diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp index d9c8bd9eb38..b591627660b 100644 --- a/editor/import/resource_importer_scene.cpp +++ b/editor/import/resource_importer_scene.cpp @@ -236,18 +236,6 @@ void EditorSceneImporterMesh::generate_lods() { } uint32_t vertex_count = vertices.size(); const Vector3 *vertices_ptr = vertices.ptr(); - AABB aabb; - { - for (uint32_t j = 0; j < vertex_count; j++) { - if (j == 0) { - aabb.position = vertices_ptr[j]; - } else { - aabb.expand_to(vertices_ptr[j]); - } - } - } - - float longest_axis_size = aabb.get_longest_axis_size(); int min_indices = 10; int index_target = indices.size() / 2; @@ -263,7 +251,7 @@ void EditorSceneImporterMesh::generate_lods() { } new_indices.resize(new_len); Surface::LOD lod; - lod.distance = error * longest_axis_size; + lod.distance = error; lod.indices = new_indices; surfaces.write[i].lods.push_back(lod); index_target /= 2; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index 123be779ef9..8d32e729336 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -2718,7 +2718,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed uniforms.push_back(u); } - sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET); + sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET); return sdfgi_pass_uniform_set; } @@ -2909,6 +2909,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions.renames["SPECULAR_LIGHT"] = "specular_light"; + actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; actions.usage_defines["BINORMAL"] = "@TANGENT"; actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl index 5b01cb1f822..a7fe86b0290 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -9,7 +9,13 @@ VERSION_DEFINES /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; + +//only for pure render depth when normal is not used + +#ifdef NORMAL_USED layout(location = 1) in vec3 normal_attrib; +#endif + #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 2) in vec4 tangent_attrib; #endif @@ -18,7 +24,9 @@ layout(location = 2) in vec4 tangent_attrib; layout(location = 3) in vec4 color_attrib; #endif +#ifdef UV_USED layout(location = 4) in vec2 uv_attrib; +#endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) layout(location = 5) in vec2 uv2_attrib; @@ -51,13 +59,18 @@ layout(location = 11) in vec4 weight_attrib; /* Varyings */ layout(location = 0) out vec3 vertex_interp; + +#ifdef NORMAL_USED layout(location = 1) out vec3 normal_interp; +#endif #if defined(COLOR_USED) layout(location = 2) out vec4 color_interp; #endif +#ifdef UV_USED layout(location = 3) out vec2 uv_interp; +#endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) layout(location = 4) out vec2 uv2_interp; @@ -138,7 +151,9 @@ void main() { } vec3 vertex = vertex_attrib; +#ifdef NORMAL_USED vec3 normal = normal_attrib * 2.0 - 1.0; +#endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; @@ -171,7 +186,10 @@ void main() { #endif } #endif + +#ifdef UV_USED uv_interp = uv_attrib; +#endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) uv2_interp = uv2_attrib; @@ -215,9 +233,12 @@ VERTEX_SHADER_CODE #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) vertex = (modelview * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED normal = modelview_normal * normal; #endif +#endif + #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = modelview_normal * binormal; @@ -238,7 +259,9 @@ VERTEX_SHADER_CODE #endif vertex_interp = vertex; +#ifdef NORMAL_USED normal_interp = normal; +#endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent_interp = tangent; @@ -250,7 +273,6 @@ VERTEX_SHADER_CODE #ifdef MODE_DUAL_PARABOLOID vertex_interp.z *= scene_data.dual_paraboloid_side; - normal_interp.z *= scene_data.dual_paraboloid_side; dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias @@ -301,13 +323,18 @@ VERSION_DEFINES /* Varyings */ layout(location = 0) in vec3 vertex_interp; + +#ifdef NORMAL_USED layout(location = 1) in vec3 normal_interp; +#endif #if defined(COLOR_USED) layout(location = 2) in vec4 color_interp; #endif +#ifdef UV_USED layout(location = 3) in vec2 uv_interp; +#endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) layout(location = 4) in vec2 uv2_interp; @@ -1799,6 +1826,8 @@ void main() { vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); #endif + +#ifdef NORMAL_USED vec3 normal = normalize(normal_interp); #if defined(DO_SIDE_CHECK) @@ -1807,7 +1836,11 @@ void main() { } #endif +#endif //NORMAL_USED + +#ifdef UV_USED vec2 uv = uv_interp; +#endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) vec2 uv2 = uv2_interp; @@ -1994,6 +2027,7 @@ FRAGMENT_SHADER_CODE #endif //not render depth /////////////////////// LIGHTING ////////////////////////////// +#ifdef NORMAL_USED if (scene_data.roughness_limiter_enabled) { //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; @@ -2003,6 +2037,7 @@ FRAGMENT_SHADER_CODE float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); roughness = sqrt(filteredRoughness2); } +#endif //apply energy conservation vec3 specular_light = vec3(0.0, 0.0, 0.0); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl index d18581c1b32..fdc9941bba8 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl @@ -5,6 +5,12 @@ #include "cluster_data_inc.glsl" +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED) +#ifndef NORMAL_USED +#define NORMAL_USED +#endif +#endif + layout(push_constant, binding = 0, std430) uniform DrawCall { uint instance_index; uint pad; //16 bits minimum size diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp index 51cf6341866..b195a8cb5d5 100644 --- a/thirdparty/meshoptimizer/simplifier.cpp +++ b/thirdparty/meshoptimizer/simplifier.cpp @@ -6,6 +6,7 @@ #include #include + #ifndef TRACE #define TRACE 0 #endif @@ -332,8 +333,11 @@ struct Vector3 { float x, y, z; }; +// -- GODOT start -- +//static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride) +static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride) +// -- GODOT end -- -static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride) { size_t vertex_stride_float = vertex_positions_stride / sizeof(float); @@ -371,6 +375,10 @@ static void rescalePositions(Vector3* result, const float* vertex_positions_data result[i].y = (result[i].y - minv[1]) * scale; result[i].z = (result[i].z - minv[2]) * scale; } +// -- GODOT start -- + return extent; +// -- GODOT end -- + } struct Quadric @@ -1190,7 +1198,10 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, #endif Vector3* vertex_positions = allocator.allocate(vertex_count); - rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride); +// -- GODOT start -- + //rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride); + float extent = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride); +// -- GODOT end -- Quadric* vertex_quadrics = allocator.allocate(vertex_count); memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric)); @@ -1294,7 +1305,7 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, // -- GODOT start -- if (r_resulting_error) { - *r_resulting_error = sqrt(worst_error); + *r_resulting_error = sqrt(worst_error) * extent; } // -- GODOT end --