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/*************************************************************************/
/* rasterizer_scene_forward_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "rasterizer_scene_forward_rd.h"
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# include "core/project_settings.h"
# include "servers/visual/rendering_device.h"
# include "servers/visual/visual_server_raster.h"
static _FORCE_INLINE_ void store_transform ( const Transform & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
p_array [ 12 ] = p_mtx . origin . x ;
p_array [ 13 ] = p_mtx . origin . y ;
p_array [ 14 ] = p_mtx . origin . z ;
p_array [ 15 ] = 1 ;
}
static _FORCE_INLINE_ void store_transform_3x3 ( const Transform & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
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static _FORCE_INLINE_ void store_transform_3x3_430 ( const Transform & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 4 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 7 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 8 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
}
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static _FORCE_INLINE_ void store_camera ( const CameraMatrix & p_mtx , float * p_array ) {
for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
p_array [ i * 4 + j ] = p_mtx . matrix [ i ] [ j ] ;
}
}
}
void RasterizerSceneForwardRD : : ShaderData : : set_code ( const String & p_code ) {
//compile
code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
uses_screen_texture = false ;
if ( code = = String ( ) ) {
return ; //just invalid, but no error
}
ShaderCompilerRD : : GeneratedCode gen_code ;
int blend_mode = BLEND_MODE_MIX ;
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int depth_testi = DEPTH_TEST_ENABLED ;
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int cull = CULL_BACK ;
uses_point_size = false ;
uses_alpha = false ;
uses_blend_alpha = false ;
uses_depth_pre_pass = false ;
uses_discard = false ;
uses_roughness = false ;
uses_normal = false ;
bool wireframe = false ;
unshaded = false ;
uses_vertex = false ;
uses_sss = false ;
uses_screen_texture = false ;
uses_depth_texture = false ;
uses_normal_texture = false ;
uses_time = false ;
writes_modelview_or_projection = false ;
uses_world_coordinates = false ;
int depth_drawi = DEPTH_DRAW_OPAQUE ;
ShaderCompilerRD : : IdentifierActions actions ;
actions . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_ADD ) ;
actions . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_MIX ) ;
actions . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_SUB ) ;
actions . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_MUL ) ;
actions . render_mode_values [ " depth_draw_never " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_DISABLED ) ;
actions . render_mode_values [ " depth_draw_opaque " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_OPAQUE ) ;
actions . render_mode_values [ " depth_draw_always " ] = Pair < int * , int > ( & depth_drawi , DEPTH_DRAW_ALWAYS ) ;
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actions . render_mode_values [ " depth_test_disabled " ] = Pair < int * , int > ( & depth_testi , DEPTH_TEST_DISABLED ) ;
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actions . render_mode_values [ " cull_disabled " ] = Pair < int * , int > ( & cull , CULL_DISABLED ) ;
actions . render_mode_values [ " cull_front " ] = Pair < int * , int > ( & cull , CULL_FRONT ) ;
actions . render_mode_values [ " cull_back " ] = Pair < int * , int > ( & cull , CULL_BACK ) ;
actions . render_mode_flags [ " unshaded " ] = & unshaded ;
actions . render_mode_flags [ " wireframe " ] = & wireframe ;
actions . usage_flag_pointers [ " ALPHA " ] = & uses_alpha ;
actions . render_mode_flags [ " depth_prepass_alpha " ] = & uses_depth_pre_pass ;
actions . usage_flag_pointers [ " SSS_STRENGTH " ] = & uses_sss ;
actions . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & uses_screen_texture ;
actions . usage_flag_pointers [ " DEPTH_TEXTURE " ] = & uses_depth_texture ;
actions . usage_flag_pointers [ " NORMAL_TEXTURE " ] = & uses_normal_texture ;
