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Add transparency support for LightmapGI

Co-authored-by: Guerro323 <kaltobattle@gmail.com>
This commit is contained in:
Hendrik Brucker 2024-12-16 12:38:23 +01:00
parent 7f5c469292
commit a3525bc015
26 changed files with 442 additions and 95 deletions

View File

@ -2730,6 +2730,9 @@
<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
</member>
<member name="rendering/lightmapping/bake_performance/max_transparency_rays" type="int" setter="" getter="" default="8">
The maximum number of retry rays that can be thrown per pass when hitting a transparent surface when baking lightmaps with [LightmapGI]. Depending on the scene, reducing this value may lead to faster bake times.
</member>
<member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512">
The region size to use when baking lightmaps with [LightmapGI].
</member>

View File

@ -977,7 +977,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
scene_state.reset_gl_state();
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
scene_state.enable_gl_blend(false);
for (int i = 0; i < 6; i++) {
@ -1000,7 +1000,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
scene_state.reset_gl_state();
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
scene_state.enable_gl_blend(false);
cubemap_filter->filter_radiance(sky->raw_radiance, sky->radiance, sky->radiance_framebuffer, sky->radiance_size, sky->mipmap_count, sky->processing_layer);
@ -1433,6 +1433,10 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
rl->add_element(surf);
}
} else if (p_pass_mode == PASS_MODE_MATERIAL) {
if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE | GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
rl->add_element(surf);
}
} else {
if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);
@ -2210,7 +2214,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
scene_state.enable_gl_depth_test(false);
scene_state.enable_gl_depth_draw(true);
glDisable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
scene_state.cull_mode = RS::CULL_MODE_DISABLED;
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
@ -2587,7 +2591,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.enable_gl_depth_draw(false);
scene_state.enable_gl_depth_test(false);
scene_state.enable_gl_blend(false);
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
scene_state.set_gl_cull_mode(RS::CULL_MODE_BACK);
Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
@ -2615,7 +2619,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.enable_gl_depth_test(true);
scene_state.enable_gl_blend(false);
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
scene_state.set_gl_cull_mode(RS::CULL_MODE_BACK);
Transform3D transform = render_data.cam_transform;
Projection projection = render_data.cam_projection;
@ -3099,19 +3103,19 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
// Find cull variant.
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
RS::CullMode cull_mode = shader->cull_mode;
if (p_pass_mode == PASS_MODE_MATERIAL || (surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
cull_mode = RS::CULL_MODE_DISABLED;
} else {
bool mirror = inst->mirror;
if (p_params->reverse_cull) {
mirror = !mirror;
}
if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
cull_mode = GLES3::SceneShaderData::CULL_BACK;
} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
cull_mode = GLES3::SceneShaderData::CULL_FRONT;
if (cull_mode == RS::CULL_MODE_FRONT && mirror) {
cull_mode = RS::CULL_MODE_BACK;
} else if (cull_mode == RS::CULL_MODE_BACK && mirror) {
cull_mode = RS::CULL_MODE_FRONT;
}
}
@ -3832,7 +3836,7 @@ void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES
glActiveTexture(GL_TEXTURE0);
scene_state.enable_gl_depth_draw(true);
glDepthFunc(GL_ALWAYS);
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
// Loop through quadrants and copy shadows over.
for (int quadrant = 0; quadrant < 4; quadrant++) {

View File

@ -461,7 +461,7 @@ private:
bool used_depth_prepass = false;
GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
RS::CullMode cull_mode = RS::CULL_MODE_BACK;
bool current_blend_enabled = false;
bool current_depth_draw_enabled = false;
@ -477,7 +477,7 @@ private:
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
cull_mode = GLES3::SceneShaderData::CULL_BACK;
cull_mode = RS::CULL_MODE_BACK;
glDepthMask(GL_FALSE);
current_depth_draw_enabled = false;
@ -485,16 +485,16 @@ private:
current_depth_test_enabled = false;
}
void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) {
void set_gl_cull_mode(RS::CullMode p_mode) {
if (cull_mode != p_mode) {
if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) {
if (p_mode == RS::CULL_MODE_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
if (cull_mode == RS::CULL_MODE_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
glCullFace(p_mode == RS::CULL_MODE_FRONT ? GL_FRONT : GL_BACK);
}
cull_mode = p_mode;
}

