diff options
-rw-r--r-- | core/math/projection.cpp | 310 | ||||
-rw-r--r-- | drivers/vulkan/rendering_device_driver_vulkan.cpp | 4 | ||||
-rw-r--r-- | editor/animation_track_editor.cpp | 1 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 26 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.cpp | 122 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.h | 3 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 17 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp | 18 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sky.glsl | 4 | ||||
-rw-r--r-- | tests/core/math/test_projection.h | 87 | ||||
-rw-r--r-- | tests/test_main.cpp | 1 |
11 files changed, 392 insertions, 201 deletions
diff --git a/core/math/projection.cpp b/core/math/projection.cpp index d0ca7c5684..4a0faef08f 100644 --- a/core/math/projection.cpp +++ b/core/math/projection.cpp @@ -596,101 +596,229 @@ Projection Projection::inverse() const { } void Projection::invert() { - int i, j, k; - int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */ - real_t pvt_val; /* Value of current pivot element */ - real_t hold; /* Temporary storage */ - real_t determinant = 1.0f; - for (k = 0; k < 4; k++) { - /** Locate k'th pivot element **/ - pvt_val = columns[k][k]; /** Initialize for search **/ - pvt_i[k] = k; - pvt_j[k] = k; - for (i = k; i < 4; i++) { - for (j = k; j < 4; j++) { - if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) { - pvt_i[k] = i; - pvt_j[k] = j; - pvt_val = columns[i][j]; - } - } - } - - /** Product of pivots, gives determinant when finished **/ - determinant *= pvt_val; - if (Math::is_zero_approx(determinant)) { - return; /** Matrix is singular (zero determinant). **/ - } - - /** "Interchange" rows (with sign change stuff) **/ - i = pvt_i[k]; - if (i != k) { /** If rows are different **/ - for (j = 0; j < 4; j++) { - hold = -columns[k][j]; - columns[k][j] = columns[i][j]; - columns[i][j] = hold; - } - } - - /** "Interchange" columns **/ - j = pvt_j[k]; - if (j != k) { /** If columns are different **/ - for (i = 0; i < 4; i++) { - hold = -columns[i][k]; - columns[i][k] = columns[i][j]; - columns[i][j] = hold; - } - } - - /** Divide column by minus pivot value **/ - for (i = 0; i < 4; i++) { - if (i != k) { - columns[i][k] /= (-pvt_val); - } - } - - /** Reduce the matrix **/ - for (i = 0; i < 4; i++) { - hold = columns[i][k]; - for (j = 0; j < 4; j++) { - if (i != k && j != k) { - columns[i][j] += hold * columns[k][j]; - } - } - } - - /** Divide row by pivot **/ - for (j = 0; j < 4; j++) { - if (j != k) { - columns[k][j] /= pvt_val; - } - } - - /** Replace pivot by reciprocal (at last we can touch it). **/ - columns[k][k] = 1.0 / pvt_val; + // Adapted from Mesa's `src/util/u_math.c` `util_invert_mat4x4`. + // MIT licensed. Copyright 2008 VMware, Inc. Authored by Jacques Leroy. + Projection temp; + real_t *out = (real_t *)temp.columns; + real_t *m = (real_t *)columns; + + real_t wtmp[4][8]; + real_t m0, m1, m2, m3, s; + real_t *r0, *r1, *r2, *r3; + +#define MAT(m, r, c) (m)[(c) * 4 + (r)] + + r0 = wtmp[0]; + r1 = wtmp[1]; + r2 = wtmp[2]; + r3 = wtmp[3]; + + r0[0] = MAT(m, 0, 0); + r0[1] = MAT(m, 0, 1); + r0[2] = MAT(m, 0, 2); + r0[3] = MAT(m, 0, 3); + r0[4] = 1.0; + r0[5] = 0.0; + r0[6] = 0.0; + r0[7] = 0.0; + + r1[0] = MAT(m, 1, 0); + r1[1] = MAT(m, 1, 1); + r1[2] = MAT(m, 1, 2); + r1[3] = MAT(m, 1, 3); + r1[5] = 1.0; + r1[4] = 0.0; + r1[6] = 0.0; + r1[7] = 0.0; + + r2[0] = MAT(m, 2, 0); + r2[1] = MAT(m, 2, 1); + r2[2] = MAT(m, 2, 2); + r2[3] = MAT(m, 2, 3); + r2[6] = 1.0; + r2[4] = 0.0; + r2[5] = 0.0; + r2[7] = 0.0; + + r3[0] = MAT(m, 3, 0); + r3[1] = MAT(m, 3, 1); + r3[2] = MAT(m, 3, 2); + r3[3] = MAT(m, 3, 3); + + r3[7] = 1.0; + r3[4] = 0.0; + r3[5] = 0.0; + r3[6] = 0.0; + + /* choose pivot - or die */ + if (Math::abs(r3[0]) > Math::abs(r2[0])) { + SWAP(r3, r2); + } + if (Math::abs(r2[0]) > Math::abs(r1[0])) { + SWAP(r2, r1); + } + if (Math::abs(r1[0]) > Math::abs(r0[0])) { + SWAP(r1, r0); + } + ERR_FAIL_COND(0.0 == r0[0]); + + /* eliminate first variable */ + m1 = r1[0] / r0[0]; + m2 = r2[0] / r0[0]; + m3 = r3[0] / r0[0]; + s = r0[1]; + r1[1] -= m1 * s; + r2[1] -= m2 * s; + r3[1] -= m3 * s; + s = r0[2]; + r1[2] -= m1 * s; + r2[2] -= m2 * s; + r3[2] -= m3 * s; + s = r0[3]; + r1[3] -= m1 * s; + r2[3] -= m2 * s; + r3[3] -= m3 * s; + s = r0[4]; + if (s != 0.0) { + r1[4] -= m1 * s; + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r0[5]; + if (s != 0.0) { + r1[5] -= m1 * s; + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r0[6]; + if (s != 0.0) { + r1[6] -= m1 * s; + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r0[7]; + if (s != 0.0) { + r1[7] -= m1 * s; + r2[7] -= m2 * s; + r3[7] -= m3 * s; } - /* That was most of the work, one final pass of row/column interchange */ - /* to finish */ - for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/ - i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */ - if (i != k) { /* If rows are different */ - for (j = 0; j < 4; j++) { - hold = columns[k][j]; - columns[k][j] = -columns[i][j]; - columns[i][j] = hold; - } - } + /* choose pivot - or die */ + if (Math::abs(r3[1]) > Math::abs(r2[1])) { + SWAP(r3, r2); + } + if (Math::abs(r2[1]) > Math::abs(r1[1])) { + SWAP(r2, r1); + } + ERR_FAIL_COND(0.0 == r1[1]); + + /* eliminate second variable */ + m2 = r2[1] / r1[1]; + m3 = r3[1] / r1[1]; + r2[2] -= m2 * r1[2]; + r3[2] -= m3 * r1[2]; + r2[3] -= m2 * r1[3]; + r3[3] -= m3 * r1[3]; + s = r1[4]; + if (0.0 != s) { + r2[4] -= m2 * s; + r3[4] -= m3 * s; + } + s = r1[5]; + if (0.0 != s) { + r2[5] -= m2 * s; + r3[5] -= m3 * s; + } + s = r1[6]; + if (0.0 != s) { + r2[6] -= m2 * s; + r3[6] -= m3 * s; + } + s = r1[7]; + if (0.0 != s) { + r2[7] -= m2 * s; + r3[7] -= m3 * s; + } - j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */ - if (j != k) { /* If columns are different */ - for (i = 0; i < 4; i++) { - hold = columns[i][k]; - columns[i][k] = -columns[i][j]; - columns[i][j] = hold; - } - } + /* choose pivot - or die */ + if (Math::abs(r3[2]) > Math::abs(r2[2])) { + SWAP(r3, r2); } + ERR_FAIL_COND(0.0 == r2[2]); + + /* eliminate third variable */ + m3 = r3[2] / r2[2]; + r3[3] -= m3 * r2[3]; + r3[4] -= m3 * r2[4]; + r3[5] -= m3 * r2[5]; + r3[6] -= m3 * r2[6]; + r3[7] -= m3 * r2[7]; + + /* last check */ + ERR_FAIL_COND(0.0 == r3[3]); + + s = 1.0 / r3[3]; /* now back substitute row 3 */ + r3[4] *= s; + r3[5] *= s; + r3[6] *= s; + r3[7] *= s; + + m2 = r2[3]; /* now back substitute row 2 */ + s = 1.0 / r2[2]; + r2[4] = s * (r2[4] - r3[4] * m2); + r2[5] = s * (r2[5] - r3[5] * m2); + r2[6] = s * (r2[6] - r3[6] * m2); + r2[7] = s * (r2[7] - r3[7] * m2); + m1 = r1[3]; + r1[4] -= r3[4] * m1; + r1[5] -= r3[5] * m1; + r1[6] -= r3[6] * m1; + r1[7] -= r3[7] * m1; + m0 = r0[3]; + r0[4] -= r3[4] * m0; + r0[5] -= r3[5] * m0; + r0[6] -= r3[6] * m0; + r0[7] -= r3[7] * m0; + + m1 = r1[2]; /* now back substitute row 1 */ + s = 1.0 / r1[1]; + r1[4] = s * (r1[4] - r2[4] * m1); + r1[5] = s * (r1[5] - r2[5] * m1), + r1[6] = s * (r1[6] - r2[6] * m1); + r1[7] = s * (r1[7] - r2[7] * m1); + m0 = r0[2]; + r0[4] -= r2[4] * m0; + r0[5] -= r2[5] * m0; + r0[6] -= r2[6] * m0; + r0[7] -= r2[7] * m0; + + m0 = r0[1]; /* now back substitute row 0 */ + s = 1.0 / r0[0]; + r0[4] = s * (r0[4] - r1[4] * m0); + r0[5] = s * (r0[5] - r1[5] * m0), + r0[6] = s * (r0[6] - r1[6] * m0); + r0[7] = s * (r0[7] - r1[7] * m0); + + MAT(out, 0, 0) = r0[4]; + MAT(out, 0, 1) = r0[5]; + MAT(out, 0, 2) = r0[6]; + MAT(out, 0, 3) = r0[7]; + MAT(out, 1, 0) = r1[4]; + MAT(out, 1, 1) = r1[5]; + MAT(out, 1, 2) = r1[6]; + MAT(out, 1, 3) = r1[7]; + MAT(out, 2, 0) = r2[4]; + MAT(out, 2, 1) = r2[5]; + MAT(out, 2, 2) = r2[6]; + MAT(out, 2, 3) = r2[7]; + MAT(out, 3, 0) = r3[4]; + MAT(out, 3, 1) = r3[5]; + MAT(out, 3, 2) = r3[6]; + MAT(out, 3, 3) = r3[7]; + +#undef MAT + + *this = temp; } void Projection::flip_y() { diff --git a/drivers/vulkan/rendering_device_driver_vulkan.cpp b/drivers/vulkan/rendering_device_driver_vulkan.cpp index a86f72e0b9..b6e5ed0287 100644 --- a/drivers/vulkan/rendering_device_driver_vulkan.cpp +++ b/drivers/vulkan/rendering_device_driver_vulkan.cpp @@ -2392,7 +2392,9 @@ RDD::CommandQueueFamilyID