetricFogShader {
+ struct PushConstant {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ uint32_t filter_axis;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float light_energy[3];
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_gi_probes;
+ uint32_t pad;
+
+ float cam_rotation[12];
+ };
+
+ VolumetricFogShaderRD shader;
+
+ RID shader_version;
+ RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
+
+ } volumetric_fog;
+
+ uint32_t volumetric_fog_depth = 128;
+ uint32_t volumetric_fog_size = 128;
+ bool volumetric_fog_filter_active = false;
+ uint32_t volumetric_fog_directional_shadow_shrink = 512;
+ uint32_t volumetric_fog_positional_shadow_shrink = 512;
+
+ void _volumetric_fog_erase(RenderBuffers *rb);
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
+
+ RID shadow_sampler;
+
uint64_t scene_pass = 0;
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
@@ -1389,8 +1531,23 @@ public:
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
void environment_glow_set_use_bicubic_upscale(bool p_enable);
+ void environment_glow_set_use_high_quality(bool p_enable);
+
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
+ bool environment_is_fog_enabled(RID p_env) const;
+ Color environment_get_fog_light_color(RID p_env) const;
+ float environment_get_fog_light_energy(RID p_env) const;
+ float environment_get_fog_sun_scatter(RID p_env) const;
+ float environment_get_fog_density(RID p_env) const;
+ float environment_get_fog_height(RID p_env) const;
+ float environment_get_fog_height_density(RID p_env) const;
- void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
+
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
+ virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
+ virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
@@ -1411,10 +1568,6 @@ public:
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
- void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
- void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
- void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
-
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
virtual RID camera_effects_create();
@@ -1708,6 +1861,12 @@ public:
float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
+ bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
+ RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
+ RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
+ float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
+ float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
+
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index 102e0e2eed..a13e7d786b 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -33,6 +33,7 @@
#include "core/engine.h"
#include "core/io/resource_loader.h"
#include "core/project_settings.h"
+#include "rasterizer_rd.h"
#include "servers/rendering/shader_language.h"
Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
@@ -714,8 +715,120 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
return texture_owner.make_rid(texture);
}
-RID RasterizerStorageRD::texture_3d_create(const Vector<Ref<Image>> &p_slices) {
- return RID();
+RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND_V(p_data.size() == 0, RID());
+ Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_V_MSG(RID(), Image::get_3d_image_validation_error_text(verr));
+ }
+
+ TextureToRDFormat ret_format;
+ Image::Format validated_format = Image::FORMAT_MAX;
+ Vector<uint8_t> all_data;
+ uint32_t mipmap_count = 0;
+ Vector<Texture::BufferSlice3D> slices;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ TextureToRDFormat f;
+ images.write[i] = _validate_texture_format(p_data[i], f);
+ if (i == 0) {
+ ret_format = f;
+ validated_format = images[0]->get_format();
+ }
+
+ all_data_size += images[i]->get_data().size();
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+ Size2i prev_size;
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+
+ copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ {
+ Texture::BufferSlice3D slice;
+ slice.size.width = images[i]->get_width();
+ slice.size.height = images[i]->get_height();
+ slice.offset = offset;
+ slice.buffer_size = s;
+ slices.push_back(slice);
+ }
+ offset += s;
+
+ Size2i img_size(images[i]->get_width(), images[i]->get_height());
+ if (img_size != prev_size) {
+ mipmap_count++;
+ }
+ prev_size = img_size;
+ }
+ }
+
+ Texture texture;
+
+ texture.type = Texture::TYPE_3D;
+ texture.width = p_width;
+ texture.height = p_height;
+ texture.depth = p_depth;
+ texture.mipmaps = mipmap_count;
+ texture.format = p_data[0]->get_format();
+ texture.validated_format = validated_format;
+
+ texture.buffer_size_3d = all_data.size();
+ texture.buffer_slices_3d = slices;
+
+ texture.rd_type = RD::TEXTURE_TYPE_3D;
+ texture.rd_format = ret_format.format;
+ texture.rd_format_srgb = ret_format.format_srgb;
+
+ RD::TextureFormat rd_format;
+ RD::TextureView rd_view;
+ { //attempt register
+ rd_format.format = texture.rd_format;
+ rd_format.width = texture.width;
+ rd_format.height = texture.height;
+ rd_format.depth = texture.depth;
+ rd_format.array_layers = 1;
+ rd_format.mipmaps = texture.mipmaps;
+ rd_format.type = texture.rd_type;
+ rd_format.samples = RD::TEXTURE_SAMPLES_1;
+ rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_format.shareable_formats.push_back(texture.rd_format);
+ rd_format.shareable_formats.push_back(texture.rd_format_srgb);
+ }
+ }
+ {
+ rd_view.swizzle_r = ret_format.swizzle_r;
+ rd_view.swizzle_g = ret_format.swizzle_g;
+ rd_view.swizzle_b = ret_format.swizzle_b;
+ rd_view.swizzle_a = ret_format.swizzle_a;
+ }
+ Vector<Vector<uint8_t>> data_slices;
+ data_slices.push_back(all_data); //one slice
+
+ texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
+ ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
+ rd_view.format_override = texture.rd_format_srgb;
+ texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
+ if (texture.rd_texture_srgb.is_null()) {
+ RD::get_singleton()->free(texture.rd_texture);
+ ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ }
+ }
+
+ //used for 2D, overridable
+ texture.width_2d = texture.width;
+ texture.height_2d = texture.height;
+ texture.is_render_target = false;
+ texture.rd_view = rd_view;
+ texture.is_proxy = false;
+
+ return texture_owner.make_rid(texture);
}
RID RasterizerStorageRD::texture_proxy_create(RID p_base) {
@@ -771,7 +884,41 @@ void RasterizerStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_i
_texture_2d_update(p_texture, p_image, p_layer, false);
}
-void RasterizerStorageRD::texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) {
+void RasterizerStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND(!tex);
+ ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
+ Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
+ if (verr != Image::VALIDATE_3D_OK) {
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
+ }
+
+ Vector<uint8_t> all_data;
+ {
+ Vector<Ref<Image>> images;
+ uint32_t all_data_size = 0;
+ images.resize(p_data.size());
+ for (int i = 0; i < p_data.size(); i++) {
+ Ref<Image> image = p_data[i];
+ if (image->get_format() != tex->validated_format) {
+ image = image->duplicate();
+ image->convert(tex->validated_format);
+ }
+ all_data_size += images[i]->get_data().size();
+ images.push_back(image);
+ }
+
+ all_data.resize(all_data_size); //consolidate all data here
+ uint32_t offset = 0;
+
+ for (int i = 0; i < p_data.size(); i++) {
+ uint32_t s = images[i]->get_data().size();
+ copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ offset += s;
+ }
+ }
+
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data, true);
}
void RasterizerStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
@@ -857,7 +1004,25 @@ RID RasterizerStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayere
}
RID RasterizerStorageRD::texture_3d_placeholder_create() {
- return RID();
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instance();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ image->set_pixel(i, j, Color(1, 0, 1, 1));
+ }
+ }
+
+ Vector<Ref<Image>> images;
+ //cube
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ return texture_3d_create(Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
@@ -889,11 +1054,51 @@ Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
}
Ref<Image> RasterizerStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const {
- return Ref<Image>();
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND_V(!tex, Ref<Image>());
+
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
+ ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
+ Ref<Image> image;
+ image.instance();
+ image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
+ ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ if (tex->format != tex->validated_format) {
+ image->convert(tex->format);
+ }
+
+ return image;
}
-Ref<Image> RasterizerStorageRD::texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const {
- return Ref<Image>();
+Vector<Ref<Image>> RasterizerStorageRD::texture_3d_get(RID p_texture) const {
+ Texture *tex = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>());
+
+ Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+
+ ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>());
+
+ Vector<Ref<Image>> ret;
+
+ for (int i = 0; i < tex->buffer_slices_3d.size(); i++) {
+ const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i];
+ ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>());
+ Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1);
+
+ Ref<Image> img;
+ img.instance();
+ img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
+ ERR_FAIL_COND_V(img->empty(), Vector<Ref<Image>>());
+ if (tex->format != tex->validated_format) {
+ img->convert(tex->format);
+ }
+
+ ret.push_back(img);
+ }
+
+ return ret;
}
void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
@@ -3003,9 +3208,9 @@ Vector<float> RasterizerStorageRD::multimesh_get_buffer(RID p_multimesh) const {
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
Vector<float> ret;
- ret.resize(multimesh->instances);
+ ret.resize(multimesh->instances * multimesh->stride_cache);
{
- float *w = multimesh->data_cache.ptrw();
+ float *w = ret.ptrw();
const uint8_t *r = buffer.ptr();
copymem(w, r, buffer.size());
}
@@ -3098,8 +3303,914 @@ void RasterizerStorageRD::_update_dirty_multimeshes() {
multimesh_dirty_list = nullptr;
}
-/* SKELETON */
+/* PARTICLES */
+
+RID RasterizerStorageRD::particles_create() {
+ return particles_owner.make_rid(Particles());
+}
+
+void RasterizerStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool RasterizerStorageRD::particles_get_emitting(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void RasterizerStorageRD::_particles_free_data(Particles *particles) {
+ if (!particles->particle_buffer.is_valid()) {
+ return;
+ }
+ RD::get_singleton()->free(particles->particle_buffer);
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particles_transforms_buffer_uniform_set = RID();
+ particles->particle_buffer = RID();
+
+ if (particles->particles_sort_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particles_sort_buffer);
+ particles->particles_sort_buffer = RID();
+ }
+
+ if (particles->emission_buffer != nullptr) {
+ particles->emission_buffer = nullptr;
+ particles->emission_buffer_data.clear();
+ RD::get_singleton()->free(particles->emission_storage_buffer);
+ particles->emission_storage_buffer = RID();
+ }
+}
+
+void RasterizerStorageRD::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ if (particles->amount > 0) {
+ particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * p_amount);
+ particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * 1);
+ particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (3 + 1 + 1) * p_amount);
+ //needs to clear it
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
+ }
+ }
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+}
+
+void RasterizerStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
+}
+
+void RasterizerStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
+void RasterizerStorageRD::particles_set_pre_process_time(RID p_particles, float p_time) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
+}
+void RasterizerStorageRD::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
+}
+void RasterizerStorageRD::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
+}
+
+void RasterizerStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->speed_scale = p_scale;
+}
+void RasterizerStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->use_local_coords = p_enable;
+}
+
+void RasterizerStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+}
+
+void RasterizerStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
+}
+
+void RasterizerStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+}
+