View File

@ -1882,10 +1882,18 @@ void main() {
#ifndef USE_SHADOW_TO_OPACITY
#if defined(ALPHA_SCISSOR_USED)
#ifdef RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
alpha = 1.0;
#endif // RENDER_MATERIAL
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
@ -2215,9 +2223,17 @@ void main() {
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
#ifdef RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // RENDER_MATERIAL
#endif // !ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH

View File

@ -2505,6 +2505,19 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
RS::CullMode MaterialStorage::material_get_cull_mode(RID p_material) const {
const GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
if (material->shader->data) {
SceneShaderData *data = dynamic_cast<SceneShaderData *>(material->shader->data);
if (data) {
return (RS::CullMode)data->cull_mode;
}
}
return RS::CULL_MODE_DISABLED;
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_NULL(material);
@ -2907,7 +2920,7 @@ void SceneShaderData::set_code(const String &p_code) {
int blend_modei = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
int cull_modei = CULL_BACK;
int cull_modei = RS::CULL_MODE_BACK;
int depth_drawi = DEPTH_DRAW_OPAQUE;
ShaderCompiler::IdentifierActions actions;
@ -2930,9 +2943,9 @@ void SceneShaderData::set_code(const String &p_code) {
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;
@ -2990,7 +3003,7 @@ void SceneShaderData::set_code(const String &p_code) {
alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
cull_mode = RS::CullMode(cull_modei);
vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals.
vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT;

View File

@ -263,12 +263,6 @@ struct SceneShaderData : public ShaderData {
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
@ -292,7 +286,7 @@ struct SceneShaderData : public ShaderData {
AlphaAntiAliasing alpha_antialiasing_mode;
DepthDraw depth_draw;
DepthTest depth_test;
Cull cull_mode;
RS::CullMode cull_mode;
bool uses_point_size;
bool uses_alpha;
@ -618,6 +612,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;

View File

@ -30,6 +30,7 @@
#include "lightmapper_rd.h"
#include "core/string/print_string.h"
#include "lm_blendseams.glsl.gen.h"
#include "lm_compute.glsl.gen.h"
#include "lm_raster.glsl.gen.h"
@ -40,6 +41,7 @@
#include "editor/editor_paths.h"
#include "editor/editor_settings.h"
#include "servers/rendering/rendering_device_binds.h"
#include "servers/rendering/rendering_server_globals.h"
#if defined(VULKAN_ENABLED)
#include "drivers/vulkan/rendering_context_driver_vulkan.h"
@ -477,7 +479,16 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
t.max_bounds[0] = taabb.position.x + MAX(taabb.size.x, 0.0001);
t.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001);
t.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001);
t.pad0 = t.pad1 = 0; //make valgrind not complain
t.cull_mode = RS::CULL_MODE_BACK;
RID material = mi.data.material[i];
if (material.is_valid()) {
t.cull_mode = RSG::material_storage->material_get_cull_mode(material);
} else {
print_line("No material for mesh with vertex count ", mi.data.points.size());
}
t.pad1 = 0; //make valgrind not complain
triangles.push_back(t);
slice_triangle_count.write[t.slice]++;
}
@ -1319,6 +1330,8 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
bake_parameters.bounces = p_bounces;
bake_parameters.bounce_indirect_energy = p_bounce_indirect_energy;
bake_parameters.shadowmask_light_idx = shadowmask_light_idx;
// Same number of rays for transparency regardless of quality (it's more of a retry rather than shooting new ones).
bake_parameters.transparency_rays = GLOBAL_GET("rendering/lightmapping/bake_performance/max_transparency_rays");
bake_parameters_buffer = rd->uniform_buffer_create(sizeof(BakeParameters));
rd->buffer_update(bake_parameters_buffer, 0, sizeof(BakeParameters), &bake_parameters);

View File

@ -57,8 +57,9 @@ class LightmapperRD : public Lightmapper {
uint32_t bounces = 0;
float bounce_indirect_energy = 0.0f;
int shadowmask_light_idx = 0;
uint32_t pad[2] = {};
uint32_t shadowmask_light_idx = 0;
uint32_t transparency_rays = 0;
uint32_t pad[1] = {};
};
struct MeshInstance {
@ -185,7 +186,7 @@ class LightmapperRD : public Lightmapper {
uint32_t indices[3] = {};
uint32_t slice = 0;
float min_bounds[3] = {};
float pad0 = 0.0;
uint32_t cull_mode = 0;
float max_bounds[3] = {};
float pad1 = 0.0;
bool operator<(const Triangle &p_triangle) const {