actions . usage_flag_pointers [ " DISCARD " ] = & uses_discard ;
actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
actions . usage_flag_pointers [ " ROUGHNESS " ] = & uses_roughness ;
actions . usage_flag_pointers [ " NORMAL " ] = & uses_normal ;
actions . usage_flag_pointers [ " NORMALMAP " ] = & uses_normal ;
actions . usage_flag_pointers [ " POINT_SIZE " ] = & uses_point_size ;
actions . usage_flag_pointers [ " POINT_COORD " ] = & uses_point_size ;
actions . write_flag_pointers [ " MODELVIEW_MATRIX " ] = & writes_modelview_or_projection ;
actions . write_flag_pointers [ " PROJECTION_MATRIX " ] = & writes_modelview_or_projection ;
actions . write_flag_pointers [ " VERTEX " ] = & uses_vertex ;
actions . uniforms = & uniforms ;
RasterizerSceneForwardRD * scene_singleton = ( RasterizerSceneForwardRD * ) RasterizerSceneForwardRD : : singleton ;
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Error err = scene_singleton - > shader . compiler . compile ( VS : : SHADER_SPATIAL , code , & actions , path , gen_code ) ;
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ERR_FAIL_COND ( err ! = OK ) ;
if ( version . is_null ( ) ) {
version = scene_singleton - > shader . scene_shader . version_create ( ) ;
}
depth_draw = DepthDraw ( depth_drawi ) ;
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depth_test = DepthTest ( depth_testi ) ;
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#if 0
print_line ( " **compiling shader: " ) ;
print_line ( " **defines: \n " ) ;
for ( int i = 0 ; i < gen_code . defines . size ( ) ; i + + ) {
print_line ( gen_code . defines [ i ] ) ;
}
print_line ( " \n **uniforms: \n " + gen_code . uniforms ) ;
print_line ( " \n **vertex_globals: \n " + gen_code . vertex_global ) ;
print_line ( " \n **vertex_code: \n " + gen_code . vertex ) ;
print_line ( " \n **fragment_globals: \n " + gen_code . fragment_global ) ;
print_line ( " \n **fragment_code: \n " + gen_code . fragment ) ;
print_line ( " \n **light_code: \n " + gen_code . light ) ;
# endif
scene_singleton - > shader . scene_shader . version_set_code ( version , gen_code . uniforms , gen_code . vertex_global , gen_code . vertex , gen_code . fragment_global , gen_code . light , gen_code . fragment , gen_code . defines ) ;
ERR_FAIL_COND ( ! scene_singleton - > shader . scene_shader . version_is_valid ( version ) ) ;
ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
//blend modes
RD : : PipelineColorBlendState : : Attachment blend_attachment ;
switch ( blend_mode ) {
case BLEND_MODE_MIX : {
blend_attachment . enable_blend = true ;
blend_attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . color_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
blend_attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
blend_attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
} break ;
case BLEND_MODE_ADD : {
blend_attachment . enable_blend = true ;
blend_attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . color_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
blend_attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
uses_blend_alpha = true ; //force alpha used because of blend
} break ;
case BLEND_MODE_SUB : {
blend_attachment . enable_blend = true ;
blend_attachment . alpha_blend_op = RD : : BLEND_OP_SUBTRACT ;
blend_attachment . color_blend_op = RD : : BLEND_OP_SUBTRACT ;
blend_attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
blend_attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
uses_blend_alpha = true ; //force alpha used because of blend
} break ;
case BLEND_MODE_MUL : {
blend_attachment . enable_blend = true ;
blend_attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . color_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . src_color_blend_factor = RD : : BLEND_FACTOR_DST_COLOR ;
blend_attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ZERO ;
blend_attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_DST_ALPHA ;
blend_attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ZERO ;
uses_blend_alpha = true ; //force alpha used because of blend
} break ;
}
RD : : PipelineColorBlendState blend_state_blend ;
blend_state_blend . attachments . push_back ( blend_attachment ) ;