RenderingDeviceDriverVulkan::command_queue_family_get( } } - ERR_FAIL_COND_V_MSG(picked_family_index >= queue_family_properties.size(), CommandQueueFamilyID(), "A queue family with the requested bits could not be found."); + if (picked_family_index >= queue_family_properties.size()) { + return CommandQueueFamilyID(); + } // Since 0 is a valid index and we use 0 as the error case, we make the index start from 1 instead. return CommandQueueFamilyID(picked_family_index + 1); diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp index a26731962d..19e0647fb7 100644 --- a/editor/animation_track_editor.cpp +++ b/editor/animation_track_editor.cpp @@ -7364,7 +7364,6 @@ void AnimationTrackEditor::_update_snap_unit() { } if (timeline->is_using_fps()) { - _clear_selection(true); // Needs to recreate a spinbox of the KeyEdit. snap_unit = 1.0 / step->get_value(); } else { if (fps_compat->is_pressed()) { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index e70407f36e..b66cfb516a 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1931,21 +1931,19 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { } } - // If the tooltip timer isn't running, start it. - // Otherwise, only reset the timer if the mouse has moved more than 5 pixels. - if (!is_tooltip_shown && over->can_process() && - (gui.tooltip_timer.is_null() || - Math::is_zero_approx(gui.tooltip_timer->get_time_left()) || - mm->get_relative().length() > 5.0)) { - if (gui.tooltip_timer.is_valid()) { - gui.tooltip_timer->release_connections(); - gui.tooltip_timer = Ref<SceneTreeTimer>(); + // Reset the timer if the mouse has moved more than 5 pixels or has entered a new control. + if (!is_tooltip_shown && over->can_process()) { + Vector2 new_tooltip_pos = over->get_screen_transform().xform(pos); + if (over != gui.tooltip_control || gui.tooltip_pos.distance_squared_to(new_tooltip_pos) > 25) { + if (gui.tooltip_timer.is_valid()) { + gui.tooltip_timer->release_connections(); + } + gui.tooltip_control = over; + gui.tooltip_pos = new_tooltip_pos; + gui.tooltip_timer = get_tree()->create_timer(gui.tooltip_delay); + gui.tooltip_timer->set_ignore_time_scale(true); + gui.tooltip_timer->connect("timeout", callable_mp(this, &Viewport::_gui_show_tooltip)); } - gui.tooltip_control = over; - gui.tooltip_pos = over->get_screen_transform().xform(pos); - gui.tooltip_timer = get_tree()->create_timer(gui.tooltip_delay); - gui.tooltip_timer->set_ignore_time_scale(true); - gui.tooltip_timer->connect("timeout", callable_mp(this, &Viewport::_gui_show_tooltip)); } } diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 63956a7918..83ec52ea75 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -972,26 +972,26 @@ SkyRD::~SkyRD() { } } -void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render) { +void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - ERR_FAIL_COND(p_env.is_null()); + ERR_FAIL_COND(p_render_data->environment.is_null()); - ERR_FAIL_COND(p_render_buffers.is_null()); + ERR_FAIL_COND(p_render_data->render_buffers.is_null()); // make sure we support our view count - ERR_FAIL_COND(p_view_count == 0); - ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); + ERR_FAIL_COND(p_render_data->scene_data->view_count == 0); + ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS); SkyMaterialData *material = nullptr; - Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment)); RID sky_material; SkyShaderData *shader_data = nullptr; if (sky) { - sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment)); if (sky_material.is_valid()) { material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); @@ -1025,8 +1025,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con update_dirty_skys(); } - if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) { - sky->prev_time = p_scene_render->time; + if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) { + sky->prev_time = p_render_data->scene_data->time; sky->reflection.dirty = true; RenderingServerDefault::redraw_request(); } @@ -1041,29 +1041,30 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con sky->reflection.dirty = true; } - if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { - sky->prev_position = p_cam_transform.origin; + if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { + sky->prev_position = p_render_data->scene_data->cam_transform.origin; sky->reflection.dirty = true; } } sky_scene_state.ubo.directional_light_count = 0; if (shader_data->uses_light) { + const PagedArray<RID> &lights = *p_render_data->lights; // Run through the list of lights in the scene and pick out the Directional Lights. