diff options
34 files changed, 391 insertions, 53 deletions
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 93d2bb8548..5c317a5088 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -466,6 +466,21 @@ <member name="filesystem/external_programs/raster_image_editor" type="String" setter="" getter=""> The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. </member> + <member name="filesystem/external_programs/terminal_emulator" type="String" setter="" getter=""> + The terminal emulator program to use when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the [code]PATH[/code] environment variable. + If left empty, Godot will use the default terminal emulator for the system: + - [b]Windows:[/b] PowerShell + - [b]macOS:[/b] Terminal.app + - [b]Linux:[/b] The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm. + To use Command Prompt (cmd) instead of PowerShell on Windows, enter [code]cmd[/code] in this field and the correct flags will automatically be used. + On macOS, make sure to point to the actual program binary located within the [code]Programs/MacOS[/code] folder of the .app bundle, rather than the .app bundle directory. + If specifying a custom terminal emulator, you may need to override [member filesystem/external_programs/terminal_emulator_flags] so it opens in the correct folder. + </member> + <member name="filesystem/external_programs/terminal_emulator_flags" type="String" setter="" getter=""> + The command-line arguments to pass to the terminal emulator that is run when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See also [member filesystem/external_programs/terminal_emulator]. + If left empty, the default flags are [code]{directory}[/code], which is replaced by the absolute path to the directory that is being opened in the terminal. + [b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder. + </member> <member name="filesystem/external_programs/vector_image_editor" type="String" setter="" getter=""> The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program. </member> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 94b1815dce..77ead8fca0 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -127,6 +127,7 @@ <theme_item name="outline_size" data_type="constant" type="int" default="0"> Text outline size. [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended. + [b]Note:[/b] Using a value that is larger than half the font size is not recommended, as the font outline may fail to be fully closed in this case. </theme_item> <theme_item name="shadow_offset_x" data_type="constant" type="int" default="1"> The horizontal offset of the text's shadow. diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml index 0471b8c275..492b6164bf 100644 --- a/doc/classes/Slider.xml +++ b/doc/classes/Slider.xml @@ -33,7 +33,7 @@ </signal> <signal name="drag_started"> <description> - Emitted when dragging is started. + Emitted when dragging is started. This is emitted before the corresponding [signal Range.value_changed] signal. </description> </signal> </signals> diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index a860793c21..045511321a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -328,6 +328,7 @@ private: }; enum { + INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3, INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7, diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index 98706a10f2..e6ba39cae7 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -500,6 +500,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "filesystem/external_programs/vector_image_editor", "", "") EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "filesystem/external_programs/audio_editor", "", "") EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "filesystem/external_programs/3d_model_editor", "", "") + EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "filesystem/external_programs/terminal_emulator", "", "") + EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_PLACEHOLDER_TEXT, "filesystem/external_programs/terminal_emulator_flags", "", "Call flags with placeholder: {directory}."); // Directories EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_DIR, "filesystem/directories/autoscan_project_path", "", "") diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp index 1b966fced1..e5d03942e3 100644 --- a/editor/filesystem_dock.cpp +++ b/editor/filesystem_dock.cpp @@ -2135,6 +2135,135 @@ void FileSystemDock::_file_option(int p_option, const Vector<String> &p_selected } } break; + case FILE_OPEN_IN_TERMINAL: { + String fpath = current_path; + if (current_path == "Favorites") { + fpath = p_selected[0]; + } + + Vector<String> terminal_emulators; + const String terminal_emulator_setting = EDITOR_GET("filesystem/external_programs/terminal_emulator"); + if (terminal_emulator_setting.is_empty()) { + // Figure out a default terminal emulator to use. +#if defined(WINDOWS_ENABLED) + // Default to PowerShell as done by Windows 10 