RD : : PipelineColorBlendState blend_state_opaque = RD : : PipelineColorBlendState : : create_disabled ( 1 ) ;
RD : : PipelineColorBlendState blend_state_opaque_specular = RD : : PipelineColorBlendState : : create_disabled ( 2 ) ;
//update pipelines
RD : : PipelineDepthStencilState depth_stencil_state ;
if ( depth_test ! = DEPTH_TEST_DISABLED ) {
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depth_stencil_state . enable_depth_test = true ;
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depth_stencil_state . depth_compare_operator = RD : : COMPARE_OP_LESS_OR_EQUAL ;
depth_stencil_state . enable_depth_write = depth_draw ! = DEPTH_DRAW_DISABLED ? true : false ;
}
for ( int i = 0 ; i < CULL_VARIANT_MAX ; i + + ) {
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RD : : PolygonCullMode cull_mode_rd_table [ CULL_VARIANT_MAX ] [ 3 ] = {
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{ RD : : POLYGON_CULL_DISABLED , RD : : POLYGON_CULL_FRONT , RD : : POLYGON_CULL_BACK } ,
{ RD : : POLYGON_CULL_DISABLED , RD : : POLYGON_CULL_BACK , RD : : POLYGON_CULL_FRONT } ,
{ RD : : POLYGON_CULL_DISABLED , RD : : POLYGON_CULL_DISABLED , RD : : POLYGON_CULL_DISABLED }
} ;
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RD : : PolygonCullMode cull_mode_rd = cull_mode_rd_table [ i ] [ cull ] ;
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for ( int j = 0 ; j < VS : : PRIMITIVE_MAX ; j + + ) {
RD : : RenderPrimitive primitive_rd_table [ VS : : PRIMITIVE_MAX ] = {
RD : : RENDER_PRIMITIVE_POINTS ,
RD : : RENDER_PRIMITIVE_LINES ,
RD : : RENDER_PRIMITIVE_LINESTRIPS ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_TRIANGLE_STRIPS ,
} ;
RD : : RenderPrimitive primitive_rd = uses_point_size ? RD : : RENDER_PRIMITIVE_POINTS : primitive_rd_table [ j ] ;
for ( int k = 0 ; k < SHADER_VERSION_MAX ; k + + ) {
RD : : PipelineRasterizationState raster_state ;
raster_state . cull_mode = cull_mode_rd ;
raster_state . wireframe = wireframe ;
RD : : PipelineColorBlendState blend_state ;
RD : : PipelineDepthStencilState depth_stencil = depth_stencil_state ;
if ( uses_alpha | | uses_blend_alpha ) {
if ( k = = SHADER_VERSION_COLOR_PASS | | k = = SHADER_VERSION_VCT_COLOR_PASS | | k = = SHADER_VERSION_LIGHTMAP_COLOR_PASS ) {
blend_state = blend_state_blend ;
if ( depth_draw = = DEPTH_DRAW_OPAQUE ) {
depth_stencil . enable_depth_write = false ; //alpha does not draw depth
}
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} else if ( uses_depth_pre_pass & & ( k = = SHADER_VERSION_DEPTH_PASS | | k = = SHADER_VERSION_DEPTH_PASS_DP | | k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL | | k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS ) ) {
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if ( k = = SHADER_VERSION_DEPTH_PASS | | k = = SHADER_VERSION_DEPTH_PASS_DP ) {
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//none, blend state contains nothing
} else {
blend_state = blend_state_opaque ; //writes to normal and roughness in opaque way
}
} else {
pipelines [ i ] [ j ] [ k ] . clear ( ) ;
continue ; // do not use this version (will error if using it is attempted)
}
} else {
if ( k = = SHADER_VERSION_COLOR_PASS | | k = = SHADER_VERSION_VCT_COLOR_PASS | | k = = SHADER_VERSION_LIGHTMAP_COLOR_PASS ) {
blend_state = blend_state_opaque ;
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} else if ( k = = SHADER_VERSION_DEPTH_PASS | | k = = SHADER_VERSION_DEPTH_PASS_DP ) {
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//none, leave empty
} else if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL | | k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS ) {
blend_state = blend_state_opaque ; //writes to normal and roughness in opaque way
} else {
//specular write
blend_state = blend_state_opaque_specular ;
}
}
RID shader_variant = scene_singleton - > shader . scene_shader . version_get_shader ( version , k ) ;
pipelines [ i ] [ j ] [ k ] . setup ( shader_variant , primitive_rd , raster_state , RD : : PipelineMultisampleState ( ) , depth_stencil , blend_state , 0 ) ;
}
}
}
valid = true ;
}
void RasterizerSceneForwardRD : : ShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture ) {
