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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp26
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp34
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h3
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl10
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp16
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h3
16 files changed, 82 insertions, 47 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index c7752f8a86..12ff28d7b0 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1790,6 +1790,10 @@ void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, con
}
void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data) {
+ if (p_render_data->sdfgi_update_data == nullptr) {
+ return;
+ }
+
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
/* Update general SDFGI Buffer */
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 536fc7a04a..ad19f36257 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -587,7 +587,7 @@ void RenderForwardClustered::_render_list_with_draw_list(RenderListParameters *p
RD::get_singleton()->draw_list_end();
}
-void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier, bool p_pancake_shadows, int p_index) {
+void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier, bool p_pancake_shadows, int p_index) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers;
@@ -603,7 +603,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
}
}
- p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, p_apply_alpha_multiplier);
+ p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, p_apply_alpha_multiplier);
// now do implementation UBO
@@ -1126,6 +1126,10 @@ void RenderForwardClustered::_setup_lightmaps(const RenderDataRD *p_render_data,
/* SDFGI */
void RenderForwardClustered::_update_sdfgi(RenderDataRD *p_render_data) {
+ if (p_render_data->sdfgi_update_data == nullptr) {
+ return;
+ }
+
Ref<RenderSceneBuffersRD> rb;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
rb = p_render_data->render_buffers;
@@ -1732,7 +1736,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
_setup_voxelgis(*p_render_data->voxel_gi_instances);
- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
// May have changed due to the above (light buffer enlarged, as an example).
_update_render_base_uniform_set();
@@ -1995,7 +1999,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
// Shadow pass can change the base uniform set samplers.
_update_render_base_uniform_set();
- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true, using_motion_pass);
+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, true, using_motion_pass);
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true);
@@ -2209,7 +2213,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
{
uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
@@ -2562,6 +2566,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
SceneState::ShadowPass shadow_pass;
RenderSceneDataRD scene_data;
+ scene_data.flip_y = !p_flip_y; // Q: Why is this inverted? Do we assume flip in shadow logic?
scene_data.cam_projection = p_projection;
scene_data.cam_transform = p_transform;
scene_data.view_projection[0] = p_projection;
@@ -2581,7 +2586,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
render_data.instances = &p_instances;
render_data.render_info = p_render_info;
- _setup_environment(&render_data, true, p_viewport_size, !p_flip_y, Color(), false, false, p_use_pancake, shadow_pass_index);
+ _setup_environment(&render_data, true, p_viewport_size, Color(), false, false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
scene_data.screen_mesh_lod_threshold = 0.0;
@@ -2654,6 +2659,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
RenderSceneDataRD scene_data;
+ scene_data.flip_y = true;
scene_data.cam_projection = p_cam_projection;
scene_data.cam_transform = p_cam_transform;
scene_data.view_projection[0] = p_cam_projection;
@@ -2673,7 +2679,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
_update_render_base_uniform_set();
- _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false, false);
+ _setup_environment(&render_data, true, Vector2(1, 1), Color(), false, false, false);
PassMode pass_mode = PASS_MODE_SHADOW;
@@ -2720,7 +2726,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
_update_render_base_uniform_set();
- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@@ -2771,7 +2777,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
_update_render_base_uniform_set();
- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@@ -2887,7 +2893,7 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * scene_data.cam_transform, scene_state.ubo.sdf_to_bounds);
scene_data.emissive_exposure_normalization = p_exposure_normalization;
- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture, RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
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 ae9e5e7c10..0aa4a0667e 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -361,7 +361,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
static RenderForwardClustered *singleton;
- void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_apply_alpha_multiplier = false, bool p_pancake_shadows = false, int p_index = 0);
+ void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_apply_alpha_multiplier = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_voxelgis(const PagedArray<RID> &p_voxelgis);
void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 9e0dacc1f2..42e1f7b6dc 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -640,7 +640,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
- actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";
actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";
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 194a70dc22..c03dd96062 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -804,7 +804,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_begin_label("Render Setup");
_setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
// May have changed due to the above (light buffer enlarged, as an example).
_update_render_base_uniform_set();
@@ -953,7 +953,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// Shadow pass can change the base uniform set samplers.