+void RasterizerStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
+}
+
+void RasterizerStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
+}
+
+void RasterizerStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+}
+
+void RasterizerStorageRD::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void RasterizerStorageRD::_particles_allocate_emission_buffer(Particles *particles) {
+ ERR_FAIL_COND(particles->emission_buffer != nullptr);
+
+ particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
+ zeromem(particles->emission_buffer_data.ptrw(), particles->emission_buffer_data.size());
+ particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw();
+ particles->emission_buffer->particle_max = particles->amount;
+
+ particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ //will need to be re-created
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID();
+ }
+}
+
+void RasterizerStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_particles == p_subemitter_particles);
+
+ particles->sub_emitter = p_subemitter_particles;
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting
+ }
+}
+
+void RasterizerStorageRD::particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(particles->amount == 0);
+
+ if (particles->emitting) {
+ particles->clear = true;
+ particles->emitting = false;
+ }
+
+ if (particles->emission_buffer == nullptr) {
+ _particles_allocate_emission_buffer(particles);
+ }
+
+ if (particles->inactive) {
+ //in case it was inactive, make active again
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ }
+
+ int32_t idx = particles->emission_buffer->particle_count;
+ if (idx < particles->emission_buffer->particle_max) {
+ store_transform(p_transform, particles->emission_buffer->data[idx].xform);
+
+ particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
+ particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
+ particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
+
+ particles->emission_buffer->data[idx].custom[0] = p_custom.r;
+ particles->emission_buffer->data[idx].custom[1] = p_custom.g;
+ particles->emission_buffer->data[idx].custom[2] = p_custom.b;
+ particles->emission_buffer->data[idx].custom[3] = p_custom.a;
+
+ particles->emission_buffer->data[idx].color[0] = p_color.r;
+ particles->emission_buffer->data[idx].color[1] = p_color.g;
+ particles->emission_buffer->data[idx].color[2] = p_color.b;
+ particles->emission_buffer->data[idx].color[3] = p_color.a;
+
+ particles->emission_buffer->data[idx].flags = p_emit_flags;
+ particles->emission_buffer->particle_count++;
+ }
+}
+
+void RasterizerStorageRD::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
+}
+
+AABB RasterizerStorageRD::particles_get_current_aabb(RID p_particles) {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ Vector<ParticleData> data;
+ data.resize(particles->amount);
+
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
+
+ Transform inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+ const ParticleData *particle_data = (const ParticleData *)data.ptr();
+ for (int i = 0; i < particles->amount; i++) {
+ if (particle_data[i].active) {
+ Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
+}
+
+AABB RasterizerStorageRD::particles_get_aabb(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
+}
+
+void RasterizerStorageRD::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_transform = p_transform;
+}
+
+int RasterizerStorageRD::particles_get_draw_passes(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->draw_passes.size();
+}
+
+RID RasterizerStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+ return particles->draw_passes[p_pass];
+}
+
+void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_delta) {
+ if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(p_particles->frame_params_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(p_particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ if (p_particles->emission_storage_buffer.is_valid()) {
+ u.ids.push_back(p_particles->emission_storage_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+ if (sub_emitter) {
+ if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
+ _particles_allocate_emission_buffer(sub_emitter);
+ }
+ u.ids.push_back(sub_emitter->emission_storage_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
+ }
+
+ float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
+
+ ParticlesFrameParams &frame_params = p_particles->frame_params;
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RasterizerRD::singleton->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ store_transform(Transform(), frame_params.emission_transform);
+ } else {
+ store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+
+ ParticlesShader::PushConstant push_constant;
+
+ push_constant.clear = p_particles->clear;
+ push_constant.total_particles = p_particles->amount;
+ push_constant.lifetime = p_particles->lifetime;
+ push_constant.trail_size = 1;
+ push_constant.use_fractional_delta = p_particles->fractional_delta;
+ push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
+
+ p_particles->force_sub_emit = false; //reset
+
+ Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+
+ if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
+ // print_line("updating subemitter buffer");
+ int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero, true);
+ push_constant.can_emit = true;
+
+ if (sub_emitter->emitting) {
+ sub_emitter->emitting = false;
+ sub_emitter->clear = true; //will need to clear if it was emitting, sorry
+ }
+ //make sure the sub emitter processes particles too
+ sub_emitter->inactive = false;
+ sub_emitter->inactive_time = 0;
+
+ sub_emitter->force_sub_emit = true;
+
+ } else {
+ push_constant.can_emit = false;
+ }
+
+ if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer, true);
+ p_particles->emission_buffer->particle_count = 0;
+ }
+
+ p_particles->clear = false;
+
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params, true);
+
+ ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
+ if (!m) {
+ m = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES);
+ }
+
+ ERR_FAIL_COND(!m);
+
+ //todo should maybe compute all particle systems together?
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
+ if (m->uniform_set.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 2);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
+ return; //uninteresting for other modes
+ }
+
+ //copy to sort buffer
+ if (particles->particles_sort_buffer == RID()) {
+ uint32_t size = particles->amount;
+ if (size & 1) {
+ size++; //make multiple of 16
+ }
+ size *= sizeof(float) * 2;
+ particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(particles->particles_sort_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1);
+ }
+ }
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ ParticlesShader::CopyPushConstant copy_push_constant;
+ copy_push_constant.total_particles = particles->amount;
+ copy_push_constant.sort_direction[0] = axis.x;
+ copy_push_constant.sort_direction[1] = axis.y;
+ copy_push_constant.sort_direction[2] = axis.z;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+
+ effects.sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerStorageRD::update_particles() {
+ while (particle_update_list) {
+ //use transform feedback to process particles
+
+ Particles *particles = particle_update_list;
+
+ //take and remove
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RasterizerRD::singleton->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ float frame_time;
+ if (particles->fixed_fps > 0)
+ frame_time = 1.0 / particles->fixed_fps;
+ else
+ frame_time = 1.0 / 30.0;
+
+ float todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (particles->fixed_fps > 0) {
+ float frame_time;
+ float decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / particles->fixed_fps;
+ } else {
+ frame_time = 1.0 / particles->fixed_fps;
+ decr = frame_time;
+ }
+ float delta = RasterizerRD::singleton->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ float todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale)
+ _particles_process(particles, 0.0);
+ else
+ _particles_process(particles, RasterizerRD::singleton->get_frame_delta_time());
+ }
+
+ //copy particles to instance buffer
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
+ ParticlesShader::CopyPushConstant copy_push_constant;
+ copy_push_constant.total_particles = particles->amount;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1, 64, 1, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ particles->instance_dependency.instance_notify_changed(true, false); //make sure shadows are updated
+ }
+}
+
+bool RasterizerStorageRD::particles_is_inactive(RID p_particles) const {
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
+}
+
+/* SKY SHADER */
+
+void RasterizerStorageRD::ParticlesShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+
+ /*
+ uses_time = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+*/
+
+ actions.uniforms = &uniforms;
+
+ Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = base_singleton->particles_shader.shader.version_create();
+ }
+
+ base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.uniforms, gen_code.compute_global, gen_code.compute, gen_code.defines);
+ ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //update pipelines
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(base_singleton->particles_shader.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void RasterizerStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void RasterizerStorageRD::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void RasterizerStorageRD::ParticlesShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RasterizerStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool RasterizerStorageRD::ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RasterizerStorageRD::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RasterizerStorageRD::ParticlesShaderData::ParticlesShaderData() {
+ valid = false;
+}
+
+RasterizerStorageRD::ParticlesShaderData::~ParticlesShaderData() {
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ base_singleton->particles_shader.shader.version_free(version);
+ }
+}
+
+RasterizerStorageRD::ShaderData *RasterizerStorageRD::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+void RasterizerStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 2);
+}
+
+RasterizerStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RasterizerStorageRD::MaterialData *RasterizerStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
+ ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+////////
/* SKELETON API */
RID RasterizerStorageRD::skeleton_create() {
@@ -3290,6 +4401,7 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
return light_owner.make_rid(light);
}
@@ -4682,6 +5794,9 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In
} else if (light_owner.owns(p_base)) {
Light *l = light_owner.getornull(p_base);
p_instance->update_dependency(&l->instance_dependency);
+ } else if (particles_owner.owns(p_base)) {
+ Particles *p = particles_owner.getornull(p_base);
+ p_instance->update_dependency(&p->instance_dependency);
}
}
@@ -4714,6 +5829,9 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
if (lightmap_owner.owns(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
}
+ if (particles_owner.owns(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ }
return RS::INSTANCE_NONE;
}
@@ -5617,6 +6735,8 @@ void RasterizerStorageRD::update_dirty_resources() {
_update_dirty_multimeshes();
_update_dirty_skeletons();
_update_decal_atlas();
+
+ update_particles();
}
bool RasterizerStorageRD::has_os_feature(const String &p_feature) const {
@@ -5746,6 +6866,11 @@ bool RasterizerStorageRD::free(RID p_rid) {
light->instance_dependency.instance_notify_deleted(p_rid);
light_owner.free(p_rid);
+ } else if (particles_owner.owns(p_rid)) {
+ Particles *particles = particles_owner.getornull(p_rid);
+ _particles_free_data(particles);
+ particles->instance_dependency.instance_notify_deleted(p_rid);
+ particles_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
@@ -6065,15 +7190,18 @@ RasterizerStorageRD::RasterizerStorageRD() {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
@@ -6210,6 +7338,125 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapper/probe_capture_update_speed");
+
+ /* Particles */
+
+ {
+ // Initialize particles
+ Vector<String> particles_modes;
+ particles_modes.push_back("");
+ particles_shader.shader.initialize(particles_modes, String());
+ }
+ shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
+ material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "PARTICLE.color";
+ actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ //actions.renames["MASS"] = "mass"; ?