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass. - for (int i = 0; i < (int)p_lights.size(); i++) { - if (!light_storage->owns_light_instance(p_lights[i])) { + for (int i = 0; i < (int)lights.size(); i++) { + if (!light_storage->owns_light_instance(lights[i])) { continue; } - RID base = light_storage->light_instance_get_base_light(p_lights[i]); + RID base = light_storage->light_instance_get_base_light(lights[i]); ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; - Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]); + Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]); Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); sky_light_data.direction[0] = world_direction.x; @@ -1073,12 +1074,12 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con float sign = light_storage->light_is_negative(base) ? -1 : 1; sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); - if (p_scene_render->is_using_physical_light_units()) { + if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) { sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); } - if (p_camera_attributes.is_valid()) { - sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); + if (p_render_data->camera_attributes.is_valid()) { + sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); @@ -1149,43 +1150,48 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con // Setup fog variables. sky_scene_state.ubo.volumetric_fog_enabled = false; - if (p_render_buffers.is_valid()) { - if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) { - Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG); - sky_scene_state.ubo.volumetric_fog_enabled = true; - - float fog_end = fog->length; - 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; - } + if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) { + Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG); + sky_scene_state.ubo.volumetric_fog_enabled = true; - float fog_detail_spread = fog->spread; // 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; - } + float fog_end = fog->length; + 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; + } - sky_scene_state.fog_uniform_set = fog->sky_uniform_set; + float fog_detail_spread = fog->spread; // 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.fog_uniform_set = fog->sky_uniform_set; } + sky_scene_state.view_count = p_render_data->scene_data->view_count; + sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform; + Projection correction; - correction.set_depth_correction(false, true); - correction.add_jitter_offset(p_jitter); + correction.set_depth_correction(p_render_data->scene_data->flip_y, true); + correction.add_jitter_offset(p_render_data->scene_data->taa_jitter); + + Projection projection = p_render_data->scene_data->cam_projection; + if (p_render_data->scene_data->cam_frustum) { + // We don't use a full projection matrix for the sky, this is enough to make up for it. + projection[2].y = -projection[2].y; + } - sky_scene_state.view_count = p_view_count; - sky_scene_state.cam_transform = p_cam_transform; - sky_scene_state.cam_projection = correction * p_cam_projection; // We only use this when rendering a single view. + sky_scene_state.cam_projection = correction * projection; // Our info in our UBO is only used if we're rendering stereo. - for (uint32_t i = 0; i < p_view_count; i++) { - Projection view_inv_projection = (correction * p_view_projections[i]).inverse(); - if (p_view_count > 1) { + for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) { + Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse(); + if (p_render_data->scene_data->view_count > 