View File

@ -1,4 +1,3 @@
/* SET 0, static data that does not change between any call */
layout(set = 0, binding = 0) uniform BakeParameters {
vec3 world_size;
@ -18,8 +17,8 @@ layout(set = 0, binding = 0) uniform BakeParameters {
float bounce_indirect_energy;
int shadowmask_light_idx;
uint transparency_rays;
uint pad0;
uint pad1;
}
bake_params;
@ -35,11 +34,15 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
}
vertices;
#define CULL_DISABLED 0
#define CULL_FRONT 1
#define CULL_BACK 2
struct Triangle {
uvec3 indices;
uint slice;
vec3 min_bounds;
uint pad0;
uint cull_mode;
vec3 max_bounds;
uint pad1;
};

View File

@ -154,7 +154,8 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
vec3 dir_cell = normalize(rel_cell);
vec3 delta = min(abs(1.0 / dir_cell), bake_params.grid_size); // Use bake_params.grid_size as max to prevent infinity values.
ivec3 step = ivec3(sign(rel_cell));
vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
const vec3 init_next_cell = vec3(icell) + max(vec3(0), sign(step));
vec3 t_max = mix(vec3(0), (init_next_cell - from_cell) / dir_cell, notEqual(step, vec3(0))); // Distance to next boundary.
uint iters = 0;
while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
@ -225,7 +226,6 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
// Return early if any hit was requested.
return RAY_ANY;
}
vec3 position = p_from + dir * distance;
vec3 hit_cell = (position - bake_params.to_cell_offset) * bake_params.to_cell_size;
if (icell != ivec3(hit_cell)) {
@ -242,6 +242,17 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
}
if (distance < best_distance) {
switch (triangle.cull_mode) {
case CULL_DISABLED:
backface = false;
break;
case CULL_FRONT:
backface = !backface;
break;
case CULL_BACK: // Default behavior.
break;
}
hit = backface ? RAY_BACK : RAY_FRONT;
best_distance = distance;
r_distance = distance;
@ -271,17 +282,16 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
}
// There should be only one axis updated at a time for DDA to work properly.
bvec3 mask = bvec3(true, false, false);
float m = side.x;
if (side.y < m) {
m = side.y;
mask = bvec3(false, true, false);
if (t_max.x < t_max.y && t_max.x < t_max.z) {
icell.x += step.x;
t_max.x += delta.x;
} else if (t_max.y < t_max.z) {
icell.y += step.y;
t_max.y += delta.y;
} else {
icell.z += step.z;
t_max.z += delta.z;
}
if (side.z < m) {
mask = bvec3(false, false, true);
}
side += vec3(mask) * delta;
icell += ivec3(vec3(mask)) * step;
iters++;
}
@ -294,6 +304,27 @@ uint trace_ray_closest_hit_triangle(vec3 p_from, vec3 p_to, out uint r_triangle,
return trace_ray(p_from, p_to, false, distance, normal, r_triangle, r_barycentric);
}
uint trace_ray_closest_hit_triangle_albedo_alpha(vec3 p_from, vec3 p_to, out vec4 albedo_alpha, out vec3 hit_position) {
float distance;
vec3 normal;
uint tidx;
vec3 barycentric;
uint ret = trace_ray(p_from, p_to, false, distance, normal, tidx, barycentric);
if (ret != RAY_MISS) {
Vertex vert0 = vertices.data[triangles.data[tidx].indices.x];
Vertex vert1 = vertices.data[triangles.data[tidx].indices.y];
Vertex vert2 = vertices.data[triangles.data[tidx].indices.z];
vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0);
hit_position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
}
return ret;
}
uint trace_ray_closest_hit_distance(vec3 p_from, vec3 p_to, out float r_distance, out vec3 r_normal) {
uint triangle;
vec3 barycentric;
@ -392,6 +423,8 @@ vec2 get_vogel_disk(float p_i, float p_rotation, float p_sample_count_sqrt) {
}
void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool p_soft_shadowing, out vec3 r_light, out vec3 r_light_dir, inout uint r_noise, float p_texel_size, out float r_shadow) {
const float EPSILON = 0.00001;
r_light = vec3(0.0f);
r_shadow = 0.0f;
@ -460,6 +493,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan));
uint hits = 0;
float aa_power = 0.0;
for (uint i = 0; i < ray_count; i++) {
// Create a random sample within the texel.
vec2 disk_sample = (halton_map[i] - vec2(0.5)) * p_texel_size * light_data.shadow_blur;
@ -468,9 +502,13 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