and later. + terminal_emulators.push_back("powershell"); +#elif defined(MACOS_ENABLED) + terminal_emulators.push_back("/System/Applications/Utilities/Terminal.app"); +#elif defined(LINUXBSD_ENABLED) + // Try terminal emulators that ship with common Linux distributions first. + terminal_emulators.push_back("gnome-terminal"); + terminal_emulators.push_back("konsole"); + terminal_emulators.push_back("xfce4-terminal"); + terminal_emulators.push_back("lxterminal"); + terminal_emulators.push_back("kitty"); + terminal_emulators.push_back("alacritty"); + terminal_emulators.push_back("urxvt"); + terminal_emulators.push_back("xterm"); +#endif + } else { + // Use the user-specified terminal. + terminal_emulators.push_back(terminal_emulator_setting); + } + + String arguments = EDITOR_GET("filesystem/external_programs/terminal_emulator_flags"); + if (arguments.is_empty()) { + // NOTE: This default value is ignored further below if the terminal executable is `powershell` or `cmd`, + // due to these terminals requiring nonstandard syntax to start in a specified folder. + arguments = "{directory}"; + } + +#ifdef LINUXBSD_ENABLED + String chosen_terminal_emulator; + for (const String &terminal_emulator : terminal_emulators) { + List<String> test_args; // Required for `execute()`, as it doesn't accept `Vector<String>`. + test_args.push_back("-v"); + test_args.push_back(terminal_emulator); + // Silence command name being printed when found. (stderr is already silenced by `OS::execute()` by default.) + // FIXME: This doesn't appear to silence stdout. + test_args.push_back(">"); + test_args.push_back("/dev/null"); + int exit_code = 0; + const Error err = OS::get_singleton()->execute("command", test_args, nullptr, &exit_code); + if (err == OK && exit_code == EXIT_SUCCESS) { + chosen_terminal_emulator = terminal_emulator; + break; + } else if (err == ERR_CANT_FORK) { + ERR_PRINT_ED(vformat(TTR("Couldn't run external program to check for terminal emulator presence: command -v %s"), terminal_emulator)); + } + } +#else + // On Windows and macOS, the first (and only) terminal emulator in the list is always available. + String chosen_terminal_emulator = terminal_emulators[0]; +#endif + + List<String> terminal_emulator_args; // Required for `execute()`, as it doesn't accept `Vector<String>`. +#ifdef LINUXBSD_ENABLED + // Prepend default arguments based on the terminal emulator name. + // Use `String.ends_with()` so that installations in non-default paths + // or `/usr/local/bin` are detected correctly. + if (chosen_terminal_emulator.ends_with("konsole")) { + terminal_emulator_args.push_back("--workdir"); + } +#endif + + bool append_default_args = true; + +#ifdef WINDOWS_ENABLED + // Prepend default arguments based on the terminal emulator name. + // Use `String.get_basename().to_lower()` to handle Windows' case-insensitive paths + // with optional file extensions for executables in `PATH`. + if (chosen_terminal_emulator.get_basename().to_lower() == "powershell") { + terminal_emulator_args.push_back("-noexit"); + terminal_emulator_args.push_back("-command"); + terminal_emulator_args.push_back("cd '{directory}'"); + append_default_args = false; + } else if (chosen_terminal_emulator.get_basename().to_lower() == "cmd") { + terminal_emulator_args.push_back("/K"); + terminal_emulator_args.push_back("cd /d {directory}"); + append_default_args = false; + } +#endif + + Vector<String> arguments_array = arguments.split(" "); + for (const String &argument : arguments_array) { + if (!append_default_args && argument == "{directory}") { + // Prevent appending a `{directory}` placeholder twice when using powershell or cmd. + // This allows users to enter the path to cmd or PowerShell in the custom terminal emulator path, + // and make it work without having to enter custom arguments. + continue; + } + terminal_emulator_args.push_back(argument); + } + + const bool is_directory = fpath.ends_with("/"); + for (int i = 0; i < terminal_emulator_args.size(); i++) { + if (is_directory) { + terminal_emulator_args[i] = terminal_emulator_args[i].replace("{directory}", ProjectSettings::get_singleton()->globalize_path(fpath)); + } else { + terminal_emulator_args[i] = terminal_emulator_args[i].replace("{directory}", ProjectSettings::get_singleton()->globalize_path(fpath).get_base_dir()); + } + } + + if (OS::get_singleton()->is_stdout_verbose()) { + // Print full command line to help with troubleshooting. + String command_string = chosen_terminal_emulator; + for (const String &arg : terminal_emulator_args) { + command_string += " " + arg; + } + print_line("Opening terminal emulator:", command_string); + } + + const Error err = OS::get_singleton()->create_process(chosen_terminal_emulator, terminal_emulator_args, nullptr, true); + if (err != OK) { + String args_string; + for (int i = 0; i < terminal_emulator_args.size(); i++) { + args_string += terminal_emulator_args[i]; + } + ERR_PRINT_ED(vformat(TTR("Couldn't run external terminal