+ actions.renames["ACTIVE"] = "PARTICLE.is_active";
+ actions.renames["RESTART"] = "restart";
+ actions.renames["CUSTOM"] = "PARTICLE.custom";
+ actions.renames["TRANSFORM"] = "PARTICLE.xform";
+ actions.renames["TIME"] = "FRAME.time";
+ actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["DELTA"] = "local_delta";
+ actions.renames["NUMBER"] = "particle";
+ actions.renames["INDEX"] = "index";
+ //actions.renames["GRAVITY"] = "current_gravity";
+ actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
+ actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
+ actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
+ actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
+ actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
+ actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
+ actions.renames["RESTART_POSITION"] = "restart_position";
+ actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
+ actions.renames["RESTART_VELOCITY"] = "restart_velocity";
+ actions.renames["RESTART_COLOR"] = "restart_color";
+ actions.renames["RESTART_CUSTOM"] = "restart_custom";
+ actions.renames["emit_particle"] = "emit_particle";
+
+ actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 2;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ particles_shader.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = shader_create();
+ shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
+ particles_shader.default_material = material_create();
+ material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+
+ ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RasterizerStorageRD::SHADER_TYPE_PARTICLES);
+ particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
+ }
+
+ default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4);
+
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
+ copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
+
+ particles_shader.copy_shader.initialize(copy_modes);
+
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+
+ for (int i = 0; i < ParticlesShader::COPY_MODE_MAX; i++) {
+ particles_shader.copy_pipelines[i] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i));
+ }
+ }
}
RasterizerStorageRD::~RasterizerStorageRD() {
@@ -6236,6 +7483,8 @@ RasterizerStorageRD::~RasterizerStorageRD() {
}
giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+ RD::get_singleton()->free(default_rd_storage_buffer);
+
if (decal_atlas.textures.size()) {
ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index b7aedf8717..e14b9528cf 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -36,6 +36,8 @@
#include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h"
#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
#include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/particles.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/rendering_device.h"
class RasterizerStorageRD : public RasterizerStorage {
@@ -203,6 +205,14 @@ private:
int height_2d;
int width_2d;
+ struct BufferSlice3D {
+ Size2i size;
+ uint32_t offset = 0;
+ uint32_t buffer_size = 0;
+ };
+ Vector<BufferSlice3D> buffer_slices_3d;
+ uint32_t buffer_size_3d = 0;
+
bool is_render_target;
bool is_proxy;
@@ -247,6 +257,7 @@ private:
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+ RID default_rd_storage_buffer;
/* DECAL ATLAS */
@@ -386,6 +397,9 @@ private:
uint32_t multimesh_render_index = 0;
uint64_t multimesh_render_pass = 0;
+
+ uint32_t particles_render_index = 0;
+ uint64_t particles_render_pass = 0;
};
uint32_t blend_shape_count = 0;
@@ -448,6 +462,248 @@ private:
_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
void _update_dirty_multimeshes();
+ /* PARTICLES */
+
+ struct ParticleData {
+ float xform[16];
+ float velocity[3];
+ uint32_t active;
+ float color[4];
+ float custom[3];
+ float lifetime;
+ uint32_t pad[3];
+ };
+
+ struct ParticlesFrameParams {
+ uint32_t emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint32_t cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint32_t random_seed;
+ uint32_t pad[3];
+
+ float emission_transform[16];
+ };
+
+ struct ParticleEmissionBufferData {
+ };
+
+ struct ParticleEmissionBuffer {
+ struct Data {
+ float xform[16];
+ float velocity[3];
+ uint32_t flags;
+ float color[4];
+ float custom[4];
+ };
+
+ int32_t particle_count;
+ int32_t particle_max;
+ uint32_t pad1;
+ uint32_t pad2;
+ Data data[1]; //its 2020 and empty arrays are still non standard in C++
+ };
+
+ struct Particles {
+ bool inactive;
+ float inactive_time;
+ bool emitting;
+ bool one_shot;
+ int amount;
+ float lifetime;
+ float pre_process_time;
+ float explosiveness;
+ float randomness;
+ bool restart_request;
+ AABB custom_aabb;
+ bool use_local_coords;
+ RID process_material;
+
+ RS::ParticlesDrawOrder draw_order;
+
+ Vector<RID> draw_passes;
+
+ RID particle_buffer;
+ RID particle_instance_buffer;
+ RID frame_params_buffer;
+
+ RID particles_material_uniform_set;
+ RID particles_copy_uniform_set;
+ RID particles_transforms_buffer_uniform_set;
+
+ RID particles_sort_buffer;
+ RID particles_sort_uniform_set;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ RID sub_emitter;
+
+ float phase;
+ float prev_phase;
+ uint64_t prev_ticks;
+ uint32_t random_seed;
+
+ uint32_t cycle_number;
+
+ float speed_scale;
+
+ int fixed_fps;
+ bool fractional_delta;
+ float frame_remainder;
+
+ bool clear;
+
+ bool force_sub_emit = false;
+
+ Transform emission_transform;
+
+ Vector<uint8_t> emission_buffer_data;
+
+ ParticleEmissionBuffer *emission_buffer = nullptr;
+ RID emission_storage_buffer;
+
+ Particles() :
+ inactive(true),
+ inactive_time(0.0),
+ emitting(false),
+ one_shot(false),
+ amount(0),
+ lifetime(1.0),
+ pre_process_time(0.0),
+ explosiveness(0.0),
+ randomness(0.0),
+ restart_request(false),
+ custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
+ use_local_coords(true),
+ draw_order(RS::PARTICLES_DRAW_ORDER_INDEX),
+ prev_ticks(0),
+ random_seed(0),
+ cycle_number(0),
+ speed_scale(1.0),
+ fixed_fps(0),
+ fractional_delta(false),
+ frame_remainder(0),
+ clear(true) {
+ }
+
+ RasterizerScene::InstanceDependency instance_dependency;
+
+ ParticlesFrameParams frame_params;
+ };
+
+ void _particles_process(Particles *p_particles, float p_delta);
+ void _particles_allocate_emission_buffer(Particles *particles);
+ void _particles_free_data(Particles *particles);
+
+ struct ParticlesShader {
+ struct PushConstant {
+ float lifetime;
+ uint32_t clear;
+ uint32_t total_particles;
+ uint32_t trail_size;
+
+ uint32_t use_fractional_delta;
+ uint32_t sub_emitter_mode;
+ uint32_t can_emit;
+ uint32_t pad;
+ };
+
+ ParticlesShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ struct CopyPushConstant {
+ float sort_direction[3];
+ uint32_t total_particles;
+ };
+
+ enum {
+ COPY_MODE_FILL_INSTANCES,
+ COPY_MODE_FILL_SORT_BUFFER,
+ COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
+ COPY_MODE_MAX,
+ };
+
+ ParticlesCopyShaderRD copy_shader;
+ RID copy_shader_version;
+ RID copy_pipelines[COPY_MODE_MAX];
+
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ struct ParticlesShaderData : public ShaderData {
+ bool valid;
+ RID version;
+
+ //RenderPipelineVertexFormatCacheRD pipelines[SKY_VERSION_MAX];
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ RID pipeline;
+
+ bool uses_time;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ ParticlesShaderData();
+ virtual ~ParticlesShaderData();
+ };
+
+ ShaderData *_create_particles_shader_func();
+ static RasterizerStorageRD::ShaderData *_create_particles_shader_funcs() {
+ return base_singleton->_create_particles_shader_func();
+ }
+
+ struct ParticlesMaterialData : public MaterialData {
+ uint64_t last_frame;
+ ParticlesShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~ParticlesMaterialData();
+ };
+
+ MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
+ static RasterizerStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
+ return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
+ }
+
+ void update_particles();
+
+ mutable RID_Owner<Particles> particles_owner;
+
/* Skeleton */
struct Skeleton {
@@ -732,14 +988,14 @@ public:
virtual RID texture_2d_create(const Ref<Image> &p_image);
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
- virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
//these two APIs can be used together or in combination with the others.
@@ -749,7 +1005,7 @@ public:
virtual Ref<Image> texture_2d_get(RID p_texture) const;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
- virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const;
virtual void texture_replace(RID p_texture, RID p_by_texture);
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
@@ -977,6 +1233,19 @@ public:
return s->multimesh_render_index;
}
+ _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ if (s->particles_render_pass != p_render_pass) {
+ (*r_index)++;
+ s->particles_render_pass = p_render_pass;
+ s->particles_render_index = *r_index;
+ }
+
+ return s->particles_render_index;
+ }
+
/* MULTIMESH API */
RID multimesh_create();
@@ -1184,6 +1453,13 @@ public:
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
+ _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
+ }
+
RS::LightBakeMode light_get_bake_mode(RID p_light);
uint32_t light_get_max_sdfgi_cascade(RID p_light);
uint64_t light_get_version(RID p_light) const;
@@ -1400,39 +1676,77 @@ public:
/* PARTICLES */
- RID particles_create() { return RID(); }
+ RID particles_create();
+
+ void particles_set_emitting(RID p_particles, bool p_emitting);
+ void particles_set_amount(RID p_particles, int p_amount);
+ void particles_set_lifetime(RID p_particles, float p_lifetime);
+ void particles_set_one_shot(RID p_particles, bool p_one_shot);
+ void particles_set_pre_process_time(RID p_particles, float p_time);
+ void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
+ void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
+ void particles_set_speed_scale(RID p_particles, float p_scale);
+ void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
+ void particles_set_process_material(RID p_particles, RID p_material);
+ void particles_set_fixed_fps(RID p_particles, int p_fps);
+ void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ void particles_restart(RID p_particles);
+ void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
+ void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
+
+ void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
+
+ void particles_set_draw_passes(RID p_particles, int p_count);
+ void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
+
+ void particles_request_process(RID p_particles);
+ AABB particles_get_current_aabb(RID p_particles);
+ AABB particles_get_aabb(RID p_particles) const;
- void particles_set_emitting(RID p_particles, bool p_emitting) {}
- void particles_set_amount(RID p_particles, int p_amount) {}
- void particles_set_lifetime(RID p_particles, float p_lifetime) {}
- void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
- void particles_set_pre_process_time(RID p_particles, float p_time) {}
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
- void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
- void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
- void particles_set_speed_scale(RID p_particles, float p_scale) {}
- void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
- void particles_set_process_material(RID p_particles, RID p_material) {}
- void particles_set_fixed_fps(RID p_particles, int p_fps) {}
- void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
- void particles_restart(RID p_particles) {}
+ void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
- void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}
+ bool particles_get_emitting(RID p_particles);
+ int particles_get_draw_passes(RID p_particles) const;
+ RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
- void particles_set_draw_passes(RID p_particles, int p_count) {}
- void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
+ void particles_set_view_axis(RID p_particles, const Vector3 &p_axis);
- void particles_request_process(RID p_particles) {}
- AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
- AABB particles_get_aabb(RID p_particles) const { return AABB(); }
+ virtual bool particles_is_inactive(RID p_particles) const;
- void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
- bool particles_get_emitting(RID p_particles) { return false; }
- int particles_get_draw_passes(RID p_particles) const { return 0; }
- RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
+ return particles->amount;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
+
+ _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ if (particles->particles_transforms_buffer_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
- virtual bool particles_is_inactive(RID p_particles) const { return false; }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return particles->particles_transforms_buffer_uniform_set;
+ }
/* GLOBAL VARIABLES API */
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
index 1820c39c5a..f70ddbb75a 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
@@ -537,6 +537,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
r_gen_code.vertex_global += struct_code;
r_gen_code.fragment_global += struct_code;
+ r_gen_code.compute_global += struct_code;
}
int max_texture_uniforms = 0;
@@ -591,6 +592,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.vertex_global += ucode;
r_gen_code.fragment_global += ucode;
+ r_gen_code.compute_global += ucode;
GeneratedCode::Texture texture;
texture.name = E->key();
@@ -700,6 +702,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
vcode += ";\n";
r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
+ r_gen_code.compute_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
index++;
}
@@ -724,6 +727,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += ";\n";
r_gen_code.vertex_global += gcode;
r_gen_code.fragment_global += gcode;
+ r_gen_code.compute_global += gcode;
}
Map<StringName, String> function_code;