vec3 origin = p_position - disk_aligned;
vec3 light_dir = normalize(light_pos - origin);
float power = 0.0;
uint power_accm = 0;
vec3 prev_pos = origin;
if (use_soft_shadows) {
uint soft_shadow_hits = 0;
for (uint j = 0; j < shadowing_ray_count; j++) {
origin = prev_pos;
// Optimization:
// Once already traced an important proportion of rays, if all are hits or misses,
// assume we're not in the penumbra so we can infer the rest would have the same result.
@ -490,24 +528,116 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
float vogel_index = float(total_ray_count - 1 - (i * shadowing_ray_count + j)); // Start from (total_ray_count - 1) so we check the outer points first.
vec2 light_disk_sample = get_vogel_disk(vogel_index, a, shadowing_ray_count_sqrt) * soft_shadowing_disk_size * light_data.shadow_blur;
vec3 light_disk_to_point = normalize(light_to_point + light_disk_sample.x * light_to_point_tan + light_disk_sample.y * light_to_point_bitan);
float sample_penumbra = 0.0;
bool sample_did_hit = false;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
vec4 hit_albedo = vec4(1.0);
vec3 hit_position;
// Offset the ray origin for AA, offset the light position for soft shadows.
uint ret = trace_ray_closest_hit_triangle_albedo_alpha(origin - light_disk_to_point * (bake_params.bias + length(disk_sample)), p_position - light_disk_to_point * dist, hit_albedo, hit_position);
if (ret == RAY_MISS) {
if (!sample_did_hit) {
sample_penumbra = 1.0;
}
soft_shadow_hits += 1;
break;
} else if (ret == RAY_FRONT || ret == RAY_BACK) {
bool contribute = ret == RAY_FRONT || !sample_did_hit;
if (!sample_did_hit) {
sample_penumbra = 1.0;
sample_did_hit = true;
}
soft_shadow_hits += 1;
if (contribute) {
sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
}
origin = hit_position + r_light_dir * bake_params.bias;
if (sample_penumbra - EPSILON <= 0) {
break;
}
}
}
power += sample_penumbra;
power_accm++;
}
hits += soft_shadow_hits;
} else { // No soft shadows.
float sample_penumbra = 0.0;
bool sample_did_hit = false;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
vec4 hit_albedo = vec4(1.0);
vec3 hit_position;
// Offset the ray origin for AA, offset the light position for soft shadows.
if (trace_ray_any_hit(origin - light_disk_to_point * (bake_params.bias + length(disk_sample)), p_position - light_disk_to_point * dist) == RAY_MISS) {
soft_shadow_hits++;
uint ret = trace_ray_closest_hit_triangle_albedo_alpha(origin + light_dir * (bake_params.bias + length(disk_sample)), light_pos, hit_albedo, hit_position);
if (ret == RAY_MISS) {
if (!sample_did_hit) {
sample_penumbra = 1.0;
}
hits++;
break;
} else if (ret == RAY_FRONT || ret == RAY_BACK) {
bool contribute = ret == RAY_FRONT || !sample_did_hit;
if (!sample_did_hit) {
sample_penumbra = 1.0;
sample_did_hit = true;
}
hits++;
if (contribute) {
sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
}
origin = hit_position + r_light_dir * bake_params.bias;
if (sample_penumbra - EPSILON <= 0) {
break;
}
}
}
hits += soft_shadow_hits;
} else {
// Offset the ray origin based on the disk. Also increase the bias for further samples to avoid bleeding.
if (trace_ray_any_hit(origin + light_dir * (bake_params.bias + length(disk_sample)), light_pos) == RAY_MISS) {
hits++;
power += sample_penumbra;
power_accm = 1;
}
aa_power = power / float(power_accm);
}
penumbra = aa_power;
} else { // No soft shadows.
bool did_hit = false;
penumbra = 0.0;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
vec4 hit_albedo = vec4(1.0);
vec3 hit_position;
uint ret = trace_ray_closest_hit_triangle_albedo_alpha(p_position + r_light_dir * bake_params.bias, light_pos, hit_albedo, hit_position);
if (ret == RAY_MISS) {
if (!did_hit) {
penumbra = 1.0;
}
break;
} else if (ret == RAY_FRONT || ret == RAY_BACK) {
bool contribute = (ret == RAY_FRONT || !did_hit);
if (!did_hit) {
penumbra = 1.0;
did_hit = true;
}
if (contribute) {
penumbra = max(penumbra - hit_albedo.a - EPSILON, 0.0);
}
p_position = hit_position + r_light_dir * bake_params.bias;
if (penumbra - EPSILON <= 0) {