program (error code %d): %s %s\nCheck `filesystem/external_programs/terminal_emulator` and `filesystem/external_programs/terminal_emulator_flags` in the Editor Settings."), err, chosen_terminal_emulator, args_string)); + } + } break; + case FILE_OPEN: { // Open folders. TreeItem *selected = tree->get_root(); @@ -3055,12 +3184,16 @@ void FileSystemDock::_file_and_folders_fill_popup(PopupMenu *p_popup, Vector<Str // Opening the system file manager is not supported on the Android and web editors. const bool is_directory = fpath.ends_with("/"); - const String item_text = is_directory ? TTR("Open in File Manager") : TTR("Show in File Manager"); + p_popup->add_icon_shortcut(get_editor_theme_icon(SNAME("Filesystem")), ED_GET_SHORTCUT("filesystem_dock/show_in_explorer"), FILE_SHOW_IN_EXPLORER); - p_popup->set_item_text(p_popup->get_item_index(FILE_SHOW_IN_EXPLORER), item_text); + p_popup->set_item_text(p_popup->get_item_index(FILE_SHOW_IN_EXPLORER), is_directory ? TTR("Open in File Manager") : TTR("Show in File Manager")); + if (!is_directory) { p_popup->add_icon_shortcut(get_editor_theme_icon(SNAME("ExternalLink")), ED_GET_SHORTCUT("filesystem_dock/open_in_external_program"), FILE_OPEN_EXTERNAL); } + + p_popup->add_icon_shortcut(get_editor_theme_icon(SNAME("Terminal")), ED_GET_SHORTCUT("filesystem_dock/open_in_terminal"), FILE_OPEN_IN_TERMINAL); + p_popup->set_item_text(p_popup->get_item_index(FILE_OPEN_IN_TERMINAL), is_directory ? TTR("Open in Terminal") : TTR("Open Containing Folder in Terminal")); #endif current_path = fpath; @@ -3105,6 +3238,7 @@ void FileSystemDock::_tree_empty_click(const Vector2 &p_pos, MouseButton p_butto // Opening the system file manager is not supported on the Android and web editors. tree_popup->add_separator(); tree_popup->add_icon_shortcut(get_editor_theme_icon(SNAME("Filesystem")), ED_GET_SHORTCUT("filesystem_dock/show_in_explorer"), FILE_SHOW_IN_EXPLORER); + tree_popup->add_icon_shortcut(get_editor_theme_icon(SNAME("Terminal")), ED_GET_SHORTCUT("filesystem_dock/open_in_terminal"), FILE_OPEN_IN_TERMINAL); #endif tree_popup->set_position(tree->get_screen_position() + p_pos); @@ -3283,6 +3417,8 @@ void FileSystemDock::_tree_gui_input(Ref<InputEvent> p_event) { _tree_rmb_option(FILE_SHOW_IN_EXPLORER); } else if (ED_IS_SHORTCUT("filesystem_dock/open_in_external_program", p_event)) { _tree_rmb_option(FILE_OPEN_EXTERNAL); + } else if (ED_IS_SHORTCUT("filesystem_dock/open_in_terminal", p_event)) { + _tree_rmb_option(FILE_OPEN_IN_TERMINAL); } else if (ED_IS_SHORTCUT("editor/open_search", p_event)) { focus_on_filter(); } else { @@ -3343,6 +3479,8 @@ void FileSystemDock::_file_list_gui_input(Ref<InputEvent> p_event) { _file_list_rmb_option(FILE_RENAME); } else if (ED_IS_SHORTCUT("filesystem_dock/show_in_explorer", p_event)) { _file_list_rmb_option(FILE_SHOW_IN_EXPLORER); + } else if (ED_IS_SHORTCUT("filesystem_dock/open_in_terminal", p_event)) { + _file_list_rmb_option(FILE_OPEN_IN_TERMINAL); } else if (ED_IS_SHORTCUT("editor/open_search", p_event)) { focus_on_filter(); } else { @@ -3547,6 +3685,7 @@ FileSystemDock::FileSystemDock() { // Opening the system file manager or opening in an external program is not supported on the Android and web editors. ED_SHORTCUT("filesystem_dock/show_in_explorer", TTR("Open in File Manager")); ED_SHORTCUT("filesystem_dock/open_in_external_program", TTR("Open in External Program")); + ED_SHORTCUT("filesystem_dock/open_in_terminal", TTR("Open in Terminal")); #endif // Properly translating color names would require a separate HashMap, so for simplicity they are provided as comments. diff --git a/editor/filesystem_dock.h b/editor/filesystem_dock.h index f70afaa65e..d7203c15bd 100644 --- a/editor/filesystem_dock.h +++ b/editor/filesystem_dock.h @@ -121,6 +121,7 @@ private: FILE_NEW, FILE_SHOW_IN_EXPLORER, FILE_OPEN_EXTERNAL, + FILE_OPEN_IN_TERMINAL, FILE_COPY_PATH, FILE_COPY_UID, FOLDER_EXPAND_ALL, diff --git a/editor/icons/Terminal.svg b/editor/icons/Terminal.svg new file mode 100644 index 0000000000..5d92bdf8be --- /dev/null +++ b/editor/icons/Terminal.svg @@ -0,0 +1 @@ +<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill="none" stroke="#fff" stroke-linecap="round" stroke-linejoin="round" stroke-width="2"><path d="m2 13 5.0000552-5-5.0000552-5"/><path d="m9 13h5"/></g></svg> diff --git a/editor/plugins/tiles/tile_set_editor.cpp b/editor/plugins/tiles/tile_set_editor.cpp index ef56e66e85..7242920368 100644 --- a/editor/plugins/tiles/tile_set_editor.cpp +++ b/editor/plugins/tiles/tile_set_editor.cpp @@ -117,11 +117,11 @@ void TileSetEditor::_load_texture_files(const Vector<String> &p_paths) { // Actually create the new source. Ref<TileSetAtlasSource> atlas_source = memnew(TileSetAtlasSource); atlas_source->set_texture(texture); + atlas_source->set_texture_region_size(tile_set->get_tile_size()); EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Add a new atlas