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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp21
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp1
3 files changed, 15 insertions, 11 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 768701329b..270a34d541 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1390,6 +1390,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
sdfgi->store_probes();
}
+ Size2i viewport_size = Size2i(1, 1);
+ if (rb.is_valid()) {
+ viewport_size = rb->get_internal_size();
+ }
+
p_render_data->cube_shadows.clear();
p_render_data->shadows.clear();
p_render_data->directional_shadows.clear();
@@ -1412,7 +1417,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
//cube shadows are rendered in their own way
for (const int &index : p_render_data->cube_shadows) {
- _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size);
}
if (p_render_data->directional_shadows.size()) {
@@ -1442,11 +1447,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
//render directional shadows
for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info);
+ _render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info, viewport_size);
}
//render positional shadows
for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info);
+ _render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info, viewport_size);
}
_render_shadow_process();
@@ -2310,7 +2315,7 @@ void RenderForwardClustered::_render_buffers_debug_draw(const RenderDataRD *p_re
}
}
-void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
@@ -2465,7 +2470,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
if (render_cubemap) {
//rendering to cubemap
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_viewport_size);
if (finalize_cubemap) {
_render_shadow_process();
_render_shadow_end();
@@ -2483,7 +2488,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
} else {
//render shadow
- _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info, p_viewport_size);
}
}
@@ -2496,7 +2501,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -2520,7 +2525,7 @@ 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, Vector2(1, 1), !p_flip_y, Color(), false, false, p_use_pancake, shadow_pass_index);
+ _setup_environment(&render_data, true, p_viewport_size, !p_flip_y, 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;
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 46deb30cde..6077fb4bde 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -593,9 +593,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
/* Render shadows */
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr);
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1));
void _render_shadow_begin();
- void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr);
+ void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1));
void _render_shadow_process();
void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 3710ac0eed..da55b68109 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -591,7 +591,6 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
// When using an uncompressed buffer with normals, but without tangents, we have to trim the padding.
if (!(s.format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) && (s.format & RS::ARRAY_FORMAT_NORMAL) && !(s.format & RS::ARRAY_FORMAT_TANGENT)) {
- Vector<uint8_t> new_vertex_data;
sd.vertex_data.resize(sd.vertex_data.size() - sizeof(uint16_t) * 2);
}
}