diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
14 files changed, 57 insertions, 23 deletions
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 2d3998bd90..d390614e53 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -692,6 +692,11 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat projection = correction * p_render_data->view_projection[v]; RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + + scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; + scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; + scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; + scene_state.ubo.eye_offset[v][3] = 0.0; } scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x; 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 6ad42bf0ec..97f39164a4 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -237,6 +237,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; float viewport_size[2]; float screen_pixel_size[2]; 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 cfb30ef2f3..182aecd3be 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 @@ -621,7 +621,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //builtins - actions.renames["TIME"] = "scene_data_block.data.time"; + actions.renames["TIME"] = "global_time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); 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 b2e0af06cd..eae5685dd1 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1542,6 +1542,11 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, projection = correction * p_render_data->view_projection[v]; RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + + scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; + scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; + scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; + scene_state.ubo.eye_offset[v][3] = 0.0; } scene_state.ubo.z_far = p_render_data->z_far; 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 fc6f32ecb0..1b2df0ab9f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -260,6 +260,7 @@ protected: float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; float viewport_size[2]; float screen_pixel_size[2]; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index ef959bc3c6..a50a05d905 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5115,12 +5115,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; render_data.cam_projection = p_camera_data->main_projection; - render_data.view_projection[0] = p_camera_data->main_projection; render_data.cam_orthogonal = p_camera_data->is_orthogonal; render_data.taa_jitter = p_camera_data->taa_jitter; render_data.view_count = p_camera_data->view_count; for (uint32_t v = 0; v < p_camera_data->view_count; v++) { + render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; render_data.view_projection[v] = p_camera_data->view_projection[v]; } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 1b1df6469e..a90c165d83 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -58,6 +58,7 @@ struct RenderDataRD { // For stereo rendering uint32_t view_count = 1; + Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; Transform3D prev_cam_transform; diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index a8ccdea60b..62a7b0e7d7 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -448,6 +448,11 @@ void main() { // Early Tonemap & SRGB Conversion #ifndef SUBPASS + if (params.use_fxaa) { + // FXAA must be performed before glow to preserve the "bleed" effect of glow. + color.rgb = do_fxaa(color.rgb, exposure, uv_interp); + } + if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) { vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier; if (params.glow_map_strength > 0.001) { @@ -455,10 +460,6 @@ void main() { } color.rgb = mix(color.rgb, glow, params.glow_intensity); } - - if (params.use_fxaa) { - color.rgb = do_fxaa(color.rgb, exposure, uv_interp); - } #endif if (params.use_debanding) { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 92c4fc3d67..268e1dd7d0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -96,6 +96,8 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms } material; #endif +float global_time; + #ifdef MODE_DUAL_PARABOLOID layout(location = 9) out float dp_clip; @@ -386,9 +388,12 @@ void main() { mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) + global_time = scene_data_block.prev_data.time; vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + global_time = scene_data_block.data.time; vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #else + global_time = scene_data_block.data.time; vec4 screen_position; vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #endif @@ -486,6 +491,8 @@ layout(location = 10) in flat uint instance_index_interp; #define inv_projection_matrix scene_data.inv_projection_matrix #endif +#define global_time scene_data_block.data.time + #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) //both