break;
}
}
}
penumbra = float(hits) / float(total_ray_count);
} else {
if (trace_ray_any_hit(p_position + r_light_dir * bake_params.bias, light_pos) == RAY_MISS) {
penumbra = 1.0;
}
penumbra = clamp(penumbra, 0.0, 1.0);
}
r_shadow = penumbra;
@ -533,6 +663,7 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
vec3 position = p_position;
vec3 ray_dir = p_ray_dir;
uint max_depth = max(bake_params.bounces, 1);
uint transparency_rays_left = bake_params.transparency_rays;
vec3 throughput = vec3(1.0);
vec3 light = vec3(0.0);
for (uint depth = 0; depth < max_depth; depth++) {
@ -546,6 +677,8 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
vec3 prev_normal = ray_dir;
vec3 norm0 = vec3(vert0.normal_xy, vert0.normal_z);
vec3 norm1 = vec3(vert1.normal_xy, vert1.normal_z);
vec3 norm2 = vec3(vert2.normal_xy, vert2.normal_z);
@ -568,13 +701,29 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
direct_light *= bake_params.exposure_normalization;
#endif
vec3 albedo = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgb;
vec4 albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgba;
vec3 emissive = textureLod(sampler2DArray(emission_tex, linear_sampler), uvw, 0).rgb;
emissive *= bake_params.exposure_normalization;
light += throughput * emissive;
throughput *= albedo;
light += throughput * direct_light * bake_params.bounce_indirect_energy;
light += throughput * emissive * albedo_alpha.a;
throughput = mix(throughput, throughput * albedo_alpha.rgb, albedo_alpha.a);
light += throughput * direct_light * bake_params.bounce_indirect_energy * albedo_alpha.a;
if (albedo_alpha.a < 1.0) {
transparency_rays_left -= 1;
depth -= 1;
if (transparency_rays_left <= 0) {
break;
}
// Either bounce off the transparent surface or keep going forward.
float pa = albedo_alpha.a * albedo_alpha.a;
if (randomize(r_noise) > pa) {
normal = prev_normal;
}
position += normal * bake_params.bias;
}
// Use Russian Roulette to determine a probability to terminate the bounce earlier as an optimization.
// <https://computergraphics.stackexchange.com/questions/2316/is-russian-roulette-really-the-answer>
@ -592,9 +741,55 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
// Look for the environment color and stop bouncing.
light += throughput * trace_environment_color(ray_dir);
break;
} else {
// Ignore any other trace results.
break;
} else if (trace_result == RAY_BACK) {
Vertex vert0 = vertices.data[triangles.data[tidx].indices.x];
Vertex vert1 = vertices.data[triangles.data[tidx].indices.y];
Vertex vert2 = vertices.data[triangles.data[tidx].indices.z];
vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
vec4 albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgba;
if (albedo_alpha.a > 1.0) {
break;
}
transparency_rays_left -= 1;
depth -= 1;
if (transparency_rays_left <= 0) {
break;
}
vec3 norm0 = vec3(vert0.normal_xy, vert0.normal_z);
vec3 norm1 = vec3(vert1.normal_xy, vert1.normal_z);
vec3 norm2 = vec3(vert2.normal_xy, vert2.normal_z);
vec3 normal = barycentric.x * norm0 + barycentric.y * norm1 + barycentric.z * norm2;
vec3 direct_light = vec3(0.0f);
#ifdef USE_LIGHT_TEXTURE_FOR_BOUNCES
direct_light += textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
#else
// Trace the lights directly. Significantly more expensive but more accurate in scenarios
// where the lightmap texture isn't reliable.
for (uint i = 0; i < bake_params.light_count; i++) {
vec3 light;
vec3 light_dir;
float shadow;
trace_direct_light(position, normal, i, false, light, light_dir, r_noise, p_texel_size, shadow);
direct_light += light * lights.data[i].indirect_energy;
}
direct_light *= bake_params.exposure_normalization;
#endif
vec3 emissive = textureLod(sampler2DArray(emission_tex, linear_sampler), uvw, 0).rgb;
emissive *= bake_params.exposure_normalization;
light += throughput * emissive * albedo_alpha.a;
throughput = mix(mix(throughput, throughput * albedo_alpha.rgb, albedo_alpha.a), vec3(0.0), albedo_alpha.a);
light += throughput * direct_light * bake_params.bounce_indirect_energy * albedo_alpha.a;
position += ray_dir * bake_params.bias;
}
}