@@ -741,6 +745,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
+ Set<StringName> added_compute; //share for light
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
@@ -763,6 +768,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
+
+ if (fnode->name == compute_name) {
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.compute_global, added_compute);
+ r_gen_code.compute = function_code[compute_name];
+ }
+
function = nullptr;
}
@@ -1245,6 +1256,8 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
r_gen_code.vertex_global = String();
r_gen_code.fragment = String();
r_gen_code.fragment_global = String();
+ r_gen_code.compute = String();
+ r_gen_code.compute_global = String();
r_gen_code.light = String();
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
@@ -1266,6 +1279,7 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
vertex_name = "vertex";
fragment_name = "fragment";
+ compute_name = "compute";
light_name = "light";
time_name = "TIME";
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.h b/servers/rendering/rasterizer_rd/shader_compiler_rd.h
index ce94fb743f..565520ec65 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.h
+++ b/servers/rendering/rasterizer_rd/shader_compiler_rd.h
@@ -68,6 +68,8 @@ public:
String fragment_global;
String fragment;
String light;
+ String compute_global;
+ String compute;
bool uses_global_textures;
bool uses_fragment_time;
@@ -104,6 +106,7 @@ private:
StringName vertex_name;
StringName fragment_name;
StringName light_name;
+ StringName compute_name;
StringName time_name;
Set<StringName> texture_functions;
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 67f4edc626..9d531d63ad 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -35,3 +35,8 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("sdfgi_direct_light.glsl")
env.RD_GLSL("sdfgi_debug.glsl")
env.RD_GLSL("sdfgi_debug_probes.glsl")
+ env.RD_GLSL("volumetric_fog.glsl")
+ env.RD_GLSL("shadow_reduce.glsl")
+ env.RD_GLSL("particles.glsl")
+ env.RD_GLSL("particles_copy.glsl")
+ env.RD_GLSL("sort.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
new file mode 100644
index 0000000000..e723468dd8
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
@@ -0,0 +1,95 @@
+
+#define CLUSTER_COUNTER_SHIFT 20
+#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
+#define CLUSTER_COUNTER_MASK 0xfff
+
+struct LightData { //this structure needs to be as packed as possible
+ vec3 position;
+ float inv_radius;
+ vec3 direction;
+ float size;
+ uint attenuation_energy; //attenuation
+ uint color_specular; //rgb color, a specular (8 bit unorm)
+ uint cone_attenuation_angle; // attenuation and angle, (16bit float)
+ uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
+ vec4 atlas_rect; // rect in the shadow atlas
+ mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint pad;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec4 params; // intensity, 0, interior , boxproject
+ vec3 ambient; // ambient color
+ uint ambient_mode;
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec3 pad;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ vec4 shadow_range_begin;
+ vec4 shadow_split_offsets;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
+};
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index eb39c28fa9..e565bd8e3d 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -14,6 +14,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
+#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
@@ -116,17 +117,42 @@ void main() {
vec4 color = vec4(0.0);
if (bool(params.flags & FLAG_HORIZONTAL)) {
- ivec2 base_pos = (pos + params.section.xy) << 1;
+ ivec2 base_pos = ((pos + params.section.xy) << 1) + ivec2(1);
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
- GLOW_ADD(ivec2(0, 0), 0.174938);
- GLOW_ADD(ivec2(1, 0), 0.165569);
- GLOW_ADD(ivec2(2, 0), 0.140367);
- GLOW_ADD(ivec2(3, 0), 0.106595);
- GLOW_ADD(ivec2(-1, 0), 0.165569);
- GLOW_ADD(ivec2(-2, 0), 0.140367);
- GLOW_ADD(ivec2(-3, 0), 0.106595);
+ if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
+ //Sample from two lines to capture single pixel features
+ GLOW_ADD(ivec2(0, 0), 0.152781);
+ GLOW_ADD(ivec2(1, 0), 0.144599);
+ GLOW_ADD(ivec2(2, 0), 0.122589);
+ GLOW_ADD(ivec2(3, 0), 0.093095);
+ GLOW_ADD(ivec2(4, 0), 0.063327);
+ GLOW_ADD(ivec2(-1, 0), 0.144599);
+ GLOW_ADD(ivec2(-2, 0), 0.122589);
+ GLOW_ADD(ivec2(-3, 0), 0.093095);
+ GLOW_ADD(ivec2(-4, 0), 0.063327);
+
+ GLOW_ADD(ivec2(0, 1), 0.152781);
+ GLOW_ADD(ivec2(1, 1), 0.144599);
+ GLOW_ADD(ivec2(2, 1), 0.122589);
+ GLOW_ADD(ivec2(3, 1), 0.093095);
+ GLOW_ADD(ivec2(4, 1), 0.063327);
+ GLOW_ADD(ivec2(-1, 1), 0.144599);
+ GLOW_ADD(ivec2(-2, 1), 0.122589);
+ GLOW_ADD(ivec2(-3, 1), 0.093095);
+ GLOW_ADD(ivec2(-4, 1), 0.063327);
+ color *= 0.5;
+ } else {
+ GLOW_ADD(ivec2(0, 0), 0.174938);
+ GLOW_ADD(ivec2(1, 0), 0.165569);
+ GLOW_ADD(ivec2(2, 0), 0.140367);
+ GLOW_ADD(ivec2(3, 0), 0.106595);
+ GLOW_ADD(ivec2(-1, 0), 0.165569);
+ GLOW_ADD(ivec2(-2, 0), 0.140367);
+ GLOW_ADD(ivec2(-3, 0), 0.106595);
+ }
+
color *= params.glow_strength;
} else {
ivec2 base_pos = pos + params.section.xy;
diff --git a/servers/rendering/rasterizer_rd/shaders/gi.glsl b/servers/rendering/rasterizer_rd/shaders/gi.glsl
index a1939f75ad..8011dadc72 100644
--- a/servers/rendering/rasterizer_rd/shaders/gi.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/gi.glsl
@@ -80,7 +80,7 @@ struct GIProbeData {
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
- uint pad2;
+ uint mipmaps;
};
layout(set = 0, binding = 16, std140) uniform GIProbes {
diff --git a/servers/rendering/rasterizer_rd/shaders/particles.glsl b/servers/rendering/rasterizer_rd/shaders/particles.glsl
new file mode 100644
index 0000000000..3de807b57c
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles.glsl
@@ -0,0 +1,394 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+/* SET 0: GLOBAL DATA */
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: FRAME AND PARTICLE DATA */
+
+// a frame history is kept for trail deterministic behavior
+struct FrameParams {
+ bool emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint random_seed;
+ uint pad[3];
+
+ mat4 emission_transform;
+};
+
+layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
+ FrameParams data[];
+}
+frame_history;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 1, std430) restrict buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+#define EMISSION_FLAG_HAS_POSITION 1
+#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
+#define EMISSION_FLAG_HAS_VELOCITY 4
+#define EMISSION_FLAG_HAS_COLOR 8
+#define EMISSION_FLAG_HAS_CUSTOM 16
+
+struct ParticleEmission {
+ mat4 xform;
+ vec3 velocity;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmission {
+ int particle_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+src_particles;
+
+layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmission {
+ int particle_count;
+ int particle_max;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+dst_particles;
+
+/* SET 2: MATERIAL */
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+ /* clang-format off */
+MATERIAL_UNIFORMS
+ /* clang-format on */
+} material;
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ float lifetime;
+ bool clear;
+ uint total_particles;
+ uint trail_size;
+ bool use_fractional_delta;
+ bool sub_emitter_mode;
+ bool can_emit;
+ uint pad;
+}
+params;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+ if (!params.can_emit) {
+ return false;
+ }
+
+ bool valid = false;
+
+ int dst_index = atomicAdd(dst_particles.particle_count, 1);
+
+ if (dst_index >= dst_particles.particle_max) {
+ atomicAdd(dst_particles.particle_count, -1);
+ return false;
+ }
+ /*
+ valid = true;
+
+ int attempts = 256; // never trust compute
+ while(attempts-- > 0) {
+ dst_index = dst_particles.particle_count;
+ if (dst_index == dst_particles.particle_max) {
+ return false; //cant emit anymore
+ }
+
+ if (atomicCompSwap(dst_particles.particle_count, dst_index, dst_index +1 ) != dst_index) {
+ continue;
+ }
+ valid=true;
+ break;
+ }
+
+ barrier();
+
+ if (!valid) {
+ return false; //gave up (attempts exhausted)
+ }
+*/
+ dst_particles.data[dst_index].xform = p_xform;
+ dst_particles.data[dst_index].velocity = p_velocity;
+ dst_particles.data[dst_index].color = p_color;
+ dst_particles.data[dst_index].custom = p_custom;
+ dst_particles.data[dst_index].flags = p_flags;
+
+ return true;
+}
+
+/* clang-format off */
+
+COMPUTE_SHADER_GLOBALS
+
+/* clang-format on */
+
+void main() {
+ uint particle = gl_GlobalInvocationID.x;
+
+ if (particle >= params.total_particles * params.trail_size) {
+ return; //discard
+ }
+
+ uint index = particle / params.trail_size;
+ uint frame = (particle % params.trail_size);
+
+#define FRAME frame_history.data[frame]
+#define PARTICLE particles.data[particle]
+
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = FRAME.delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ if (params.clear) {
+ PARTICLE.color = vec4(1.0);
+ PARTICLE.custom = vec4(0.0);
+ PARTICLE.velocity = vec3(0.0);
+ PARTICLE.is_active = false;
+ PARTICLE.xform = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+ }
+
+ if (params.sub_emitter_mode) {
+ if (!PARTICLE.is_active) {
+ int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
+
+ if (src_index >= 0) {
+ PARTICLE.is_active = true;
+ restart = true;
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
+ PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
+ } else {
+ PARTICLE.xform[3] = vec4(0, 0, 0, 1);
+ restart_position = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
+ PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
+ PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
+ PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
+ } else {
+ PARTICLE.xform[0] = vec4(1, 0, 0, 0);
+ PARTICLE.xform[1] = vec4(0, 1, 0, 0);
+ PARTICLE.xform[2] = vec4(0, 0, 1, 0);
+ restart_rotation_scale = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
+ PARTICLE.velocity = src_particles.data[src_index].velocity;
+ } else {
+ PARTICLE.velocity = vec3(0);
+ restart_velocity = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
+ PARTICLE.color = src_particles.data[src_index].color;
+ } else {
+ PARTICLE.color = vec4(1);
+ restart_color = true;
+ }
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
+ PARTICLE.custom = src_particles.data[src_index].custom;
+ } else {
+ PARTICLE.custom = vec4(0);
+ restart_custom = true;
+ }
+ }
+ }
+
+ } else if (FRAME.emitting) {
+ float restart_phase = float(index) / float(params.total_particles);
+
+ if (FRAME.randomness > 0.0) {
+ uint seed = FRAME.cycle;
+ if (restart_phase >= FRAME.system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(params.total_particles);
+ seed += uint(index);
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
+ }
+
+ restart_phase *= (1.0 - FRAME.explosiveness);
+
+ if (FRAME.system_phase > FRAME.prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+
+ } else if (FRAME.delta > 0.0) {
+ if (restart_phase >= FRAME.prev_system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
+ }
+
+ } else if (restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+ }
+
+ uint current_cycle = FRAME.cycle;
+
+ if (FRAME.system_phase < restart_phase) {
+ current_cycle -= uint(1);
+ }
+
+ uint particle_number = current_cycle * uint(params.total_particles) + particle;
+
+ if (restart) {
+ PARTICLE.is_active = FRAME.emitting;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ if (PARTICLE.is_active) {
+ /* clang-format off */
+
+COMPUTE_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (PARTICLE.is_active) {
+ PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
+ }
+#endif
+
+#if 0
+ if (PARTICLE.is_active) {
+ //execute shader
+
+
+
+
+ //!defined(DISABLE_FORCE)
+
+ if (false) {
+ vec3 force = vec3(0.0);
+ for (int i = 0; i < attractor_count; i++) {
+ vec3 rel_vec = xform[3].xyz - attractors[i].pos;
+ float dist = length(rel_vec);
+ if (attractors[i].radius < dist)
+ continue;
+ if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
+ out_velocity_active.a = 0.0;
+ }
+
+ rel_vec = normalize(rel_vec);
+
+ float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation);
+
+ if (attractors[i].dir == vec3(0.0)) {
+ //towards center
+ force += attractors[i].strength * rel_vec * attenuation * mass;
+ } else {
+ force += attractors[i].strength * attractors[i].dir * attenuation * mass;
+ }
+ }
+
+ out_velocity_active.xyz += force * local_delta;
+ }
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (true) {
+ xform[3].xyz += out_velocity_active.xyz * local_delta;
+ }
+#endif
+ } else {
+ xform = mat4(0.0);
+ }
+
+
+ xform = transpose(xform);
+
+ out_velocity_active.a = mix(0.0, 1.0, shader_active);
+
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+ out_xform_3 = xform[2];
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..6c782b6045
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
@@ -0,0 +1,82 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
+ vec4 data[];
+}
+instances;
+
+#ifdef USE_SORT_BUFFER
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+#endif // USE_SORT_BUFFER
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 sort_direction;
+ uint total_particles;
+}
+params;
+
+void main() {
+#ifdef MODE_FILL_SORT_BUFFER
+
+ uint particle = gl_GlobalInvocationID.x;
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+ sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
+ sort_buffer.data[particle].y = float(particle);
+#endif
+
+#ifdef MODE_FILL_INSTANCES
+
+ uint particle = gl_GlobalInvocationID.x;
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+#ifdef USE_SORT_BUFFER
+ particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
+#endif
+
+ mat4 txform;
+
+ if (particles.data[particle].is_active) {
+ txform = transpose(particles.data[particle].xform);
+ } else {
+ txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
+ }
+
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = txform[2];
+ instances.data[write_offset + 3] = particles.data[particle].color;
+ instances.data[write_offset + 4] = particles.data[particle].custom;