if ( ! p_texture . is_valid ( ) ) {
default_texture_params . erase ( p_name ) ;
} else {
default_texture_params [ p_name ] = p_texture ;
}
}
void RasterizerSceneForwardRD : : ShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
Map < int , StringName > order ;
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . texture_order > = 0 ) {
order [ E - > get ( ) . texture_order + 100000 ] = E - > key ( ) ;
} else {
order [ E - > get ( ) . order ] = E - > key ( ) ;
}
}
for ( Map < int , StringName > : : Element * E = order . front ( ) ; E ; E = E - > next ( ) ) {
PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E - > get ( ) ] ) ;
pi . name = E - > get ( ) ;
p_param_list - > push_back ( pi ) ;
}
}
bool RasterizerSceneForwardRD : : ShaderData : : is_param_texture ( const StringName & p_param ) const {
if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
bool RasterizerSceneForwardRD : : ShaderData : : is_animated ( ) const {
return false ;
}
bool RasterizerSceneForwardRD : : ShaderData : : casts_shadows ( ) const {
return false ;
}
Variant RasterizerSceneForwardRD : : ShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . hint ) ;
}
return Variant ( ) ;
}
RasterizerSceneForwardRD : : ShaderData : : ShaderData ( ) {
valid = false ;
uses_screen_texture = false ;
}
RasterizerSceneForwardRD : : ShaderData : : ~ ShaderData ( ) {
RasterizerSceneForwardRD * scene_singleton = ( RasterizerSceneForwardRD * ) RasterizerSceneForwardRD : : singleton ;
ERR_FAIL_COND ( ! scene_singleton ) ;
//pipeline variants will clear themselves if shader is gone
if ( version . is_valid ( ) ) {
scene_singleton - > shader . scene_shader . version_free ( version ) ;
}
}
RasterizerStorageRD : : ShaderData * RasterizerSceneForwardRD : : _create_shader_func ( ) {
ShaderData * shader_data = memnew ( ShaderData ) ;
return shader_data ;
}
void RasterizerSceneForwardRD : : MaterialData : : set_render_priority ( int p_priority ) {
priority = p_priority - VS : : MATERIAL_RENDER_PRIORITY_MIN ; //8 bits
}
void RasterizerSceneForwardRD : : MaterialData : : set_next_pass ( RID p_pass ) {
next_pass = p_pass ;
}
void RasterizerSceneForwardRD : : MaterialData : : update_parameters ( const Map < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
RasterizerSceneForwardRD * scene_singleton = ( RasterizerSceneForwardRD * ) RasterizerSceneForwardRD : : singleton ;
if ( ( uint32_t ) ubo_data . size ( ) ! = shader_data - > ubo_size ) {
p_uniform_dirty = true ;
if ( uniform_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( uniform_buffer ) ;
uniform_buffer = RID ( ) ;
}
ubo_data . resize ( shader_data - > ubo_size ) ;
if ( ubo_data . size ( ) ) {
uniform_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( ubo_data . size ( ) ) ;
memset ( ubo_data . ptrw ( ) , 0 , ubo_data . size ( ) ) ; //clear
}
//clear previous uniform set
if ( uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
RD : : get_singleton ( ) - > free ( uniform_set ) ;
uniform_set = RID ( ) ;
}
}
//check whether buffer changed
if ( p_uniform_dirty & & ubo_data . size ( ) ) {
update_uniform_buffer ( shader_data - > uniforms , shader_data - > ubo_offsets . ptr ( ) , p_parameters , ubo_data . ptrw ( ) , ubo_data . size ( ) , false ) ;
RD : : get_singleton ( ) - > buffer_update ( uniform_buffer , 0 , ubo_data . size ( ) , ubo_data . ptrw ( ) ) ;
}
uint32_t tex_uniform_count = shader_data - > texture_uniforms . size ( ) ;
if ( ( uint32_t ) texture_cache . size ( ) ! = tex_uniform_count ) {
texture_cache . resize ( tex_uniform_count ) ;
p_textures_dirty = true ;
//clear previous uniform set
if ( uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
RD : : get_singleton ( ) - > free ( uniform_set ) ;
uniform_set = RID ( ) ;
}
}
if ( p_textures_dirty & & tex_uniform_count ) {
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update_textures ( p_parameters , shader_data - > default_texture_params , shader_data - > texture_uniforms , texture_cache . ptrw ( ) , true ) ;
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}
if ( shader_data - > ubo_size = = 0 & & shader_data - > texture_uniforms . size ( ) = = 0 ) {
// This material does not require an uniform set, so don't create it.