source")); undo_redo->add_do_method(*tile_set, "add_source", atlas_source, source_id); - undo_redo->add_do_method(*atlas_source, "set_texture_region_size", tile_set->get_tile_size()); undo_redo->add_undo_method(*tile_set, "remove_source", source_id); undo_redo->commit_action(); diff --git a/scene/gui/slider.cpp b/scene/gui/slider.cpp index 586334a0b4..69d281e373 100644 --- a/scene/gui/slider.cpp +++ b/scene/gui/slider.cpp @@ -64,6 +64,8 @@ void Slider::gui_input(const Ref<InputEvent> &p_event) { } grab.pos = orientation == VERTICAL ? mb->get_position().y : mb->get_position().x; + grab.value_before_dragging = get_as_ratio(); + emit_signal(SNAME("drag_started")); double grab_width = (double)grabber->get_width(); double grab_height = (double)grabber->get_height(); @@ -78,12 +80,11 @@ void Slider::gui_input(const Ref<InputEvent> &p_event) { grab.active = true; grab.uvalue = get_as_ratio(); - emit_signal(SNAME("drag_started")); _notify_shared_value_changed(); } else { grab.active = false; - const bool value_changed = !Math::is_equal_approx((double)grab.uvalue, get_as_ratio()); + const bool value_changed = !Math::is_equal_approx((double)grab.value_before_dragging, get_as_ratio()); emit_signal(SNAME("drag_ended"), value_changed); } } else if (scrollable) { diff --git a/scene/gui/slider.h b/scene/gui/slider.h index 05766fa742..07c1d23e32 100644 --- a/scene/gui/slider.h +++ b/scene/gui/slider.h @@ -38,7 +38,8 @@ class Slider : public Range { struct Grab { int pos = 0; - double uvalue = 0.0; + double uvalue = 0.0; // Value at `pos`. + double value_before_dragging = 0.0; bool active = false; } grab; diff --git a/servers/physics_2d/godot_area_pair_2d.cpp b/servers/physics_2d/godot_area_pair_2d.cpp index bd1540bac8..ca12e30c29 100644 --- a/servers/physics_2d/godot_area_pair_2d.cpp +++ b/servers/physics_2d/godot_area_pair_2d.cpp @@ -66,6 +66,7 @@ bool GodotAreaPair2D::pre_solve(real_t p_step) { if (colliding) { if (has_space_override) { + body_has_attached_area = true; body->add_area(area); } @@ -74,6 +75,7 @@ bool GodotAreaPair2D::pre_solve(real_t p_step) { } } else { if (has_space_override) { + body_has_attached_area = false; body->remove_area(area); } @@ -103,7 +105,8 @@ GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotAre GodotAreaPair2D::~GodotAreaPair2D() { if (colliding) { - if (has_space_override) { + if (body_has_attached_area) { + body_has_attached_area = false; body->remove_area(area); } if (area->has_monitor_callback()) { diff --git a/servers/physics_2d/godot_area_pair_2d.h b/servers/physics_2d/godot_area_pair_2d.h index 938b9813b4..eb091288a9 100644 --- a/servers/physics_2d/godot_area_pair_2d.h +++ b/servers/physics_2d/godot_area_pair_2d.h @@ -43,6 +43,7 @@ class GodotAreaPair2D : public GodotConstraint2D { bool colliding = false; bool has_space_override = false; bool process_collision = false; + bool body_has_attached_area = false; public: virtual bool setup(real_t p_step) override; diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp index dadd8173c6..2b3f496fc0 100644 --- a/servers/physics_2d/godot_shape_2d.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -373,8 +373,7 @@ void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_suppo if (h > 0 && Math::abs(n.x) > segment_is_valid_support_threshold) { // make it flat n.y = 0.0; - n.normalize(); - n *= radius; + n.x = SIGN(n.x) * radius; r_amount = 2; r_supports[0] = n; diff --git a/servers/physics_3d/godot_area_pair_3d.cpp b/servers/physics_3d/godot_area_pair_3d.cpp index 5561210f2d..aaa96f5a28 100644 --- a/servers/physics_3d/godot_area_pair_3d.cpp +++ b/servers/physics_3d/godot_area_pair_3d.cpp @@ -67,6 +67,7 @@ bool GodotAreaPair3D::pre_solve(real_t p_step) { if (colliding) { if (has_space_override) { + body_has_attached_area = true; body->add_area(area); } @@ -75,6 +76,7 @@ bool GodotAreaPair3D::pre_solve(real_t p_step) { } } else { if (has_space_override) { + body_has_attached_area = false; body->remove_area(area); } @@ -104,7 +106,8 @@ GodotAreaPair3D::GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotAre GodotAreaPair3D::~GodotAreaPair3D() { if (colliding) { - if (has_space_override) { + if (body_has_attached_area) { + body_has_attached_area = false; body->remove_area(area); } if (area->has_monitor_callback()) { @@ -242,6 +245,7 @@ bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) { if (colliding) { if (has_space_override) { + body_has_attached_area = true; soft_body->add_area(area); } @@ -250,6 +254,7 @@ bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) { } } else { if (has_space_override) { + body_has_attached_area = false; soft_body->remove_area(area); } @@ -276,7 +281,8 @@ GodotAreaSoftBodyPair3D::GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_soft_body, i GodotAreaSoftBodyPair3D::~GodotAreaSoftBodyPair3D() { if (colliding) { - if (has_space_override) { + if (body_has_attached_area) { + body_has_attached_area = false; soft_body->remove_area(area); } if (area->has_monitor_callback()) { diff --git a/servers/physics_3d/godot_area_pair_3d.h