required for transmittance to be enabled #define LIGHT_TRANSMITTANCE_USED @@ -634,7 +641,11 @@ void fragment_shader(in SceneData scene_data) { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else vec3 view = -normalize(vertex_interp); +#endif vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); @@ -1191,7 +1202,7 @@ void fragment_shader(in SceneData scene_data) { if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - vec3 ref_vec = normalize(reflect(normalize(vertex), normal)); + vec3 ref_vec = normalize(reflect(-view, normal)); //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal)); @@ -1309,7 +1320,7 @@ void fragment_shader(in SceneData scene_data) { #else vec3 bent_normal = normal; #endif - reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index b700e21543..32ea83397a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -180,6 +180,7 @@ struct SceneData { // only used for multiview mat4 projection_matrix_view[MAX_VIEWS]; mat4 inv_projection_matrix_view[MAX_VIEWS]; + vec4 eye_offset[MAX_VIEWS]; vec2 viewport_size; vec2 screen_pixel_size; @@ -250,7 +251,7 @@ struct SceneData { bool pancake_shadows; vec2 taa_jitter; - uvec2 pad; + uvec2 pad2; }; layout(set = 1, binding = 0, std140) uniform SceneDataBlock { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 5a308bbd02..c92b29b14a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -869,7 +869,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v diffuse_light, specular_light); } -void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { +void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { vec3 box_extents = reflections.data[ref_index].box_extents; vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz; @@ -877,7 +877,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes return; } - vec3 ref_vec = normalize(reflect(vertex, normal)); + vec3 ref_vec = normalize(reflect(-view, normal)); vec3 inner_pos = abs(local_pos / box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index e15ebbfc91..26d0de46c2 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -114,9 +114,9 @@ invariant gl_Position; #GLOBALS -void main() { - SceneData scene_data = scene_data_block.data; +#define scene_data scene_data_block.data +void main() { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; @@ -576,17 +576,22 @@ vec4 fog_process(vec3 vertex) { #endif //!MODE_RENDER DEPTH +#define scene_data scene_data_block.data + void main() { #ifdef MODE_DUAL_PARABOLOID if (dp_clip > 0.0) discard; #endif - SceneData scene_data = scene_data_block.data; //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else vec3 view = -normalize(vertex_interp); +#endif vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0); @@ -1051,7 +1056,7 @@ void main() { #else vec3 bent_normal = normal; #endif - reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } if (reflection_accum.a > 0.0) { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index dd14a15837..7413d8730a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -134,6 +134,7 @@ struct SceneData { // only used for multiview highp mat4 projection_matrix_view[MAX_VIEWS]; highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; highp vec2 viewport_size; highp vec2 screen_pixel_size; diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h index e49cf4dafa..af22a48716 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h @@ -57,13 +57,13 @@ class UniformSetCacheRD : public Object { Cache *hash_table[HASH_TABLE_SIZE] = {}; static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) { - h = hash_djb2_one_32(u.uniform_type, h); - h = hash_djb2_one_32(u.binding, h); + h = hash_murmur3_one_32(u.uniform_type, h); + h = hash_murmur3_one_32(u.binding, h); uint32_t rsize = u.get_id_count(); for (uint32_t j = 0; j < rsize; j++) { - h = hash_djb2_one_64(u.get_id(j).get_id(), h); + h = hash_murmur3_one_64(u.get_id(j).get_id(), h); } - return h; + return hash_fmix32(h); } static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) { @@ -154,8 +154,8 @@ class UniformSetCacheRD : public Object { public: template <typename... Args> RID get_cache(RID p_shader, uint32_t p_set, Args... args) { - uint32_t h = hash_djb2_one_64(p_shader.get_id()); - h = hash_djb2_one_32(p_set, h); + uint32_t h = hash_murmur3_one_64(p_shader.get_id()); + h = hash_murmur3_one_32(p_set, h); h = _hash_args(h, args...); uint32_t table_idx = h % HASH_TABLE_SIZE; @@ -180,12 +180,14 @@ public: template <typename... Args> RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) { - uint32_t h = hash_djb2_one_64(p_shader.get_id()); - h = hash_djb2_one_32(p_set, h); + uint32_t h = hash_murmur3_one_64(p_shader.get_id()); + h = hash_murmur3_one_32(p_set, h); for (int i = 0; i < p_uniforms.size(); i++) { h = _hash_uniform(p_uniforms[i], h); } + h = hash_fmix32(h); + uint32_t table_idx = h % HASH_TABLE_SIZE; { const Cache *c = hash_table[table_idx]; |