return ;
}
if ( ! p_textures_dirty & & uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return ;
}
Vector < RD : : Uniform > uniforms ;
{
if ( shader_data - > ubo_size ) {
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 0 ;
u . ids . push_back ( uniform_buffer ) ;
uniforms . push_back ( u ) ;
}
const RID * textures = texture_cache . ptrw ( ) ;
for ( uint32_t i = 0 ; i < tex_uniform_count ; i + + ) {
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 1 + i ;
u . ids . push_back ( textures [ i ] ) ;
uniforms . push_back ( u ) ;
}
}
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uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , scene_singleton - > shader . scene_shader . version_get_shader ( shader_data - > version , 0 ) , 2 ) ;
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}
RasterizerSceneForwardRD : : MaterialData : : ~ MaterialData ( ) {
if ( uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
RD : : get_singleton ( ) - > free ( uniform_set ) ;
}
if ( uniform_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( uniform_buffer ) ;
}
}
RasterizerStorageRD : : MaterialData * RasterizerSceneForwardRD : : _create_material_func ( ShaderData * p_shader ) {
MaterialData * material_data = memnew ( MaterialData ) ;
material_data - > shader_data = p_shader ;
material_data - > last_frame = false ;
//update will happen later anyway so do nothing.
return material_data ;
}
RasterizerSceneForwardRD : : RenderBufferDataForward : : ~ RenderBufferDataForward ( ) {
clear ( ) ;
}
void RasterizerSceneForwardRD : : RenderBufferDataForward : : clear ( ) {
if ( color_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( color_fb ) ;
color_fb = RID ( ) ;
}
if ( color . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( color ) ;
color = RID ( ) ;
}
if ( depth . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( depth ) ;
depth = RID ( ) ;
}
}
void RasterizerSceneForwardRD : : RenderBufferDataForward : : configure ( RID p_render_target , int p_width , int p_height , VS : : ViewportMSAA p_msaa ) {
clear ( ) ;
width = p_width ;
height = p_height ;
render_target = p_render_target ;
{
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = p_width ;
tf . height = p_height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
color = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
{
RD : : TextureFormat tf ;
tf . format = RD : : get_singleton ( ) - > texture_is_format_supported_for_usage ( RD : : DATA_FORMAT_D24_UNORM_S8_UINT , RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ? RD : : DATA_FORMAT_D24_UNORM_S8_UINT : RD : : DATA_FORMAT_D32_SFLOAT_S8_UINT ;
tf . width = p_width ;
tf . height = p_height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
depth = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
{
Vector < RID > fb ;
fb . push_back ( color ) ;
fb . push_back ( depth ) ;
color_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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{
Vector < RID > fb ;
fb . push_back ( color ) ;
color_only_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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}
RasterizerSceneRD : : RenderBufferData * RasterizerSceneForwardRD : : _create_render_buffer_data ( ) {
return memnew ( RenderBufferDataForward ) ;
}
bool RasterizerSceneForwardRD : : free ( RID p_rid ) {
if ( RasterizerSceneRD : : free ( p_rid ) ) {
return true ;
}
return false ;
}
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void RasterizerSceneForwardRD : : _fill_instances ( RenderList : : Element * * p_elements , int p_element_count ) {
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for ( int i = 0 ; i < p_element_count ; i + + ) {
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const RenderList : : Element * e = p_elements [ i ] ;
InstanceData & id = scene_state . instances [ i ] ;
store_transform ( e - > instance - > transform , id . transform ) ;
store_transform ( Transform ( e - > instance - > transform . basis . inverse ( ) . transposed ( ) ) , id . normal_transform ) ;
id . flags = 0 ;
id . mask = e - > instance - > layer_mask ;
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if ( e - > instance - > base_type = = VS : : INSTANCE_MULTIMESH ) {
id . flags | = INSTANCE_DATA_FLAG_MULTIMESH ;
uint32_t stride ;
if ( storage - > multimesh_get_transform_format ( e - > instance - > base ) = = VS : : MULTIMESH_TRANSFORM_2D ) {
id . flags | = INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ;