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 792a1aa05f..2a7b73d9aa 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -681,9 +681,13 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap but low-quality white noise, nothing special
+// Produces cheap white noise, optmized for window-space
+// Comes from: https://www.shadertoy.com/view/4djSRW
+// Copyright: Dave Hoskins, MIT License
float quick_hash(vec2 pos) {
- return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+ vec3 p3 = fract(vec3(pos.xyx) * .1031);
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.x + p3.y) * p3.z);
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -1237,7 +1241,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
//reconstruct depth
- shadow_z / lights.data[idx].inv_radius;
+ shadow_z /= lights.data[idx].inv_radius;
//distance to light plane
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
@@ -1601,6 +1605,51 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+#ifndef MODE_RENDER_DEPTH
+
+vec4 volumetric_fog_process(vec2 screen_uv, float z) {
+ vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
+ if (fog_pos.z < 0.0) {
+ return vec4(0.0);
+ } else if (fog_pos.z < 1.0) {
+ fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
+ }
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif
+
void main() {
#ifdef MODE_DUAL_PARABOLOID
@@ -2187,8 +2236,8 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
transmittance_z = z - shadow_z;
}
@@ -2219,8 +2268,8 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
transmittance_z = z - shadow_z;
}
@@ -2251,8 +2300,8 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
transmittance_z = z - shadow_z;
}
@@ -2285,8 +2334,8 @@ FRAGMENT_SHADER_CODE
trans_coord /= trans_coord.w;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
transmittance_z = z - shadow_z;
}
@@ -2662,8 +2711,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- //fog
-
#ifdef MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2679,16 +2726,37 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
#else //MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);;;
-
+ //frag_color = vec4(1.0);
#endif //USE_NO_SHADING
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index c4dc7bd675..66bfefbe89 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -3,6 +3,8 @@
#define MAX_GI_PROBES 8
+#include "cluster_data_inc.glsl"
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint pad; //16 bits minimum size
@@ -94,40 +96,18 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
ivec3 sdf_size;
bool gi_upscale_for_msaa;
-#if 0
- vec4 ambient_light_color;
- vec4 bg_color;
-
- vec4 fog_color_enabled;
- vec4 fog_sun_color_amount;
-
- float ambient_energy;
- float bg_energy;
-#endif
-
-#if 0
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
- float z_far;
-
- float subsurface_scatter_width;
- float ambient_occlusion_affect_light;
- float ambient_occlusion_affect_ao_channel;
- float opaque_prepass_threshold;
-
- bool fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_end;
+ bool fog_enabled;
float fog_density;
- float fog_depth_curve;
- bool fog_transmit_enabled;
- float fog_transmit_curve;
- bool fog_height_enabled;
- float fog_height_min;
- float fog_height_max;
- float fog_height_curve;
-#endif
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
}
scene_data;
@@ -163,86 +143,16 @@ layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
}
instances;
-struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
- vec3 direction;
- float size;
- uint attenuation_energy; //attenuation
- uint color_specular; //rgb color, a specular (8 bit unorm)
- uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- uint pad[2];
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
}
lights;
-#define REFLECTION_AMBIENT_DISABLED 0
-#define REFLECTION_AMBIENT_ENVIRONMENT 1
-#define REFLECTION_AMBIENT_COLOR 2
-
-struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec4 params; // intensity, 0, interior , boxproject
- vec3 ambient; // ambient color
- uint ambient_mode;
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- bool blend_splits;
- bool shadow_enabled;
- float fade_from;
- float fade_to;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_transmittance_z_scale;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
-};
-
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
@@ -271,31 +181,9 @@ layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures
}
lightmap_captures;
-#define CLUSTER_COUNTER_SHIFT 20
-#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
-#define CLUSTER_COUNTER_MASK 0xfff
-
layout(set = 0, binding = 13) uniform texture2D decal_atlas;
layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
-};
-
layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
DecalData data[];
}
@@ -394,9 +282,7 @@ layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
-
layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
-
layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
@@ -412,7 +298,7 @@ struct GIProbeData {
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
- uint pad2;
+ uint mipmaps;
};
layout(set = 3, binding = 9, std140) uniform GIProbes {
@@ -420,6 +306,8 @@ layout(set = 3, binding = 9, std140) uniform GIProbes {
}
gi_probes;
+layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture;
+
#endif
/* Set 4 Skeleton & Instancing (Multimesh) */
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
index e4779aafaf..1ec471d204 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -37,6 +37,8 @@ layout(rgba32i, set = 0, binding = 12) uniform restrict iimage2D lightprobe_aver
layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_average_parent_texture;
+layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
@@ -68,6 +70,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec3 sky_color;
float y_mult;
+
+ bool store_ambient_texture;
+ uint pad[3];
}
params;
@@ -319,6 +324,13 @@ void main() {
imageStore(lightprobe_history_texture, prev_pos, ivalue);
imageStore(lightprobe_average_texture, average_pos, average);
+
+ if (params.store_ambient_texture && i == 0) {
+ ivec3 ambient_pos = ivec3(pos, int(params.cascade));
+ vec4 ambient_light = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+ ambient_light *= 0.88622; // SHL0
+ imageStore(lightprobe_ambient_texture, ambient_pos, ambient_light);
+ }
}
#endif // MODE PROCESS
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
index d7d19897e3..dd0ca5c506 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
@@ -338,7 +338,7 @@ void main() {
continue; //was not initialized yet, ignore
}
- float q_dist = distance(posf, vec3(p.xyz));
+ float q_dist = distance(posf, vec3(q.xyz));
if (p.w == 0 || q_dist < p_dist) {
p = q; //just replace because current is unused
p_dist = q_dist;
diff --git a/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
new file mode 100644
index 0000000000..29443ae7db
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
@@ -0,0 +1,105 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+
+#ifdef MODE_REDUCE
+
+shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
+const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
+const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
+
+#endif
+
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
+layout(r32f, set = 0, binding = 1) uniform restrict writeonly image2D dst_depth;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 source_size;
+ ivec2 source_offset;
+ uint min_size;
+ uint gaussian_kernel_version;
+ ivec2 filter_dir;
+}
+params;
+
+void main() {
+#ifdef MODE_REDUCE
+
+ uvec2 pos = gl_LocalInvocationID.xy;
+
+ ivec2 image_offset = params.source_offset;
+ ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
+ uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
+ tmp_data[dst_t] = imageLoad(source_depth, min(image_pos, params.source_size - ivec2(1))).r;
+ ivec2 image_size = params.source_size;
+
+ uint t = pos.y * BLOCK_SIZE + pos.x;
+
+ //neighbours
+ uint size = BLOCK_SIZE;
+
+ do {
+ groupMemoryBarrier();
+ barrier();
+
+ size >>= 1;
+ image_size >>= 1;
+ image_offset >>= 1;
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ uint nx = t + size;
+ uint ny = t + (BLOCK_SIZE * size);
+ uint nxy = ny + size;
+
+ tmp_data[t] += tmp_data[nx];
+ tmp_data[t] += tmp_data[ny];
+ tmp_data[t] += tmp_data[nxy];
+ tmp_data[t] /= 4.0;
+ }
+
+ } while (size > params.min_size);
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
+ image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
+
+ image_size = max(ivec2(1), image_size); //in case image size became 0
+
+ if (all(lessThan(image_pos, uvec2(image_size)))) {
+ imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
+ }
+ }
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(image_pos, params.source_size))) {
+ return;
+ }
+
+ ivec2 clamp_min = ivec2(params.source_offset);
+ ivec2 clamp_max = ivec2(params.source_size) - 1;
+
+ //gaussian kernel, size 9, sigma 4
+ const int kernel_size = 9;
+ const float gaussian_kernel[kernel_size * 3] = float[](
+ 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
+ 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
+ 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
+ float accum = 0.0;
+ for (int i = 0; i < kernel_size; i++) {
+ ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
+ accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
+ }
+
+ imageStore(dst_depth, image_pos, vec4(accum));
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 9c59be6841..7b6de6a555 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -58,6 +58,35 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +106,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +126,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
-struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
-};
-
-layout(set = 3, binding = 0, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-
-directional_lights;
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +134,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -178,6 +221,20 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+#endif // DISABLE_FOG
+
// Blending is disabled for Sky, so alpha doesn't blend
// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
diff --git a/servers/rendering/rasterizer_rd/shaders/sort.glsl b/servers/rendering/rasterizer_rd/shaders/sort.glsl
new file mode 100644
index 0000000000..e5ebb9c64b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sort.glsl
@@ -0,0 +1,203 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+// Original version here:
+// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders
+
+//
+// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#define SORT_SIZE 512
+#define NUM_THREADS (SORT_SIZE / 2)
+#define INVERSION (16 * 2 + 8 * 3)
+#define ITERATIONS 1
+
+layout(local_size_x = NUM_THREADS, local_size_y = 1, local_size_z = 1) in;
+
+#ifndef MODE_SORT_STEP
+
+shared vec2 g_LDS[SORT_SIZE];
+
+#endif
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint total_elements;
+ uint pad[3];
+ ivec4 job_params;
+}
+params;
+
+void main() {
+#ifdef MODE_SORT_BLOCK
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ int GlobalBaseIndex = int((Gid.x * SORT_SIZE) + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int numElementsInThreadGroup = int(min(SORT_SIZE, params.total_elements - (Gid.x * SORT_SIZE)));
+
+ // Load shared data
+
+ int i;
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // Bitonic sort
+ for (int nMergeSize = 2; nMergeSize <= SORT_SIZE; nMergeSize = nMergeSize * 2) {
+ for (int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ for (i = 0; i < ITERATIONS; ++i) {
+ int tmp_index = int(GI + NUM_THREADS * i);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = nMergeSubSize == nMergeSize >> 1 ? index_high + (2 * nMergeSubSize - 1) - index_low : index_high + nMergeSubSize + index_low;
+ if (nSwapElem < numElementsInThreadGroup) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+ }
+ }
+
+ // Store shared data
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_STEP
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 GTid = gl_LocalInvocationID;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x) * 256;
+ tgp.y = 0;
+ tgp.z = int(params.total_elements);
+ tgp.w = min(512, max(0, tgp.z - int(Gid.x) * 512));
+
+ uint localID = int(tgp.x) + GTid.x; // calculate threadID within this sortable-array
+
+ uint index_low = localID & (params.job_params.x - 1);
+ uint index_high = 2 * (localID - index_low);
+
+ uint index = tgp.y + index_high + index_low;
+ uint nSwapElem = tgp.y + index_high + params.job_params.y + params.job_params.z * index_low;
+
+ if (nSwapElem < tgp.y + tgp.z) {
+ vec2 a = sort_buffer.data[index];
+ vec2 b = sort_buffer.data[nSwapElem];
+
+ if (a.x > b.x) {
+ sort_buffer.data[index] = b;
+ sort_buffer.data[nSwapElem] = a;
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_INNER
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x * 256);
+ tgp.y = 0;
+ tgp.z = int(params.total_elements.x);
+ tgp.w = int(min(512, max(0, params.total_elements - Gid.x * 512)));
+
+ int GlobalBaseIndex = int(tgp.y + tgp.x * 2 + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int i;
+
+ // Load shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // sort threadgroup shared memory
+ for (int nMergeSubSize = SORT_SIZE >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ int tmp_index = int(GI);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = index_high + nMergeSubSize + index_low;
+
+ if (nSwapElem < tgp.w) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+
+ // Store shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
new file mode 100644
index 0000000000..cb19fb0b69
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -0,0 +1,530 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#if defined(MODE_FOG) || defined(MODE_FILTER)
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#endif
+
+#if defined(MODE_DENSITY)
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#endif
+