_update_render_base_uniform_set();
- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid());
+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, p_render_data->render_buffers.is_valid());
if (merge_transparent_pass && using_subpass_post_process) {
RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
@@ -1018,11 +1018,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Draw Sky
}
- // rendering effects
- if (ce_has_pre_transparent) {
- _process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
- }
-
if (merge_transparent_pass) {
if (render_list[RENDER_LIST_ALPHA].element_info.size() > 0) {
// transparent pass
@@ -1058,6 +1053,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+ // rendering effects
+ if (ce_has_pre_transparent) {
+ _process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
+ }
+
if (scene_state.used_screen_texture) {
// Copy screen texture to backbuffer so we can read from it
_render_buffers_copy_screen_texture(p_render_data);
@@ -1075,7 +1075,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
- //_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
+ //_setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
render_list_params.framebuffer_format = fb_format;
@@ -1310,6 +1310,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
}
RenderSceneDataRD scene_data;
+ scene_data.flip_y = !p_flip_y; // Q: Why is this inverted? Do we assume flip in shadow logic?
scene_data.cam_projection = p_projection;
scene_data.cam_transform = p_transform;
scene_data.view_projection[0] = p_projection;
@@ -1327,7 +1328,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
render_data.instances = &p_instances;
render_data.render_info = p_render_info;
- _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
+ _setup_environment(&render_data, true, Vector2(1, 1), Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
scene_data.screen_mesh_lod_threshold = 0.0;
@@ -1415,7 +1416,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@@ -1460,7 +1461,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@@ -1526,6 +1527,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
_update_render_base_uniform_set();
RenderSceneDataRD scene_data;
+ scene_data.flip_y = true;
scene_data.cam_projection = p_cam_projection;
scene_data.cam_transform = p_cam_transform;
scene_data.view_projection[0] = p_cam_projection;
@@ -1541,7 +1543,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
- _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
+ _setup_environment(&render_data, true, Vector2(1, 1), Color(), false, false);
PassMode pass_mode = PASS_MODE_SHADOW;
@@ -1974,7 +1976,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
}
-void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
+void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID();
RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? RendererRD::LightStorage::get_singleton()->reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID();
@@ -1987,7 +1989,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
}
}
- p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, false);
+ p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, false);
}
/// RENDERING ///
@@ -2056,6 +2058,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+ if (bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH)) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_IS_MULTIMESH;
+ }
+
SceneState::PushConstant push_constant;
push_constant.base_index = i + p_params->element_offset;
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 aa1b8f34b2..34260bd701 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -81,6 +81,7 @@ private:
SPEC_CONSTANT_DISABLE_DECALS = 13,
SPEC_CONSTANT_DISABLE_FOG = 14,
SPEC_CONSTANT_USE_DEPTH_FOG = 16,
+ SPEC_CONSTANT_IS_MULTIMESH = 17,
};
@@ -197,7 +198,7 @@ private:
void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
- void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
+ void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
RID render_base_uniform_set;
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index dd722cc2dd..cf661bb8f4 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -544,7 +544,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
- actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";
actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index fa8cf9c028..e58e45f13e 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -509,11 +509,16 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
+ Color modulated = rect->modulate * base_color;
+ if (use_linear_colors) {
+ modulated = modulated.srgb_to_linear();
+ }
+
//bind pipeline
if (rect->flags & CANVAS_RECT_LCD) {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
- RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate);
+ RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, modulated);
} else {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
@@ -582,11 +587,6 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.flags |= FLAGS_USE_LCD;
}
- Color modulated = rect->modulate * base_color;
- if (use_linear_colors) {
- modulated = modulated.srgb_to_linear();
- }
-
push_constant.modulation[0] = modulated.r;
push_constant.modulation[1] = modulated.g;
push_constant.modulation[2] = modulated.b;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 96bcd72099..0ebed49ee9 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1124,6 +1124,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
scene_data.camera_visible_layers = p_camera_data->visible_layers;
scene_data.taa_jitter = p_camera_data->taa_jitter;
scene_data.main_cam_transform = p_camera_data->main_transform;
+ scene_data.flip_y = !p_reflection_probe.is_valid();
scene_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
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 8618f083b3..d629f2738d 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -90,7 +90,7 @@ void main() {
if (sc_multiview) {
view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz);
} else {
- view_dir = normalize(vertex);
+ view_dir = params.orthogonal ? vec3(0.0, 0.0, -1.0) : normalize(vertex);
}
vec3 ray_dir = normalize(reflect(view_dir, normal));
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
index 26405ab040..9b692824a1 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl
@@ -20,7 +20,7 @@ vec3 reconstructCSPosition(vec2 screen_pos, float z) {
return pos.xyz;
} else {
if (params.orthogonal) {
- return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z);
+ return vec3(-(screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z);
} else {
return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 4f81e36c58..0332e23993 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -50,7 +50,7 @@ layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
if (params.orthogonal) {
vec4 depth = p_depth * 2.0 - 1.0;
- return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
}
float depth_linearize_mul = params.z_near;
@@ -68,7 +68,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float screen_space_to_view_space_depth(float p_depth) {
if (params.orthogonal) {
float depth = p_depth * 2.0 - 1.0;
- return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
+ return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
}
float depth_linearize_mul = params.z_near;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 1637326b48..a64b2e10ea 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -76,6 +76,10 @@ void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binorm
normal = omc_axis.zzz * axis + vec3(-s_axis.y, s_axis.x, c);
}
+/* Spec Constants */
+
+layout(constant_id = 17) const bool sc_is_multimesh = false;
+
/* Varyings */
layout(location = 0) highp out vec3 vertex_interp;
@@ -178,8 +182,6 @@ void main() {
color_interp = color_attrib;
#endif
- bool is_multimesh = bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
-
mat4 model_matrix = instances.data[draw_call.instance_index].transform;
mat4 inv_view_matrix = scene_data.inv_view_matrix;
#ifdef USE_DOUBLE_PRECISION
@@ -203,7 +205,7 @@ void main() {
mat4 matrix;
mat4 read_model_matrix = model_matrix;
- if (is_multimesh) {
+ if (sc_is_multimesh) {
//multimesh, instances are for it
#ifdef USE_PARTICLE_TRAILS
@@ -399,7 +401,7 @@ void main() {
// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
// We add the result to the vertex and ignore the final lost precision.