b/servers/physics_3d/godot_area_pair_3d.h index c11fa07827..a2c5df0f7a 100644 --- a/servers/physics_3d/godot_area_pair_3d.h +++ b/servers/physics_3d/godot_area_pair_3d.h @@ -44,6 +44,7 @@ class GodotAreaPair3D : public GodotConstraint3D { bool colliding = false; bool process_collision = false; bool has_space_override = false; + bool body_has_attached_area = false; public: virtual bool setup(real_t p_step) override; @@ -83,6 +84,7 @@ class GodotAreaSoftBodyPair3D : public GodotConstraint3D { bool colliding = false; bool process_collision = false; bool has_space_override = false; + bool body_has_attached_area = false; public: virtual bool setup(real_t p_step) override; diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 92bd3a043a..18863d4978 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -533,7 +533,7 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff RD::get_singleton()->draw_list_draw(draw_list, true); } -void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear) { +void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear, bool p_normal) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -564,6 +564,10 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0; } + if (p_normal) { + copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_NORMAL; + } + // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index f9dcc42421..60272a2eab 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -190,6 +190,7 @@ private: COPY_TO_FB_FLAG_SRGB = (1 << 4), COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5), COPY_TO_FB_FLAG_LINEAR = (1 << 6), + COPY_TO_FB_FLAG_NORMAL = (1 << 7), }; struct CopyToFbPushConstant { @@ -328,7 +329,7 @@ public: void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); 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_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false); + void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false, bool p_normal = false); 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 copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear = false); void copy_raster(RID p_source_texture, RID p_dest_framebuffer); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 14995d0156..f3cde94149 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -961,13 +961,17 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con inst->gi_offset_cache = 0xFFFFFFFF; } } - - if (p_pass_mode == PASS_MODE_COLOR && p_using_motion_pass) { + if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI || p_pass_mode == PASS_MODE_COLOR) { bool transform_changed = inst->prev_transform_change_frame == frame; bool has_mesh_instance = inst->mesh_instance.is_valid(); bool uses_particles = inst->base_flags & INSTANCE_DATA_FLAG_PARTICLES; bool is_multimesh_with_motion = !uses_particles && (inst->base_flags & INSTANCE_DATA_FLAG_MULTIMESH) && mesh_storage->_multimesh_uses_motion_vectors_offsets(inst->data->base); - uses_motion = transform_changed || has_mesh_instance || uses_particles || is_multimesh_with_motion; + bool is_dynamic = transform_changed || has_mesh_instance || uses_particles || is_multimesh_with_motion; + if (p_pass_mode == PASS_MODE_COLOR && p_using_motion_pass) { + uses_motion = is_dynamic; + } else if (is_dynamic) { + flags |= INSTANCE_DATA_FLAGS_DYNAMIC; + } } } inst->flags_cache = flags; @@ -1779,11 +1783,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS); - depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + depth_pass_clear.push_back(Color(0, 0, 0, 0)); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI); - depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + depth_pass_clear.push_back(Color(0, 0, 0, 0)); depth_pass_clear.push_back(Color(0, 0, 0, 0)); } break; default: { @@ -2980,6 +2984,14 @@ void RenderForwardClustered::_update_render_base_uniform_set() { uniforms.push_back(u); } + { + RD::Uniform u; + u.binding = 15; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(best_fit_normal.texture); + uniforms.push_back(u); + } + render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } } @@ -4230,6 +4242,44 @@ RenderForwardClustered::RenderForwardClustered() { shadow_sampler = RD::get_singleton()->sampler_create(sampler); } + { + Vector<String> modes; + modes.push_back("\n"); + best_fit_normal.shader.initialize(modes); + best_fit_normal.shader_version = best_fit_normal.shader.version_create(); + best_fit_normal.pipeline = RD::get_singleton()->compute_pipeline_create(best_fit_normal.shader.version_get_shader(best_fit_normal.shader_version, 0)); + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8_UNORM; + tformat.width = 1024; + tformat.height = 1024; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + best_fit_normal.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + + RID shader = best_fit_normal.shader.version_get_shader(best_fit_normal.