+#include "cluster_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
+ LightData data[];
+}
+lights;
+
+layout(set = 0, binding = 4, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
+
+layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
+ uint indices[];
+}
+cluster_data;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_GI_PROBES 8
+
+struct GIProbeData {
+ mat4 xform;
+ vec3 bounds;
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ bool blend_ambient;
+ uint texture_slot;
+
+ float anisotropy_strength;
+ float ambient_occlusion;
+ float ambient_occlusion_size;
+ uint mipmaps;
+};
+
+layout(set = 0, binding = 11, std140) uniform GIProbes {
+ GIProbeData data[MAX_GI_PROBES];
+}
+gi_probes;
+
+layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFGIProbeCascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ int filter_axis;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 light_color;
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_gi_probes;
+ uint pad;
+
+ mat3x4 cam_rotation;
+}
+params;
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec3 total_light = params.light_color;
+
+ float total_density = params.base_density;
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ /*
+ //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
+ float shadow = 0.0;
+ for(float xi=-1;xi<=1;xi++) {
+ for(float yi=-1;yi<=1;yi++) {
+ vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
+ shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
+ }
+
+ }
+
+ shadow /= 3.0 * 3.0;
+
+*/
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ }
+
+ //compute lights from cluster
+
+ vec3 cluster_pos;
+ cluster_pos.xy = fog_unit_pos.xy;
+ cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
+
+ uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
+
+ uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
+ uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < omni_light_count; i++) {
+ uint light_index = cluster_data.indices[omni_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[i].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[i].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
+ uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < spot_light_count; i++) {
+ uint light_index = cluster_data.indices[spot_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ vec3 light_rel_vec = lights.data[i].position - view_pos;
+ float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 spot_dir = lights.data[i].direction;
+ vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
+ attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ splane /= splane.w;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_gi_probes; i++) {
+ vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) {
+ position /= gi_probes.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+
+ imageStore(density_map, pos, vec4(total_light, total_density));
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0);
+ float prev_z = 0.0;
+
+ float t = 1.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previos pos
+ float d = abs(prev_z - z);
+ //compute exinction based on beer's
+ float extinction = t * exp(-d * fog.a);
+ //compute alpha based on different of extinctions
+ float alpha = t - extinction;
+ //update extinction
+ t = extinction;
+
+ fog_accum += vec4(fog.rgb * alpha, alpha);
+ prev_z = z;
+
+ vec4 fog_value;
+
+ if (fog_accum.a > 0.0) {
+ fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
+ } else {
+ fog_value = vec4(0.0);
+ }
+
+ imageStore(fog_map, fog_pos, fog_value);
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+}
diff --git a/servers/rendering/rendering_server_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp
index 5c0741bb3b..07eabfd430 100644
--- a/servers/rendering/rendering_server_canvas.cpp
+++ b/servers/rendering/rendering_server_canvas.cpp
@@ -900,13 +900,12 @@ void RenderingServerCanvas::canvas_item_attach_skeleton(RID p_item, RID p_skelet
void RenderingServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
- if (bool(canvas_item->copy_back_buffer != nullptr) != p_enable) {
- if (p_enable) {
- canvas_item->copy_back_buffer = memnew(RasterizerCanvas::Item::CopyBackBuffer);
- } else {
- memdelete(canvas_item->copy_back_buffer);
- canvas_item->copy_back_buffer = nullptr;
- }
+ if (p_enable && (canvas_item->copy_back_buffer == nullptr)) {
+ canvas_item->copy_back_buffer = memnew(RasterizerCanvas::Item::CopyBackBuffer);
+ }
+ if (!p_enable && (canvas_item->copy_back_buffer != nullptr)) {
+ memdelete(canvas_item->copy_back_buffer);
+ canvas_item->copy_back_buffer = nullptr;
}
if (p_enable) {
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 706912b353..b554425bef 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -114,6 +114,14 @@ public:
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
+#define BIND5R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
+#define BIND5RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
+#define BIND6R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
+#define BIND6RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
#define BIND0(m_name) \
void m_name() { DISPLAY_CHANGED BINDBASE->m_name(); }
@@ -160,14 +168,14 @@ public:
//these go pass-through, as they can be called from any thread
BIND1R(RID, texture_2d_create, const Ref<Image> &)
BIND2R(RID, texture_2d_layered_create, const Vector<Ref<Image>> &, TextureLayeredType)
- BIND1R(RID, texture_3d_create, const Vector<Ref<Image>> &)
+ BIND6R(RID, texture_3d_create, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
BIND1R(RID, texture_proxy_create, RID)
//goes pass-through
BIND3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
//these go through command queue if they are in another thread
BIND3(texture_2d_update, RID, const Ref<Image> &, int)
- BIND4(texture_3d_update, RID, const Ref<Image> &, int, int)
+ BIND2(texture_3d_update, RID, const Vector<Ref<Image>> &)
BIND2(texture_proxy_update, RID, RID)
//these also go pass-through
@@ -177,7 +185,7 @@ public:
BIND1RC(Ref<Image>, texture_2d_get, RID)
BIND2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- BIND3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
+ BIND1RC(Vector<Ref<Image>>, texture_3d_get, RID)
BIND2(texture_replace, RID, RID)
@@ -442,6 +450,8 @@ public:
BIND1R(bool, particles_is_inactive, RID)
BIND1(particles_request_process, RID)
BIND1(particles_restart, RID)
+ BIND6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
+ BIND2(particles_set_subemitter, RID, RID)
BIND2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
@@ -557,14 +567,19 @@ public:
BIND11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
BIND1(environment_glow_set_use_bicubic_upscale, bool)
+ BIND1(environment_glow_set_use_high_quality, bool)
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
- BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
- BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
- BIND5(environment_set_fog_height, RID, bool, float, float, float)
+ BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
+ BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
+
+ BIND2(environment_set_volumetric_fog_volume_size, int, int)
+ BIND1(environment_set_volumetric_fog_filter_active, bool)
+ BIND1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
+ BIND1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 2024f5b983..d8e52a5aae 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -2044,6 +2044,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
keep = false;
} else {
RSG::storage->particles_request_process(ins->base);
+ RSG::storage->particles_set_view_axis(ins->base, -p_cam_transform.basis.get_axis(2).normalized());
//particles visible? request redraw
RenderingServerRaster::redraw_request();
}
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 60a694eed5..372a7269dc 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -79,14 +79,14 @@ public:
//these go pass-through, as they can be called from any thread
virtual RID texture_2d_create(const Ref<Image> &p_image) { return rendering_server->texture_2d_create(p_image); }
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) { return rendering_server->texture_2d_layered_create(p_layers, p_layered_type); }
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) { return rendering_server->texture_3d_create(p_slices); }
+ virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { return rendering_server->texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); }
virtual RID texture_proxy_create(RID p_base) { return rendering_server->texture_proxy_create(p_base); }
//goes pass-through
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) { rendering_server->texture_2d_update_immediate(p_texture, p_image, p_layer); }
//these go through command queue if they are in another thread
FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
- FUNC4(texture_3d_update, RID, const Ref<Image> &, int, int)
+ FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
FUNC2(texture_proxy_update, RID, RID)
//these also go pass-through
@@ -96,7 +96,7 @@ public:
FUNC1RC(Ref<Image>, texture_2d_get, RID)
FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- FUNC3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
+ FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
FUNC2(texture_replace, RID, RID)
@@ -360,11 +360,14 @@ public:
FUNC1(particles_request_process, RID)
FUNC1(particles_restart, RID)
+ FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
+
FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
FUNC2(particles_set_draw_passes, RID, int)
FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
FUNC2(particles_set_emission_transform, RID, const Transform &)
+ FUNC2(particles_set_subemitter, RID, RID)
FUNC1R(AABB, particles_get_current_aabb, RID)
@@ -474,14 +477,20 @@ public:
FUNC11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
+ FUNC1(environment_glow_set_use_high_quality, bool)
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
- FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
- FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
- FUNC5(environment_set_fog_height, RID, bool, float, float, float)
+ FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
+
+ FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
+
+ FUNC2(environment_set_volumetric_fog_volume_size, int, int)
+ FUNC1(environment_set_volumetric_fog_filter_active, bool)
+ FUNC1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
+ FUNC1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index d6acad83f7..28c41fb2dc 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -33,15 +33,15 @@
#include "core/print_string.h"
#include "servers/rendering_server.h"
-static bool _is_text_char(CharType c) {
+static bool _is_text_char(char32_t c) {
return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9') || c == '_';
}
-static bool _is_number(CharType c) {
+static bool _is_number(char32_t c) {
return (c >= '0' && c <= '9');
}
-static bool _is_hex(CharType c) {
+static bool _is_hex(char32_t c) {
return (c >= '0' && c <= '9') || (c >= 'a' && c <= 'f') || (c >= 'A' && c <= 'F');
}
@@ -334,7 +334,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
};
ShaderLanguage::Token ShaderLanguage::_get_token() {
-#define GETCHAR(m_idx) (((char_idx + m_idx) < code.length()) ? code[char_idx + m_idx] : CharType(0))
+#define GETCHAR(m_idx) (((char_idx + m_idx) < code.length()) ? code[char_idx + m_idx] : char32_t(0))
while (true) {
char_idx++;
@@ -582,11 +582,11 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
break;
}
- str += CharType(GETCHAR(i));
+ str += char32_t(GETCHAR(i));
i++;
}
- CharType last_char = str[str.length() - 1];
+ char32_t last_char = str[str.length() - 1];
if (hexa_found) {
//integer(hex)
@@ -663,7 +663,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
String str;
while (_is_text_char(GETCHAR(0))) {
- str += CharType(GETCHAR(0));
+ str += char32_t(GETCHAR(0));
char_idx++;
}
@@ -920,13 +920,13 @@ void ShaderLanguage::clear() {
}
}
-bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name) {
- if (p_builtin_types.has(p_identifier)) {
+bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name) {
+ if (p_function_info.built_ins.has(p_identifier)) {
if (r_data_type) {
- *r_data_type = p_builtin_types[p_identifier].type;
+ *r_data_type = p_function_info.built_ins[p_identifier].type;
}
if (r_is_const) {
- *r_is_const = p_builtin_types[p_identifier].constant;
+ *r_is_const = p_function_info.built_ins[p_identifier].constant;
}
if (r_type) {
*r_type = IDENTIFIER_BUILTIN_VAR;
@@ -935,6 +935,20 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
return true;
}
+ if (p_function_info.stage_functions.has(p_identifier)) {
+ if (r_data_type) {
+ *r_data_type = p_function_info.stage_functions[p_identifier].return_type;
+ }
+ if (r_is_const) {
+ *r_is_const = true;
+ }
+ if (r_type) {
+ *r_type = IDENTIFIER_FUNCTION;
+ }
+
+ return true;
+ }
+
FunctionNode *function = nullptr;
while (p_block) {
@@ -2152,7 +2166,7 @@ const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[]
{ nullptr, 0 }
};
-bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {
+bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {
ERR_FAIL_COND_V(p_func->op != OP_CALL && p_func->op != OP_CONSTRUCT, false);
Vector<DataType> args;
@@ -2169,6 +2183,30 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
int argcount = args.size();
+ if (p_function_info.stage_functions.has(name)) {
+ //stage based function
+ const StageFunctionInfo &sf = p_function_info.stage_functions[name];
+ if (argcount != sf.arguments.size()) {
+ _set_error(vformat("Invalid number of arguments when calling stage function '%s', which expects %d arguments.", String(name), sf.arguments.size()));
+ return false;
+ }
+ //validate arguments
+ for (int i = 0; i < argcount; i++) {
+ if (args[i] != sf.arguments[i].type) {
+ _set_error(vformat("Invalid argument type when calling stage function '%s', type expected is '%s'.", String(name), String(get_datatype_name(sf.arguments[i].type))));
+ return false;
+ }
+ }
+
+ if (r_ret_type) {
+ *r_ret_type = sf.return_type;
+ }
+ if (r_ret_type_str) {