View File

@ -52,6 +52,7 @@ void initialize_lightmapper_rd_module(ModuleInitializationLevel p_level) {
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/ultra_quality_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 2048);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/max_rays_per_pass", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 32);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/region_size", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 512);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/max_transparency_rays", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 8);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/low_quality_probe_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 64);
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/medium_quality_probe_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 256);

View File

@ -981,7 +981,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
w_albedo[i + 0] = uint8_t(CLAMP(float(r_aa[i + 0]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
w_albedo[i + 1] = uint8_t(CLAMP(float(r_aa[i + 1]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
w_albedo[i + 2] = uint8_t(CLAMP(float(r_aa[i + 2]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
w_albedo[i + 3] = 255;
w_albedo[i + 3] = r_aa[i + 3];
}
md.albedo_on_uv2.instantiate();
@ -1002,6 +1002,11 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
continue;
}
Array a = mf.mesh->surface_get_arrays(i);
Ref<Material> mat = mf.mesh->surface_get_material(i);
RID mat_rid;
if (mat.is_valid()) {
mat_rid = mat->get_rid();
}
Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
const Vector3 *vr = vertices.ptr();
@ -1051,6 +1056,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
md.uv2.push_back(uvr[vidx[k]]);
md.normal.push_back(normal_xform.xform(nr[vidx[k]]).normalized());
md.material.push_back(mat_rid);
}
}
}

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@ -171,6 +171,7 @@ public:
Vector<Vector3> points;
Vector<Vector2> uv2;
Vector<Vector3> normal;
Vector<RID> material;
Ref<Image> albedo_on_uv2;
Ref<Image> emission_on_uv2;
Variant userdata;

View File

@ -109,6 +109,8 @@ public:
virtual bool material_is_animated(RID p_material) override { return false; }
virtual bool material_casts_shadows(RID p_material) override { return false; }
virtual RS::CullMode material_get_cull_mode(RID p_material) const override { return RS::CULL_MODE_DISABLED; }
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
};

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@ -1120,6 +1120,10 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
rl->add_element(surf);
}
} else if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE | GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
rl->add_element(surf);
}
} else {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);

View File

@ -54,7 +54,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
blend_mode = BLEND_MODE_MIX;
depth_testi = DEPTH_TEST_ENABLED;
alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
int cull_modei = CULL_BACK;
int cull_modei = RS::CULL_MODE_BACK;
uses_point_size = false;
uses_alpha = false;
@ -101,9 +101,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;
@ -158,7 +158,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
cull_mode = RS::CullMode(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
uses_screen_texture = gen_code.uses_screen_texture;
uses_depth_texture = gen_code.uses_depth_texture;

View File

@ -153,12 +153,6 @@ public:
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
@ -250,7 +244,7 @@ public:
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
RS::CullMode cull_mode = RS::CULL_MODE_DISABLED;
uint64_t last_pass = 0;
uint32_t index = 0;
@ -272,7 +266,7 @@ public:
}
_FORCE_INLINE_ bool uses_shared_shadow_material() const {
bool backface_culling = cull_mode == CULL_BACK;
bool backface_culling = cull_mode == RS::CULL_MODE_BACK;
return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_position && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && backface_culling && !uses_point_size && !uses_world_coordinates && !wireframe;
}

View File

@ -2061,6 +2061,10 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
rl->add_element(surf);
}
} else if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE | GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
rl->add_element(surf);
}
} else {
if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);

View File

@ -56,7 +56,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
blend_mode = BLEND_MODE_MIX;
depth_testi = DEPTH_TEST_ENABLED;
alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
cull_mode = CULL_BACK;
cull_mode = RS::CULL_MODE_BACK;
uses_point_size = false;
uses_alpha = false;
@ -102,9 +102,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_mode, CULL_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_mode, CULL_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_mode, CULL_BACK);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_BACK);
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;