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(best_fit_normal.texture); + uniforms.push_back(u); + } + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, best_fit_normal.pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, tformat.width, tformat.height, 1); + RD::get_singleton()->compute_list_end(); + + best_fit_normal.shader.version_free(best_fit_normal.shader_version); + } + render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); _update_shader_quality_settings(); @@ -4263,6 +4313,7 @@ RenderForwardClustered::~RenderForwardClustered() { RD::get_singleton()->free(shadow_sampler); RSG::light_storage->directional_shadow_atlas_set_size(0); + RD::get_singleton()->free(best_fit_normal.texture); { for (const RID &rid : scene_state.uniform_buffers) { diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 8119e6ff4d..5ff3d9f52a 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -40,6 +40,7 @@ #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/shaders/forward_clustered/best_fit_normal.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" @@ -164,6 +165,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture, const RendererRD::MaterialStorage::Samplers &p_samplers); RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0); + struct BestFitNormal { + BestFitNormalShaderRD shader; + RID shader_version; + RID pipeline; + RID texture; + } best_fit_normal; + enum PassMode { PASS_MODE_COLOR, PASS_MODE_SHADOW, @@ -236,6 +244,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { // When changing any of these enums, remember to change the corresponding enums in the shader files as well. enum { + INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3, INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6, diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 3496495245..da96ca2124 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -386,6 +386,7 @@ protected: // When changing any of these enums, remember to change the corresponding enums in the shader files as well. enum { + INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3, INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6, diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index d4ed640247..30c9b97aa4 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -773,7 +773,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) { Size2 rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); + copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) { diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 6137224162..1b065a8dd3 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -20,6 +20,7 @@ #define FLAG_SRGB (1 << 4) #define FLAG_ALPHA_TO_ONE (1 << 5) #define FLAG_LINEAR (1 << 6) +#define FLAG_NORMAL (1 << 7) #ifdef MULTIVIEW layout(location = 0) out vec3 uv_interp; @@ -77,6 +78,7 @@ void main() { #define FLAG_SRGB (1 << 4) #define FLAG_ALPHA_TO_ONE (1 << 5) #define FLAG_LINEAR (1 << 6) +#define FLAG_NORMAL (1 << 7) layout(push_constant, std430) uniform Params { vec4 section; @@ -192,6 +194,9 @@ void main() { if (bool(params.flags & FLAG_LINEAR)) { color.rgb = srgb_to_linear(color.rgb); } + if (bool(params.flags & FLAG_NORMAL)) { + color.rgb = normalize(color.rgb * 2.0 - 1.0) * 0.5 + 0.5; + } frag_color = color / params.luminance_multiplier; #endif // MODE_SET_COLOR diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index fecf70bd01..8618f083b3 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -65,8 +65,12 @@ void main() { vec3 vertex = reconstructCSPosition(uv * vec2(params.screen_size), base_depth); vec4 normal_roughness = imageLoad(source_normal_roughness, ssC); - vec3 normal = normal_roughness.xyz * 2.0 - 1.0; + vec3 normal = normalize(normal_roughness.xyz * 2.0 - 1.0); float roughness = normal_roughness.w; + if (roughness > 0.5) { + roughness = 1.0 - roughness; + } + roughness /= (127.0 / 255.0); // The roughness cutoff of 0.6 is chosen to match the roughness fadeout from GH-69828. if (roughness > 0.6) { diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl index 4df74b8626..51caa67d3c 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -59,8 +59,13 @@ void main() { color += texelFetch(source_ssr, ofs, 0); float d = texelFetch(source_depth, ofs, 0).r; vec4 nr = texelFetch(source_normal, ofs, 0); - normal.xyz += nr.xyz * 2.0 - 1.0; - normal.w += nr.w; + normal.xyz += normalize(nr.xyz * 2.0 - 1.0); + float roughness = normal.w; + if (roughness > 0.5) { + roughness = 1.0 - roughness; + } + roughness /= (127.0 / 255.0); + normal.w += roughness; if (sc_multiview) { // we're doing a full unproject so we need the value as is. @@ -81,6 +86,7 @@ void main() { depth /= 4.0; normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5; normal.w /= 4.0; + normal.w = normal.w * (127.0 / 255.0); } else { ivec2 ofs = ssC << 1; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 58efc68bc7..8c50bb544d 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -158,21 +158,16 @@ vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); } -vec3 decode_normal(vec3 p_encoded_normal) { - vec3 normal = p_encoded_normal * 2.0 - 