vec3 model_origin = model_matrix[3].xyz;
- if (is_multimesh) {
+ if (sc_is_multimesh) {
vertex = mat3(matrix) * vertex;
model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
}
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index b5fdf8bebb..2f44096dc8 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -70,8 +70,14 @@ void RenderSceneBuffersRD::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_render_target"), &RenderSceneBuffersRD::get_render_target);
ClassDB::bind_method(D_METHOD("get_view_count"), &RenderSceneBuffersRD::get_view_count);
ClassDB::bind_method(D_METHOD("get_internal_size"), &RenderSceneBuffersRD::get_internal_size);
+ ClassDB::bind_method(D_METHOD("get_target_size"), &RenderSceneBuffersRD::get_target_size);
+ ClassDB::bind_method(D_METHOD("get_scaling_3d_mode"), &RenderSceneBuffersRD::get_scaling_3d_mode);
+ ClassDB::bind_method(D_METHOD("get_fsr_sharpness"), &RenderSceneBuffersRD::get_fsr_sharpness);
ClassDB::bind_method(D_METHOD("get_msaa_3d"), &RenderSceneBuffersRD::get_msaa_3d);
+ ClassDB::bind_method(D_METHOD("get_texture_samples"), &RenderSceneBuffersRD::get_texture_samples);
+ ClassDB::bind_method(D_METHOD("get_screen_space_aa"), &RenderSceneBuffersRD::get_screen_space_aa);
ClassDB::bind_method(D_METHOD("get_use_taa"), &RenderSceneBuffersRD::get_use_taa);
+ ClassDB::bind_method(D_METHOD("get_use_debanding"), &RenderSceneBuffersRD::get_use_debanding);
}
void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) {
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
index dc1e64ddcc..ba8aafda6d 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
@@ -42,7 +42,11 @@ Transform3D RenderSceneDataRD::get_cam_transform() const {
}
Projection RenderSceneDataRD::get_cam_projection() const {
- return cam_projection;
+ Projection correction;
+ correction.set_depth_correction(flip_y);
+ correction.add_jitter_offset(taa_jitter);
+
+ return correction * cam_projection;
}
uint32_t RenderSceneDataRD::get_view_count() const {
@@ -58,14 +62,18 @@ Vector3 RenderSceneDataRD::get_view_eye_offset(uint32_t p_view) const {
Projection RenderSceneDataRD::get_view_projection(uint32_t p_view) const {
ERR_FAIL_UNSIGNED_INDEX_V(p_view, view_count, Projection());
- return view_projection[p_view];
+ Projection correction;
+ correction.set_depth_correction(flip_y);
+ correction.add_jitter_offset(taa_jitter);
+
+ return correction * view_projection[p_view];
}
RID RenderSceneDataRD::create_uniform_buffer() {
return RD::get_singleton()->uniform_buffer_create(sizeof(UBODATA));
}
-void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier) {
+void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier) {
RendererSceneRenderRD *render_scene_render = RendererSceneRenderRD::get_singleton();
UBODATA ubo_data;
@@ -76,7 +84,7 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
UBO &prev_ubo = ubo_data.prev_ubo;
Projection correction;
- correction.set_depth_correction(p_flip_y);
+ correction.set_depth_correction(flip_y);
correction.add_jitter_offset(taa_jitter);
Projection projection = correction * cam_projection;
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
index f6785942ed..5579a97792 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
@@ -50,6 +50,7 @@ public:
Vector2 taa_jitter;
uint32_t camera_visible_layers;
bool cam_orthogonal = false;
+ bool flip_y = false;
// For billboards to cast correct shadows.
Transform3D main_cam_transform;
@@ -90,7 +91,7 @@ public:
virtual Projection get_view_projection(uint32_t p_view) const override;
RID create_uniform_buffer();
- void update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier);
+ void update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier);
virtual RID get_uniform_buffer() const override;
private: