diff options
Diffstat (limited to 'servers')
9 files changed, 55 insertions, 48 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 068f9d9ef2..aae32f0b3e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -972,14 +972,14 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con float distance = 0.0; // Check if camera is NOT inside the mesh AABB. - if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) { + if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_cam_transform.origin)) { // Get the LOD support points on the mesh AABB. - Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); // Get the distances to those points on the AABB from the camera origin. - float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); + float distance_min = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_min); + float distance_max = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_max); if (distance_min * distance_max < 0.0) { //crossing plane @@ -1388,7 +1388,6 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo p_render_data->shadows.clear(); p_render_data->directional_shadows.clear(); - Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier(); { for (int i = 0; i < p_render_data->render_shadow_count; i++) { @@ -1407,7 +1406,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo RENDER_TIMESTAMP("Render OmniLight Shadows"); // 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, viewport_size, p_render_data->scene_data->cam_transform); + _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, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform); } if (p_render_data->directional_shadows.size()) { @@ -1437,11 +1436,11 @@ 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, viewport_size, p_render_data->scene_data->cam_transform); + _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, 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, p_render_data->scene_data->cam_transform); } //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, viewport_size, p_render_data->scene_data->cam_transform); + _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, 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, p_render_data->scene_data->cam_transform); } _render_shadow_process(); @@ -2371,7 +2370,7 @@ 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, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) { +void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, 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, const Transform3D &p_main_cam_transform) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); ERR_FAIL_COND(!light_storage->owns_light_instance(p_light)); @@ -2526,7 +2525,7 @@ 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, p_viewport_size, p_main_cam_transform); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, false, false, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_viewport_size, p_main_cam_transform); if (finalize_cubemap) { _render_shadow_process(); _render_shadow_end(); @@ -2544,7 +2543,7 @@ 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, p_viewport_size, p_main_cam_transform); + _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_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, p_main_cam_transform); } } @@ -2557,7 +2556,7 @@ 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, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) { +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, 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, const Transform3D &p_main_cam_transform) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -2615,7 +2614,6 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.pass_mode = pass_mode; shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete - shadow_pass.camera_plane = p_camera_plane; shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; 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 1f12d92754..ae9e5e7c10 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -347,7 +347,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { PassMode pass_mode; RID rp_uniform_set; - Plane camera_plane; float lod_distance_multiplier; float screen_mesh_lod_threshold; @@ -594,9 +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, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D()); + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, 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), const Transform3D &p_main_cam_transform = Transform3D()); 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, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D()); + 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, 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), const Transform3D &p_main_cam_transform = Transform3D()); void _render_shadow_process(); void _render_shadow_end(); 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 bd45dbfbc9..194a70dc22 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -590,7 +590,6 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { p_render_data->shadows.clear(); p_render_data->directional_shadows.clear(); - Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier(); { for (int i = 0; i < p_render_data->render_shadow_count; i++) { @@ -608,7 +607,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { //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, p_render_data->scene_data->cam_transform); + _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, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, p_render_data->scene_data->cam_transform); } if (p_render_data->directional_shadows.size()) { @@ -629,11 +628,11 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { //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, p_render_data->scene_data->cam_transform); + _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, 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, p_render_data->scene_data->cam_transform); } //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, p_render_data->scene_data->cam_transform); + _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, 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, p_render_data->scene_data->cam_transform); } _render_shadow_process(); @@ -1115,7 +1114,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color /* these are being called from RendererSceneRenderRD::_pre_opaque_render */ -void RenderForwardMobile::_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 Transform3D &p_main_cam_transform) { +void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, 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 Transform3D &p_main_cam_transform) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); ERR_FAIL_COND(!light_storage->owns_light_instance(p_light)); @@ -1269,7 +1268,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i if (render_cubemap) { //rendering to cubemap - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, 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_main_cam_transform); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_main_cam_transform); if (finalize_cubemap) { _render_shadow_process(); _render_shadow_end(); @@ -1288,7 +1287,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i } else { //render shadow - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, 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_main_cam_transform); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, 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_main_cam_transform); } } @@ -1300,7 +1299,7 @@ void RenderForwardMobile::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardMobile::_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_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 Transform3D &p_main_cam_transform) { +void RenderForwardMobile::_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_use_dp, bool p_use_dp_flip, bool p_use_pancake, 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 Transform3D &p_main_cam_transform) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -1357,7 +1356,6 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.pass_mode = pass_mode; shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete - shadow_pass.camera_plane = p_camera_plane; shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; @@ -1882,14 +1880,14 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const float distance = 0.0; // Check if camera is NOT inside the mesh AABB. - if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) { + if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_cam_transform.origin)) { // Get the LOD support points on the mesh AABB. - Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); // Get the distances to those points on the AABB from the camera origin. - float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); + float distance_min = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_min); + float distance_max = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_max); if (distance_min * distance_max < 0.0) { //crossing plane 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 f29503e5ec..aa1b8f34b2 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -178,9 +178,9 @@ private: /* 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, const Transform3D &p_main_cam_transform = Transform3D()); + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, 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 Transform3D &p_main_cam_transform = Transform3D()); 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_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 Transform3D &p_main_cam_transform = Transform3D()); + 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_use_dp, bool p_use_dp_flip, bool p_use_pancake, 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 Transform3D &p_main_cam_transform = Transform3D()); void _render_shadow_process(); void _render_shadow_end(); @@ -270,7 +270,6 @@ private: PassMode pass_mode; RID rp_uniform_set; - Plane camera_plane; float lod_distance_multiplier; float screen_mesh_lod_threshold; diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index 87f608bfe6..a4ee33ecc0 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -362,7 +362,7 @@ void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const Str } header += _constr(fnode->arguments[i].is_const); if (fnode->arguments[i].type == SL::TYPE_STRUCT) { - header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name); + header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].struct_name) + " " + _mkid(fnode->arguments[i].name); } else { header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name); } @@ -743,7 +743,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene gcode += _constr(true); gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type)); if (cnode.type == SL::TYPE_STRUCT) { - gcode += _mkid(cnode.type_str); + gcode += _mkid(cnode.struct_name); } else { gcode += _typestr(cnode.type); } diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 5a02980929..1a4c8ea742 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -1389,7 +1389,7 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea *r_data_type = function->arguments[i].type; } if (r_struct_name) { - *r_struct_name = function->arguments[i].type_str; + *r_struct_name = function->arguments[i].struct_name; } if (r_array_size) { *r_array_size = function->arguments[i].array_size; @@ -1442,7 +1442,7 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea *r_array_size = shader->constants[p_identifier].array_size; } if (r_struct_name) { - *r_struct_name = shader->constants[p_identifier].type_str; + *r_struct_name = shader->constants[p_identifier].struct_name; } if (r_constant_value) { if (shader->constants[p_identifier].initializer && shader->constants[p_identifier].initializer->values.size() == 1) { @@ -3432,7 +3432,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } String func_arg_name; if (pfunc->arguments[j].type == TYPE_STRUCT) { - func_arg_name = pfunc->arguments[j].type_str; + func_arg_name = pfunc->arguments[j].struct_name; } else { func_arg_name = get_datatype_name(pfunc->arguments[j].type); } @@ -3455,10 +3455,10 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI for (int j = 0; j < args.size(); j++) { if (get_scalar_type(args[j]) == args[j] && p_func->arguments[j + 1]->type == Node::NODE_TYPE_CONSTANT && args3[j] == 0 && convert_constant(static_cast<ConstantNode *>(p_func->arguments[j + 1]), pfunc->arguments[j].type)) { //all good, but it needs implicit conversion later - } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str) || args3[j] != pfunc->arguments[j].array_size) { + } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].struct_name) || args3[j] != pfunc->arguments[j].array_size) { String func_arg_name; if (pfunc->arguments[j].type == TYPE_STRUCT) { - func_arg_name = pfunc->arguments[j].type_str; + func_arg_name = pfunc->arguments[j].struct_name; } else { func_arg_name = get_datatype_name(pfunc->arguments[j].type); } @@ -9228,7 +9228,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f ShaderNode::Constant constant; constant.name = name; constant.type = is_struct ? TYPE_STRUCT : type; - constant.type_str = struct_name; + constant.struct_name = struct_name; constant.precision = precision; constant.initializer = nullptr; constant.array_size = array_size; @@ -9407,7 +9407,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f expr->datatype = constant.type; - expr->struct_name = constant.type_str; + expr->struct_name = constant.struct_name; expr->array_size = constant.array_size; @@ -9748,7 +9748,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f FunctionNode::Argument arg; arg.type = param_type; arg.name = param_name; - arg.type_str = param_struct_name; + arg.struct_name = param_struct_name; arg.precision = param_precision; arg.qualifier = param_qualifier; arg.tex_argument_check = false; @@ -10371,7 +10371,11 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ if (shader->vfunctions[i].name == completion_function) { String calltip; - calltip += get_datatype_name(shader->vfunctions[i].function->return_type); + if (shader->vfunctions[i].function->return_type == TYPE_STRUCT) { + calltip += String(shader->vfunctions[i].function->return_struct_name); + } else { + calltip += get_datatype_name(shader->vfunctions[i].function->return_type); + } if (shader->vfunctions[i].function->return_array_size > 0) { calltip += "["; @@ -10406,7 +10410,11 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ } } - calltip += get_datatype_name(shader->vfunctions[i].function->arguments[j].type); + if (shader->vfunctions[i].function->arguments[j].type == TYPE_STRUCT) { + calltip += String(shader->vfunctions[i].function->arguments[j].struct_name); + } else { + calltip += get_datatype_name(shader->vfunctions[i].function->arguments[j].type); + } calltip += " "; calltip += shader->vfunctions[i].function->arguments[j].name; diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index 816a202b50..38f304ff31 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -583,7 +583,7 @@ public: ArgumentQualifier qualifier; StringName name; DataType type; - StringName type_str; + StringName struct_name; DataPrecision precision; //for passing textures as arguments bool tex_argument_check; @@ -618,7 +618,7 @@ public: struct Constant { StringName name; DataType type; - StringName type_str; + StringName struct_name; DataPrecision precision; ConstantNode *initializer = nullptr; int array_size; diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 5cfd8d3cd2..7637d4e7da 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2229,6 +2229,7 @@ void RenderingServer::_bind_methods() { BIND_CONSTANT(MAX_GLOW_LEVELS); BIND_CONSTANT(MAX_CURSORS); BIND_CONSTANT(MAX_2D_DIRECTIONAL_LIGHTS); + BIND_CONSTANT(MAX_MESH_SURFACES); /* TEXTURE */ diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp index 2cfe98ea1e..a4e68afee0 100644 --- a/servers/xr_server.cpp +++ b/servers/xr_server.cpp @@ -98,6 +98,8 @@ void XRServer::_bind_methods() { BIND_ENUM_CONSTANT(RESET_BUT_KEEP_TILT); BIND_ENUM_CONSTANT(DONT_RESET_ROTATION); + ADD_SIGNAL(MethodInfo("reference_frame_changed")); + ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name"))); ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name"))); @@ -213,11 +215,13 @@ void XRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height) { reference_frame = new_reference_frame.inverse(); set_render_reference_frame(reference_frame); + emit_signal(SNAME("reference_frame_changed")); } void XRServer::clear_reference_frame() { reference_frame = Transform3D(); set_render_reference_frame(reference_frame); + emit_signal(SNAME("reference_frame_changed")); } void XRServer::_set_render_reference_frame(const Transform3D &p_reference_frame) { |