1.0; - return normal; -} - vec3 load_normal(ivec2 p_pos) { - vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; - encoded_normal.z = 1.0 - encoded_normal.z; - return decode_normal(encoded_normal); + vec3 encoded_normal = normalize(imageLoad(source_normal, p_pos).xyz * 2.0 - 1.0); + encoded_normal.z = -encoded_normal.z; + return encoded_normal; } vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { - vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; - encoded_normal.z = 1.0 - encoded_normal.z; - return decode_normal(encoded_normal); + vec3 encoded_normal = normalize(imageLoad(source_normal, p_pos + p_offset).xyz * 2.0 - 1.0); + encoded_normal.z = -encoded_normal.z; + return encoded_normal; } // all vectors in viewspace diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index fac13b0e3f..0b623c1d4e 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -159,21 +159,16 @@ vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); } -vec3 decode_normal(vec3 p_encoded_normal) { - vec3 normal = p_encoded_normal * 2.0 - 1.0; - return normal; -} - vec3 load_normal(ivec2 p_pos) { - vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; - encoded_normal.z = 1.0 - encoded_normal.z; - return decode_normal(encoded_normal); + vec3 encoded_normal = normalize(imageLoad(source_normal, p_pos).xyz * 2.0 - 1.0); + encoded_normal.z = -encoded_normal.z; + return encoded_normal; } vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { - vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; - encoded_normal.z = 1.0 - encoded_normal.z; - return decode_normal(encoded_normal); + vec3 encoded_normal = normalize(imageLoad(source_normal, p_pos + p_offset).xyz * 2.0 - 1.0); + encoded_normal.z = -encoded_normal.z; + return encoded_normal; } // all vectors in viewspace diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index 59af9501ba..80ed34cda1 100644 --- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -618,6 +618,11 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref if (normal.length() > 0.5) { //valid normal, can do GI float roughness = normal_roughness.w; + bool dynamic_object = roughness > 0.5; + if (dynamic_object) { + roughness = 1.0 - roughness; + } + roughness /= (127.0 / 255.0); vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[gl_GlobalInvocationID.z].xyz)); vertex = mat3(scene_data.cam_transform) * vertex; normal = normalize(mat3(scene_data.cam_transform) * normal); diff --git a/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl index 577c6d0cd0..6e9e0f82b3 100644 --- a/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl @@ -492,7 +492,7 @@ void main() { ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z); - vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0; + vec3 normal = normalize(imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0); normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z; vec4 albedo = imageLoad(source_albedo, uv_xy); diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/best_fit_normal.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/best_fit_normal.glsl new file mode 100644 index 0000000000..8280d192e3 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/best_fit_normal.glsl @@ -0,0 +1,43 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(r8, set = 0, binding = 0) uniform restrict writeonly image2D current_image; + +// This shader is used to generate a "best fit normal texture" as described by: +// https://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf +// This texture tells you what length of normal can be used to store a unit vector +// with the lest amount of error. + +vec3 quantize(vec3 c) { + return round(clamp(c * 0.5 + 0.5, 0.0, 1.0) * 255.0) * (1.0 / 255.0) * 2.0 - 1.0; +} + +float find_minimum_error(vec3 normal) { + float min_error = 100000.0; + float t_best = 0.0; + for (float nstep = 1.5; nstep < 127.5; ++nstep) { + float t = nstep / 127.5; + vec3 vp = normal * t; + vec3 quantizedp = quantize(vp); + vec3 vdiff = (quantizedp - vp) / t; + float error = max(abs(vdiff.x), max(abs(vdiff.y), abs(vdiff.z))); + if (error < min_error) { + min_error = error; + t_best = t; + } + } + return t_best; +} + +void main() { + vec2 uv = vec2(gl_GlobalInvocationID.xy) * vec2(1.0 / 1024.0) + vec2(0.5 / 1024.0); + uv.y *= uv.x; + + vec3 dir = vec3(uv.x, uv.y, 1.0); + imageStore(current_image, ivec2(gl_GlobalInvocationID.xy), vec4(find_minimum_error(dir), 1.0, 1.0, 1.0)); +} diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index e17fa0ce90..930d981494 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -868,6 +868,28 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { #endif //!MODE_RENDER DEPTH +#if defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_MATERIAL) +// https://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf +vec3 encode24(vec3 v) { + // Unsigned normal (handles most symmetry) + vec3 vNormalUns = abs(v); + // Get the major axis for our collapsed cubemap lookup + float