stride = 2 ;
} else {
stride = 3 ;
}
if ( storage - > multimesh_uses_colors ( e - > instance - > base ) ) {
id . flags | = INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR ;
stride + = 1 ;
}
if ( storage - > multimesh_uses_custom_data ( e - > instance - > base ) ) {
id . flags | = INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA ;
stride + = 1 ;
}
id . flags | = ( stride < < INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT ) ;
}
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//forward
uint32_t reflection_count = 0 ;
uint32_t omni_count = 0 ;
uint32_t spot_count = 0 ;
uint32_t decal_count = 0 ;
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if ( ! e - > instance - > reflection_probe_instances . empty ( ) ) {
uint32_t rpi_count = e - > instance - > reflection_probe_instances . size ( ) ;
const RID * rpi_ptrs = e - > instance - > reflection_probe_instances . ptr ( ) ;
for ( uint32_t j = 0 ; j < rpi_count ; j + + ) {
if ( render_pass ! = reflection_probe_instance_get_render_pass ( rpi_ptrs [ j ] ) ) {
continue ; //not rendered this frame
}
RID base = reflection_probe_instance_get_probe ( rpi_ptrs [ j ] ) ;
uint32_t mask = storage - > reflection_probe_get_cull_mask ( base ) ;
if ( ! ( mask & id . mask ) ) {
continue ; //masked
}
if ( reflection_count < 8 ) {
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id . reflection_probe_indices [ reflection_count ] = reflection_probe_instance_get_render_index ( rpi_ptrs [ j ] ) ;
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reflection_count + + ;
}
}
}
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if ( ! e - > instance - > light_instances . empty ( ) ) {
uint32_t light_count = e - > instance - > light_instances . size ( ) ;
const RID * light_ptrs = e - > instance - > light_instances . ptr ( ) ;
for ( uint32_t j = 0 ; j < light_count ; j + + ) {
if ( render_pass ! = light_instance_get_render_pass ( light_ptrs [ j ] ) ) {
continue ; //not rendered this frame
}
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RID base = light_instance_get_base_light ( light_ptrs [ j ] ) ;
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uint32_t mask = storage - > light_get_cull_mask ( base ) ;
if ( ! ( mask & id . mask ) ) {
continue ; //masked
}
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if ( storage - > light_get_type ( base ) = = VS : : LIGHT_OMNI ) {
if ( omni_count < 8 ) {
id . omni_light_indices [ omni_count ] = light_instance_get_index ( light_ptrs [ j ] ) ;
omni_count + + ;
}
} else {
if ( spot_count < 8 ) {
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id . spot_light_indices [ spot_count ] = light_instance_get_index ( light_ptrs [ j ] ) ;
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spot_count + + ;
}
}
}
}
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id . flags | = reflection_count ;
id . flags | = omni_count < < 3 ;
id . flags | = spot_count < < 6 ;
id . flags | = decal_count < < 9 ;
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}
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RD : : get_singleton ( ) - > buffer_update ( scene_state . instance_buffer , 0 , sizeof ( InstanceData ) * p_element_count , scene_state . instances , true ) ;
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}
/// RENDERING ///
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void RasterizerSceneForwardRD : : _render_list ( RenderingDevice : : DrawListID p_draw_list , RenderingDevice : : FramebufferFormatID p_framebuffer_Format , RenderList : : Element * * p_elements , int p_element_count , bool p_reverse_cull , PassMode p_pass_mode , bool p_no_gi ) {
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RD : : DrawListID draw_list = p_draw_list ;
RD : : FramebufferFormatID framebuffer_format = p_framebuffer_Format ;
//global scope bindings
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , render_base_uniform_set , 0 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , default_vec4_xform_uniform_set , 1 ) ;
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MaterialData * prev_material = nullptr ;
// ShaderData *prev_shader = nullptr;
RID prev_vertex_array_rd ;
RID prev_index_array_rd ;
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RID prev_pipeline_rd ;
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RID prev_xforms_uniform_set ;
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PushConstant push_constant ;
zeromem ( & push_constant , sizeof ( PushConstant ) ) ;