1) { // Reprojection is used when we need to have things in combined space. - RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]); + RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]); } else { // This is unused so just reset to identity. Projection ident; @@ -1193,25 +1199,25 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con } RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]); - sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x; - sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y; - sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z; + sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x; + sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y; + sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z; sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0; } - sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection. - sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env); - sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env); - sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env); - Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear(); - float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env); + sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection. + sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment); + sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment); + sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment); + Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); + float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->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 = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env); + sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment); - sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env); - sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env); + sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment); + sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment); RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); } @@ -1292,7 +1298,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); Projection correction; - correction.set_depth_correction(true); + correction.set_depth_correction(false); cm = correction * cm; // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader. diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h index b146a416f9..cc753efa01 100644 --- a/servers/rendering/renderer_rd/environment/sky.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -36,6 +36,7 @@ #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/shader_compiler.h" @@ -294,7 +295,7 @@ public: void set_texture_format(RD::DataFormat p_texture_format); ~SkyRD(); - void setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render); + void setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size); void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0); void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0); void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0); 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 eb73a9d7e6..b867e844c7 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1957,22 +1957,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Setup Sky"); // Setup our sky render information for this frame/viewport - if (is_reflection_probe) { - Vector3 eye_offset; - Projection correction; - correction.set_depth_correction(true); - Projection projection = correction * p_render_data->scene_data->cam_projection; - - sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this); - } else { - Projection projection = p_render_data->scene_data->cam_projection; - if (p_render_data->scene_data->cam_frustum) { - // Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip. - projection[2].y = -projection[2].y; - } - - sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this); - } + sky.setup_sky(p_render_data, screen_size); sky_energy_multiplier *= bg_energy_multiplier; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index c9d5e51753..411f0fe6a4 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -972,23 +972,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - // Setup our sky render information for this frame/viewport - if (is_reflection_probe) { - Vector3 eye_offset; - Projection correction; - correction.set_depth_correction(true); - Projection projection = correction * p_render_data->scene_data->cam_projection; - - sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this); - } else { - Projection projection = p_render_data->scene_data->cam_projection; - if (p_render_data->scene_data->cam_frustum) { - // Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip. - projection[2].y = -projection[2].y; - } - - sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this); - } + sky.setup_sky(p_render_data, screen_size); sky_energy_multiplier *= bg_energy_multiplier; diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index cc1c40cad1..7bb2e0a539 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -189,7 +189,7 @@ void main() { vec3 cube_normal; #ifdef USE_MULTIVIEW // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject. - vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 0.0, 1.0); // unproject at the far plane + vec4 unproject = vec4(uv_interp.x, uv_interp.y, 0.0, 1.0); // unproject at the far plane vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject; cube_normal = unprojected.xyz / unprojected.w; @@ -198,7 +198,7 @@ void main() { #else cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y; - cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w; + cube_normal.y = -(cube_normal.z * (uv_interp.y - params.projection.z)) / params.projection.w; #endif cube_normal = mat3(params.orientation) * cube_normal; cube_normal = normalize(cube_normal); diff --git a/tests/core/math/test_projection.h b/tests/core/math/test_projection.h new file mode 100644 index 0000000000..7f41aaee3e --- /dev/null +++ b/tests/core/math/test_projection.h @@ -0,0 +1,87 @@ +/**************************************************************************/ +/* test_projection.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ + +#ifndef TEST_PROJECTION_H +#define TEST_PROJECTION_H + +#include "core/math/projection.h" + +#include "core/string/print_string.h" +#include "tests/test_macros.h" + +namespace TestProjection { + +TEST_CASE("[Projection] Default construct") { + Projection p; + CHECK(p.columns[0][0] == 1.0); + CHECK(p.columns[0][1] == 0.0); + CHECK(p.columns[0][2] == 0.0); + CHECK(p.columns[0][3] == 0.0); + + CHECK(p.columns[1][0] == 0.0); + CHECK(p.columns[1][1] == 1.0); + CHECK(p.columns[1][2] == 0.0); + CHECK(p.columns[1][3] == 0.0); + + CHECK(p.columns[2][0] == 0.0); + CHECK(p.columns[2][1] == 0.0); + CHECK(p.columns[2][2] == 1.0); + CHECK(p.columns[2][3] == 0.0); + + CHECK(p.columns[3][0] == 0.0); + CHECK(p.columns[3][1] == 0.0); + CHECK(p.columns[3][2] == 0.0); + CHECK(p.columns[3][3] == 1.0); +} + +bool projection_is_equal_approx(const Projection &p_a, const Projection &p_b) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + if (!Math::is_equal_approx(p_a.columns[i][j], p_b.columns[i][j])) { + return false; + } + } + } + return true; +} + +TEST_CASE("[Projection] Orthogonal projection matrix inversion") { + Projection p = Projection::create_orthogonal(-125.0f, 125.0f, -125.0f, 125.0f, 0.01f, 25.0f); + CHECK(projection_is_equal_approx(p.inverse() * p, Projection())); +} + +TEST_CASE("[Projection] Perspective projection matrix inversion") { + Projection p = Projection::create_perspective(90.0f, 1.77777f, 0.05f, 4000.0f); + CHECK(projection_is_equal_approx(p.inverse() * p, Projection())); +} + +} //namespace TestProjection + +#endif // TEST_PROJECTION_H diff --git a/tests/test_main.cpp b/tests/test_main.cpp index a431f69829..9acdc98b1d 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -65,6 +65,7 @@ #include "tests/core/math/test_geometry_3d.h" #include "tests/core/math/test_math_funcs.h" #include "tests/core/math/test_plane.h" +#include "tests/core/math/test_projection.h" #include "tests/core/math/test_quaternion.h" #include "tests/core/math/test_random_number_generator.h" #include "tests/core/math/test_rect2.h" |