maxNAbs = max(vNormalUns.z, max(vNormalUns.x, vNormalUns.y)); + // Get the collapsed cubemap texture coordinates + vec2 vTexCoord = vNormalUns.z < maxNAbs ? (vNormalUns.y < maxNAbs ? vNormalUns.yz : vNormalUns.xz) : vNormalUns.xy; + vTexCoord /= maxNAbs; + vTexCoord = vTexCoord.x < vTexCoord.y ? vTexCoord.yx : vTexCoord.xy; + // Stretch: + vTexCoord.y /= vTexCoord.x; + float fFittingScale = texture(sampler2D(best_fit_normal_texture, SAMPLER_NEAREST_CLAMP), vTexCoord).r; + // Make vector touch unit cube + vec3 result = v / maxNAbs; + // scale the normal to get the best fit + result *= fFittingScale; + return result; +} +#endif // MODE_RENDER_NORMAL_ROUGHNESS + void fragment_shader(in SceneData scene_data) { uint instance_index = instance_index_interp; @@ -1519,18 +1541,18 @@ void fragment_shader(in SceneData scene_data) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0)); #else // USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0)); #endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size; #ifdef USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, normalize(textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0)); #else // USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, normalize(textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0)); #endif // USE_MULTIVIEW if (neighbour_ang > closest_ang) { closest_ang = neighbour_ang; @@ -2302,7 +2324,7 @@ void fragment_shader(in SceneData scene_data) { albedo_output_buffer.rgb = albedo; albedo_output_buffer.a = alpha; - normal_output_buffer.rgb = normal * 0.5 + 0.5; + normal_output_buffer.rgb = encode24(normal) * 0.5 + 0.5; normal_output_buffer.a = 0.0; depth_output_buffer.r = -vertex.z; @@ -2316,7 +2338,15 @@ void fragment_shader(in SceneData scene_data) { #endif #ifdef MODE_RENDER_NORMAL_ROUGHNESS - normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness); + normal_roughness_output_buffer = vec4(encode24(normal) * 0.5 + 0.5, roughness); + + // We encode the dynamic static into roughness. + // Values over 0.5 are dynamic, under 0.5 are static. + normal_roughness_output_buffer.w = normal_roughness_output_buffer.w * (127.0 / 255.0); + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_DYNAMIC)) { + normal_roughness_output_buffer.w = 1.0 - normal_roughness_output_buffer.w; + } + normal_roughness_output_buffer.w = normal_roughness_output_buffer.w; #ifdef MODE_RENDER_VOXEL_GI if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 5cde975f94..441cf3c80c 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -48,6 +48,7 @@ draw_call; layout(set = 0, binding = 2) uniform sampler shadow_sampler; +#define INSTANCE_FLAGS_DYNAMIC (1 << 3) #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) #define INSTANCE_FLAGS_USE_SDFGI (1 << 6) @@ -163,6 +164,8 @@ sdfgi; layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; +layout(set = 0, binding = 15) uniform texture2D best_fit_normal_texture; + /* Set 1: Render Pass (changes per render pass) */ layout(set = 1, binding = 0, std140) uniform SceneDataBlock { @@ -328,6 +331,15 @@ layout(set = 1, binding = 34) uniform texture2D ssil_buffer; #endif +vec4 normal_roughness_compatibility(vec4 p_normal_roughness) { + float roughness = p_normal_roughness.w; + if (roughness > 0.5) { + roughness = 1.0 - roughness; + } + roughness /= (127.0 / 255.0); + return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness); +} + /* Set 2 Skeleton & Instancing (can change per item) */ layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index cc3e5f6a14..7674e905e1 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -29,6 +29,7 @@ draw_call; layout(set = 0, binding = 2) uniform sampler shadow_sampler; +#define INSTANCE_FLAGS_DYNAMIC (1 << 3) #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) #define INSTANCE_FLAGS_USE_SDFGI (1 << 6) diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index 1e95cdde0c..880c13096e 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1191,6 +1191,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene // we will add logic to automatically switch between // sampler2D and sampler2D array and vec2 UV and vec3 UV. bool multiview_uv_needed = false; + bool is_normal_roughness_texture = false; for (int i = 1; i < onode->arguments.size(); i++) { if (i > 1) { @@ -1259,7 +1260,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene // Need to map from texture to sampler in order to sample when using Vulkan GLSL. String sampler_name; bool is_depth_texture = false; - bool is_normal_roughness_texture = false; if (actions.custom_samplers.has(texture_uniform)) { sampler_name = actions.custom_samplers[texture_uniform]; @@ -1340,6 +1340,9 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) { code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))"; } + if (is_normal_roughness_texture) { + code = "normal_roughness_compatibility(" + code + ")"; + } } break; case SL::OP_INDEX: { code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); |