View File

@ -141,12 +141,6 @@ public:
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
@ -209,7 +203,7 @@ public:
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
int cull_mode = CULL_BACK;
int cull_mode = RS::CULL_MODE_BACK;
bool uses_point_size = false;
bool uses_alpha = false;

View File

@ -1256,21 +1256,37 @@ void fragment_shader(in SceneData scene_data) {
#ifndef USE_SHADOW_TO_OPACITY
#ifdef ALPHA_SCISSOR_USED
#ifdef MODE_RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // ALPHA_SCISSOR_USED
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
#ifdef MODE_RENDER_MATERIAL
if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // ALPHA_HASH_USED
// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) && !defined(MODE_RENDER_MATERIAL)
alpha = 1.0;
#endif
@ -1314,10 +1330,21 @@ void fragment_shader(in SceneData scene_data) {
#endif
#ifdef ENABLE_CLIP_ALPHA
#ifdef MODE_RENDER_MATERIAL
if (albedo.a < 0.99) {
// Used for doublepass and shadowmapping.
albedo.a = 0.0;
alpha = 0.0;
} else {
albedo.a = 1.0;
alpha = 1.0;
}
#else
if (albedo.a < 0.99) {
//used for doublepass and shadowmapping
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif
/////////////////////// FOG //////////////////////
@ -2521,9 +2548,17 @@ void fragment_shader(in SceneData scene_data) {
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
#ifdef MODE_RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH

View File

@ -984,21 +984,37 @@ void main() {
#ifndef USE_SHADOW_TO_OPACITY
#ifdef ALPHA_SCISSOR_USED
#ifdef MODE_RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // ALPHA_SCISSOR_USED
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
#ifdef MODE_RENDER_MATERIAL
if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // ALPHA_HASH_USED
// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) && !defined(MODE_RENDER_MATERIAL)
alpha = 1.0;
#endif
@ -1042,10 +1058,21 @@ void main() {
#endif
#ifdef ENABLE_CLIP_ALPHA
#ifdef MODE_RENDER_MATERIAL
if (albedo.a < 0.99) {
// Used for doublepass and shadowmapping.
albedo.a = 0.0;
alpha = 0.0;
} else {
albedo.a = 1.0;
alpha = 1.0;
}
#else
if (albedo.a < 0.99) {
//used for doublepass and shadowmapping
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif
/////////////////////// FOG //////////////////////
@ -1739,9 +1766,17 @@ void main() {
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
#ifdef MODE_RENDER_MATERIAL
if (alpha < alpha_scissor_threshold) {
alpha = 0.0;
} else {
alpha = 1.0;
}
#else
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // MODE_RENDER_MATERIAL
#endif // !ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH

View File

@ -32,6 +32,8 @@
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/io/resource_loader.h"
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
#include "servers/rendering/storage/variant_converters.h"
#include "texture_storage.h"
@ -2302,6 +2304,24 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
RS::CullMode RendererRD::MaterialStorage::material_get_cull_mode(RID p_material) const {
Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
if (material->shader->type == ShaderType::SHADER_TYPE_3D && material->shader->data) {
RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *sd_clustered = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *>(material->shader->data);
if (sd_clustered) {
return (RS::CullMode)sd_clustered->cull_mode;
}
RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *sd_mobile = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *>(material->shader->data);
if (sd_mobile) {
return (RS::CullMode)sd_mobile->cull_mode;
}
}
return RS::CULL_MODE_DISABLED;
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_NULL(material);

View File

@ -444,6 +444,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;

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@ -87,6 +87,7 @@ public:
virtual bool material_is_animated(RID p_material) = 0;
virtual bool material_casts_shadows(RID p_material) = 0;
virtual RS::CullMode material_get_cull_mode(RID p_material) const = 0;
struct InstanceShaderParam {
PropertyInfo info;

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@ -221,6 +221,12 @@ public:
SHADER_MAX
};
enum CullMode {
CULL_MODE_DISABLED,
CULL_MODE_FRONT,
CULL_MODE_BACK,
};
virtual RID shader_create() = 0;
virtual RID shader_create_from_code(const String &p_code, const String &p_path_hint = String()) = 0;