+ *r_ret_type_str = "";
+ }
+ return true;
+ }
+
bool failed_builtin = false;
bool unsupported_builtin = false;
int builtin_idx = 0;
@@ -2241,8 +2279,8 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
if (shader->uniforms.has(varname)) {
fail = true;
} else {
- if (p_builtin_types.has(varname)) {
- BuiltInInfo info = p_builtin_types[varname];
+ if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
fail = true;
}
@@ -2278,7 +2316,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
const BlockNode *b = p_block;
bool valid = false;
while (b) {
- if (b->variables.has(var_name) || p_builtin_types.has(var_name)) {
+ if (b->variables.has(var_name) || p_function_info.built_ins.has(var_name)) {
valid = true;
break;
}
@@ -2353,10 +2391,13 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
err += ",";
}
- if (p_func->arguments[i + 1]->type == Node::TYPE_CONSTANT && p_func->arguments[i + 1]->get_datatype() == TYPE_INT && static_cast<ConstantNode *>(p_func->arguments[i + 1])->values[0].sint < 0) {
- err += "-";
+ String arg_name;
+ if (args[i] == TYPE_STRUCT) {
+ arg_name = args2[i];
+ } else {
+ arg_name = get_datatype_name(args[i]);
}
- err += get_datatype_name(args[i]);
+ err += arg_name;
}
err += ")";
_set_error(err);
@@ -2380,6 +2421,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
return false;
}
+ int last_arg_count = 0;
+ String arg_list = "";
+
for (int i = 0; i < shader->functions.size(); i++) {
if (name != shader->functions[i].name) {
continue;
@@ -2391,21 +2435,45 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
}
FunctionNode *pfunc = shader->functions[i].function;
+ if (arg_list == "") {
+ for (int j = 0; j < pfunc->arguments.size(); j++) {
+ if (j > 0) {
+ arg_list += ", ";
+ }
+ String func_arg_name;
+ if (pfunc->arguments[j].type == TYPE_STRUCT) {
+ func_arg_name = pfunc->arguments[j].type_str;
+ } else {
+ func_arg_name = get_datatype_name(pfunc->arguments[j].type);
+ }
+ arg_list += func_arg_name;
+ }
+ }
if (pfunc->arguments.size() != args.size()) {
+ last_arg_count = pfunc->arguments.size();
continue;
}
bool fail = false;
for (int j = 0; j < args.size(); j++) {
- if (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str) {
- fail = true;
- break;
- }
if (get_scalar_type(args[j]) == args[j] && p_func->arguments[j + 1]->type == Node::TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[j + 1]), pfunc->arguments[j].type)) {
//all good, but it needs implicit conversion later
- } else if (args[j] != pfunc->arguments[j].type) {
+ } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str)) {
+ String func_arg_name;
+ if (pfunc->arguments[j].type == TYPE_STRUCT) {
+ func_arg_name = pfunc->arguments[j].type_str;
+ } else {
+ func_arg_name = get_datatype_name(pfunc->arguments[j].type);
+ }
+ String arg_name;
+ if (args[j] == TYPE_STRUCT) {
+ arg_name = args2[j];
+ } else {
+ arg_name = get_datatype_name(args[j]);
+ }
+ _set_error(vformat("Invalid argument for \"%s(%s)\" function: argument %s should be %s but is %s.", String(name), arg_list, j + 1, func_arg_name, arg_name));
fail = true;
break;
}
@@ -2441,6 +2509,12 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const Map<Strin
}
}
+ if (last_arg_count > args.size()) {
+ _set_error(vformat("Too few arguments for \"%s(%s)\" call. Expected at least %s but received %s.", String(name), arg_list, last_arg_count, args.size()));
+ } else if (last_arg_count < args.size()) {
+ _set_error(vformat("Too many arguments for \"%s(%s)\" call. Expected at most %s but received %s.", String(name), arg_list, last_arg_count, args.size()));
+ }
+
return false;
}
@@ -2456,7 +2530,7 @@ bool ShaderLanguage::_compare_datatypes_in_nodes(Node *a, Node *b) const {
return true;
}
-bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
+bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg) {
TkPos pos = _get_tkpos();
Token tk = _get_token();
@@ -2478,7 +2552,7 @@ bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<Str
}
}
- Node *arg = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *arg = _parse_and_reduce_expression(p_block, p_function_info);
if (!arg) {
return false;
@@ -3017,16 +3091,16 @@ bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
return false;
}
-bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types, String *r_message) {
+bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message) {
if (p_node->type == Node::TYPE_OPERATOR) {
OperatorNode *op = static_cast<OperatorNode *>(p_node);
if (op->op == OP_INDEX) {
- return _validate_assign(op->arguments[0], p_builtin_types, r_message);
+ return _validate_assign(op->arguments[0], p_function_info, r_message);
} else if (_is_operator_assign(op->op)) {
//chained assignment
- return _validate_assign(op->arguments[1], p_builtin_types, r_message);
+ return _validate_assign(op->arguments[1], p_function_info, r_message);
} else if (op->op == OP_CALL) {
if (r_message) {
@@ -3045,7 +3119,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltI
return false;
}
- return _validate_assign(member->owner, p_builtin_types, r_message);
+ return _validate_assign(member->owner, p_function_info, r_message);
} else if (p_node->type == Node::TYPE_VARIABLE) {
VariableNode *var = static_cast<VariableNode *>(p_node);
@@ -3071,7 +3145,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltI
return false;
}
- if (!(p_builtin_types.has(var->name) && p_builtin_types[var->name].constant)) {
+ if (!(p_function_info.built_ins.has(var->name) && p_function_info.built_ins[var->name].constant)) {
return true;
}
} else if (p_node->type == Node::TYPE_ARRAY) {
@@ -3168,7 +3242,7 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
ERR_FAIL_V(false); //bug? function not found
}
-ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
+ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
Vector<Expression> expression;
//Vector<TokenType> operators;
@@ -3184,7 +3258,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PARENTHESIS_OPEN) {
//handle subexpression
- expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return nullptr;
}
@@ -3257,7 +3331,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
int carg = -1;
- bool ok = _parse_function_arguments(p_block, p_builtin_types, func, &carg);
+ bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
if (carg >= 0) {
completion_type = COMPLETION_CALL_ARGUMENTS;
@@ -3271,7 +3345,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_function_call(p_block, p_builtin_types, func, &func->return_cache, &func->struct_name)) {
+ if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
_set_error("No matching constructor found for: '" + String(funcname->name) + "'");
return nullptr;
}
@@ -3347,7 +3421,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return nullptr;
@@ -3408,7 +3482,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return nullptr;
}
@@ -3448,7 +3522,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
nexpr = an;
} else {
- nexpr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ nexpr = _parse_and_reduce_expression(p_block, p_function_info);
if (!nexpr) {
return nullptr;
}
@@ -3490,7 +3564,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
int carg = -1;
- bool ok = _parse_function_arguments(p_block, p_builtin_types, func, &carg);
+ bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
// Check if block has a variable with the same name as function to prevent shader crash.
ShaderLanguage::BlockNode *bnode = p_block;
@@ -3532,7 +3606,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_function_call(p_block, p_builtin_types, func, &func->return_cache, &func->struct_name)) {
+ if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
_set_error("No matching function found for: '" + String(funcname->name) + "'");
return nullptr;
}
@@ -3584,8 +3658,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else if (shader->uniforms.has(varname)) {
error = true;
} else {
- if (p_builtin_types.has(varname)) {
- BuiltInInfo info = p_builtin_types[varname];
+ if (p_function_info.built_ins.has(varname)) {
+ BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
error = true;
}
@@ -3617,7 +3691,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat)) {
return nullptr;
}
- } else if (p_builtin_types.has(varname)) {
+ } else if (p_function_info.built_ins.has(varname)) {
//a built-in
if (!_propagate_function_call_sampler_builtin_reference(name, i, varname)) {
return nullptr;
@@ -3672,7 +3746,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
} else {
- if (!_find_identifier(p_block, false, p_builtin_types, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
+ if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
_set_error("Unknown identifier in expression: " + String(identifier));
return nullptr;
}
@@ -3697,7 +3771,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (tk.type == TK_PERIOD) {
completion_class = TAG_ARRAY;
p_block->block_tag = SubClassTag::TAG_ARRAY;
- call_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ call_expression = _parse_and_reduce_expression(p_block, p_function_info);
p_block->block_tag = SubClassTag::TAG_GLOBAL;
if (!call_expression) {
return nullptr;
@@ -3705,7 +3779,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
data_type = call_expression->get_datatype();
} else { // indexing
- index_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
return nullptr;
}
@@ -3869,7 +3943,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -3933,7 +4007,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -4000,7 +4074,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
break;
}
- const CharType *c = ident.ptr();
+ const char32_t *c = ident.ptr();
for (int i = 0; i < l; i++) {
switch (c[i]) {
case 'r':
@@ -4085,7 +4159,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Nested array length() is not yet implemented");
return nullptr;
} else if (tk.type == TK_BRACKET_OPEN) {
- Node *index_expression = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
return nullptr;
}
@@ -4134,7 +4208,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
*/
} else if (tk.type == TK_BRACKET_OPEN) {
- Node *index = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *index = _parse_and_reduce_expression(p_block, p_function_info);
if (!index) {
return nullptr;
}
@@ -4276,7 +4350,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- if (!_validate_assign(expr, p_builtin_types)) {
+ if (!_validate_assign(expr, p_function_info)) {
_set_error("Invalid use of increment/decrement operator in constant expression.");
return nullptr;
}
@@ -4574,7 +4648,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
for (int i = expr_pos - 1; i >= next_op; i--) {
OperatorNode *op = alloc_node<OperatorNode>();
op->op = expression[i].op;
- if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_builtin_types)) {
+ if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_function_info)) {
_set_error("Can't use increment/decrement operator in constant expression.");
return nullptr;
}
@@ -4648,7 +4722,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (_is_operator_assign(op->op)) {
String assign_message;
- if (!_validate_assign(expression[next_op - 1].node, p_builtin_types, &assign_message)) {
+ if (!_validate_assign(expression[next_op - 1].node, p_function_info, &assign_message)) {
_set_error(assign_message);
return nullptr;
}
@@ -4802,8 +4876,8 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
return p_node;
}
-ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
- ShaderLanguage::Node *expr = _parse_expression(p_block, p_builtin_types);
+ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
+ ShaderLanguage::Node *expr = _parse_expression(p_block, p_function_info);
if (!expr) { //errored
return nullptr;
}
@@ -4813,7 +4887,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_
return expr;
}
-Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
+Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one, bool p_can_break, bool p_can_continue) {
while (true) {
TkPos pos = _get_tkpos();
@@ -4897,7 +4971,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
StringName name = tk.text;
ShaderLanguage::IdentifierType itype;
- if (_find_identifier(p_block, true, p_builtin_types, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
+ if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
if (itype != IDENTIFIER_FUNCTION) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
@@ -5016,7 +5090,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return ERR_PARSE_ERROR;
@@ -5097,7 +5171,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5169,7 +5243,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
decl.initializer = nullptr;
//variable created with assignment! must parse an expression
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5229,7 +5303,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
//a sub block, just because..
BlockNode *block = alloc_node<BlockNode>();
block->parent_block = p_block;
- if (_parse_block(block, p_builtin_types, false, p_can_break, p_can_continue) != OK) {
+ if (_parse_block(block, p_function_info, false, p_can_break, p_can_continue) != OK) {
return ERR_PARSE_ERROR;
}
p_block->statements.push_back(block);
@@ -5243,7 +5317,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
cf->flow_op = FLOW_OP_IF;
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5265,7 +5339,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
+ Error err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
if (err) {
return err;
}
@@ -5276,7 +5350,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
block = alloc_node<BlockNode>();
block->parent_block = p_block;
cf->blocks.push_back(block);
- err = _parse_block(block, p_builtin_types, true, p_can_break, p_can_continue);
+ err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
} else {
_set_tkpos(pos); //rollback
@@ -5295,7 +5369,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
cf->flow_op = FLOW_OP_SWITCH;
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5323,7 +5397,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
int prev_type = TK_CF_CASE;
while (true) { // Go-through multiple cases.
- if (_parse_block(switch_block, p_builtin_types, true, true, false) != OK) {
+ if (_parse_block(switch_block, p_function_info, true, true, false) != OK) {
return ERR_PARSE_ERROR;
}
pos = _get_tkpos();
@@ -5424,7 +5498,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(case_block);
p_block->statements.push_back(cf);
- Error err = _parse_block(case_block, p_builtin_types, false, true, false);
+ Error err = _parse_block(case_block, p_function_info, false, true, false);
if (err) {
return err;
}
@@ -5458,7 +5532,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(default_block);
p_block->statements.push_back(cf);
- Error err = _parse_block(default_block, p_builtin_types, false, true, false);
+ Error err = _parse_block(default_block, p_function_info, false, true, false);
if (err) {
return err;
}
@@ -5475,7 +5549,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
do_block = alloc_node<BlockNode>();
do_block->parent_block = p_block;
- Error err = _parse_block(do_block, p_builtin_types, true, true, true);
+ Error err = _parse_block(do_block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5499,7 +5573,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
cf->flow_op = FLOW_OP_WHILE;
}
- Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5516,7 +5590,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, true, true);
+ Error err = _parse_block(block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5547,11 +5621,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
init_block->parent_block = p_block;
init_block->single_statement = true;
cf->blocks.push_back(init_block);
- if (_parse_block(init_block, p_builtin_types, true, false, false) != OK) {
+ if (_parse_block(init_block, p_function_info, true, false, false) != OK) {
return ERR_PARSE_ERROR;
}
- Node *n = _parse_and_reduce_expression(init_block, p_builtin_types);
+ Node *n = _parse_and_reduce_expression(init_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5569,7 +5643,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->expressions.push_back(n);
- n = _parse_and_reduce_expression(init_block, p_builtin_types);
+ n = _parse_and_reduce_expression(init_block, p_function_info);
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -5587,7 +5661,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
cf->blocks.push_back(block);
p_block->statements.push_back(cf);
- Error err = _parse_block(block, p_builtin_types, true, true, true);
+ Error err = _parse_block(block, p_function_info, true, true, true);
if (err) {
return err;
}
@@ -5623,7 +5697,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
} else {
_set_tkpos(pos); //rollback, wants expression
- Node *expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -5725,7 +5799,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
} else {
//nothing else, so expression
_set_tkpos(pos); //rollback
- Node *expr = _parse_and_reduce_expression(p_block, p_builtin_types);
+ Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -6066,7 +6140,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
name = tk.text;
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6315,7 +6389,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
//reset scope for next uniform
if (tk.type == TK_OP_ASSIGN) {
- Node *expr = _parse_and_reduce_expression(nullptr, Map<StringName, BuiltInInfo>());
+ Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!expr) {
return ERR_PARSE_ERROR;
}
@@ -6440,7 +6514,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6553,7 +6627,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return ERR_PARSE_ERROR;
@@ -6634,7 +6708,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -6689,7 +6763,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
constant.initializer = static_cast<ConstantNode *>(expr);
} else {
//variable created with assignment! must parse an expression
- Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ Node *expr = _parse_and_reduce_expression(NULL, FunctionInfo());
if (!expr)
return ERR_PARSE_ERROR;
if (expr->type == Node::TYPE_OPERATOR && ((OperatorNode *)expr)->op == OP_CALL) {
@@ -6726,7 +6800,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
name = tk.text;
- if (_find_identifier(nullptr, false, Map<StringName, BuiltInInfo>(), name)) {
+ if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -6749,14 +6823,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
break;
}
- Map<StringName, BuiltInInfo> builtin_types;
+ FunctionInfo builtins;
if (p_functions.has(name)) {
- builtin_types = p_functions[name].built_ins;
+ builtins = p_functions[name];
}
if (p_functions.has("global")) { // Adds global variables: 'TIME'
for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
- builtin_types.insert(E->key(), E->value());
+ builtins.built_ins.insert(E->key(), E->value());
}
}
@@ -6879,7 +6953,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
pname = tk.text;
ShaderLanguage::IdentifierType itype;
- if (_find_identifier(func_node->body, false, builtin_types, pname, (ShaderLanguage::DataType *)nullptr, &itype)) {
+ if (_find_identifier(func_node->body, false, builtins, pname, (ShaderLanguage::DataType *)nullptr, &itype)) {
if (itype != IDENTIFIER_FUNCTION) {
_set_error("Redefinition of '" + String(pname) + "'");
return ERR_PARSE_ERROR;
@@ -6941,7 +7015,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
current_function = name;
- Error err = _parse_block(func_node->body, builtin_types);
+ Error err = _parse_block(func_node->body, builtins);
if (err) {
return err;
}
@@ -6979,6 +7053,11 @@ bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionI
return true;
}
}
+ if (p_functions.has("compute")) {
+ if (p_functions["compute"].built_ins.has(p_name)) {
+ return true;
+ }
+ }
return false;
}
@@ -7034,7 +7113,7 @@ Error ShaderLanguage::_find_last_flow_op_in_block(BlockNode *p_block, FlowOperat
static int _get_first_ident_pos(const String &p_code) {
int idx = 0;
-#define GETCHAR(m_idx) (((idx + m_idx) < p_code.length()) ? p_code[idx + m_idx] : CharType(0))
+#define GETCHAR(m_idx) (((idx + m_idx) < p_code.length()) ? p_code[idx + m_idx] : char32_t(0))
while (true) {
if (GETCHAR(0) == '/' && GETCHAR(1) == '/') {
@@ -7295,7 +7374,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
if (j == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
if (shader->functions[i].function->arguments[j].is_const) {
@@ -7315,7 +7394,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += shader->functions[i].function->arguments[j].name;
if (j == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
}
@@ -7378,7 +7457,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
if (i == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
if (out_arg >= 0 && i == out_arg) {
@@ -7388,7 +7467,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
if (i == completion_argument) {
- calltip += CharType(0xFFFF);
+ calltip += char32_t(0xFFFF);
}
found_arg = true;
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index faf06a9a85..0d044a21c7 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -730,8 +730,25 @@ public:
constant(p_constant) {}
};
+ struct StageFunctionInfo {
+ struct Argument {
+ StringName name;
+ DataType type;
+
+ Argument(const StringName &p_name = StringName(), DataType p_type = TYPE_VOID) {
+ name = p_name;
+ type = p_type;
+ }
+ };
+
+ Vector<Argument> arguments;
+ DataType return_type = TYPE_VOID;
+ };
+
struct FunctionInfo {
Map<StringName, BuiltInInfo> built_ins;
+ Map<StringName, StageFunctionInfo> stage_functions;
+
bool can_discard;
};
static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
@@ -802,9 +819,9 @@ private:
IDENTIFIER_CONSTANT,
};
- bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr);
+ bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr);
bool _is_operator_assign(Operator p_op) const;
- bool _validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types, String *r_message = nullptr);
+ bool _validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message = nullptr);
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = nullptr);
struct BuiltinFuncDef {
@@ -837,16 +854,16 @@ private:
Error _validate_datatype(DataType p_type);
bool _compare_datatypes_in_nodes(Node *a, Node *b) const;
- bool _validate_function_call(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str);
- bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = nullptr);
+ bool _validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str);
+ bool _parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg = nullptr);
bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat);
bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin);
- Node *_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
+ Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
- Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
- Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
+ Node *_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
+ Error _parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
String _get_shader_type_list(const Set<String> &p_shader_types) const;
String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 06cb6171a5..ad5cbc9e51 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -145,7 +145,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
@@ -270,20 +271,41 @@ ShaderTypes::ShaderTypes() {
/************ PARTICLES **************************/
shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
+
+ {
+ ShaderLanguage::StageFunctionInfo emit_vertex_func;
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("xform", ShaderLanguage::TYPE_MAT4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("velocity", ShaderLanguage::TYPE_VEC3));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("color", ShaderLanguage::TYPE_VEC4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
+ emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
+ emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_particle"] = emit_vertex_func;
+ }
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity");
@@ -328,6 +350,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
+ shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
shader_types.insert("spatial");
shader_types.insert("canvas_item");
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index c156313c15..8f863a6fc8 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1747,11 +1747,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
- ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &RenderingServer::environment_set_fog);
-
- ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &RenderingServer::environment_set_fog_depth);
-
- ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &RenderingServer::environment_set_fog_height);
+ ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);
@@ -2391,6 +2387,7 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/glow/upscale_mode", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/quality/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
GLOBAL_DEF("rendering/quality/glow/upscale_mode.mobile", 0);
+ GLOBAL_DEF("rendering/quality/glow/use_high_quality", false);
GLOBAL_DEF("rendering/quality/screen_space_reflection/roughness_quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/quality/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
@@ -2411,6 +2408,17 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"));
GLOBAL_DEF("rendering/sdfgi/frames_to_converge", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"));
+
+ GLOBAL_DEF("rendering/volumetric_fog/volume_size", 64);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
+ GLOBAL_DEF("rendering/volumetric_fog/volume_depth", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
+ GLOBAL_DEF("rendering/volumetric_fog/use_filter", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
+ GLOBAL_DEF("rendering/volumetric_fog/directional_shadow_shrink", 512);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/directional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/directional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
+ GLOBAL_DEF("rendering/volumetric_fog/positional_shadow_shrink", 512);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/positional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/positional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
}
RenderingServer::~RenderingServer() {
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 109e9e53c5..49f840948f 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -97,12 +97,12 @@ public:
virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) = 0;
- virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) = 0; //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0; //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base) = 0;
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
- virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0;
//these two APIs can be used together or in combination with the others.
@@ -112,7 +112,7 @@ public:
virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
- virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
@@ -390,6 +390,7 @@ public:
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
LIGHT_PARAM_SHADOW_BLUR,
+ LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
LIGHT_PARAM_TRANSMITTANCE_BIAS,
LIGHT_PARAM_MAX
};
@@ -562,7 +563,7 @@ public:
virtual RID particles_create() = 0;
- virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
+ virtual void particles_set_emitting(RID p_particles, bool p_enable) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
@@ -580,6 +581,18 @@ public:
virtual void particles_request_process(RID p_particles) = 0;
virtual void particles_restart(RID p_particles) = 0;
+ virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
+
+ enum ParticlesEmitFlags {
+ PARTICLES_EMIT_FLAG_POSITION = 1,
+ PARTICLES_EMIT_FLAG_ROTATION_SCALE = 2,
+ PARTICLES_EMIT_FLAG_VELOCITY = 4,
+ PARTICLES_EMIT_FLAG_COLOR = 8,
+ PARTICLES_EMIT_FLAG_CUSTOM = 16
+ };
+
+ virtual void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
+
enum ParticlesDrawOrder {
PARTICLES_DRAW_ORDER_INDEX,
PARTICLES_DRAW_ORDER_LIFETIME,
@@ -783,6 +796,7 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,
@@ -861,9 +875,20 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
- virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
- virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
+
+ enum EnvVolumetricFogShadowFilter {
+ ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
+ ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW,
+ ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM,
+ ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH,
+ };
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
+ virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
+ virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
diff --git a/servers/text_server.h b/servers/text_server.h
new file mode 100644
index 0000000000..e69de29bb2
--- /dev/null
+++ b/servers/text_server.h