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for ( int i = 0 ; i < p_element_count ; i + + ) {
const RenderList : : Element * e = p_elements [ i ] ;
MaterialData * material = e - > material ;
ShaderData * shader = material - > shader_data ;
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RID xforms_uniform_set ;
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//find cull variant
ShaderData : : CullVariant cull_variant ;
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if ( ( p_pass_mode = = PASS_MODE_SHADOW | | p_pass_mode = = PASS_MODE_SHADOW_DP ) & & e - > instance - > cast_shadows = = VS : : SHADOW_CASTING_SETTING_DOUBLE_SIDED ) {
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cull_variant = ShaderData : : CULL_VARIANT_DOUBLE_SIDED ;
} else {
bool mirror = e - > instance - > mirror ;
if ( p_reverse_cull ) {
mirror = ! mirror ;
}
cull_variant = mirror ? ShaderData : : CULL_VARIANT_REVERSED : ShaderData : : CULL_VARIANT_NORMAL ;
}
//find primitive and vertex format
VS : : PrimitiveType primitive ;
switch ( e - > instance - > base_type ) {
case VS : : INSTANCE_MESH : {
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primitive = storage - > mesh_surface_get_primitive ( e - > instance - > base , e - > surface_index ) ;
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} break ;
case VS : : INSTANCE_MULTIMESH : {
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RID mesh = storage - > multimesh_get_mesh ( e - > instance - > base ) ;
ERR_CONTINUE ( ! mesh . is_valid ( ) ) ; //should be a bug
primitive = storage - > mesh_surface_get_primitive ( mesh , e - > surface_index ) ;
xforms_uniform_set = storage - > multimesh_get_3d_uniform_set ( e - > instance - > base , default_shader_rd , 1 ) ;
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} break ;
case VS : : INSTANCE_IMMEDIATE : {
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ERR_CONTINUE ( true ) ; //should be a bug
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} break ;
case VS : : INSTANCE_PARTICLES : {
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ERR_CONTINUE ( true ) ; //should be a bug
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} break ;
default : {
ERR_CONTINUE ( true ) ; //should be a bug
}
}
ShaderVersion shader_version ;
switch ( p_pass_mode ) {
case PASS_MODE_COLOR :
case PASS_MODE_COLOR_TRANSPARENT : {
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if ( e - > uses_lightmap ) {
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shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS ;
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} else if ( e - > uses_vct ) {
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shader_version = SHADER_VERSION_VCT_COLOR_PASS ;
} else {
shader_version = SHADER_VERSION_COLOR_PASS ;
}
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} break ;
case PASS_MODE_COLOR_SPECULAR : {
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if ( e - > uses_lightmap ) {
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shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR ;
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} else if ( e - > uses_vct ) {
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shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR ;
} else {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR ;
}
} break ;
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case PASS_MODE_SHADOW :
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case PASS_MODE_DEPTH : {
shader_version = SHADER_VERSION_DEPTH_PASS ;
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} break ;
case PASS_MODE_SHADOW_DP : {
shader_version = SHADER_VERSION_DEPTH_PASS_DP ;
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} break ;
case PASS_MODE_DEPTH_NORMAL : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL ;
} break ;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS ;
} break ;
}
RenderPipelineVertexFormatCacheRD * pipeline = nullptr ;
pipeline = & shader - > pipelines [ cull_variant ] [ primitive ] [ shader_version ] ;
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RD : : VertexFormatID vertex_format ;
RID vertex_array_rd ;
RID index_array_rd ;
switch ( e - > instance - > base_type ) {
case VS : : INSTANCE_MESH : {
storage - > mesh_surface_get_arrays_and_format ( e - > instance - > base , e - > surface_index , pipeline - > get_vertex_input_mask ( ) , vertex_array_rd , index_array_rd , vertex_format ) ;
} break ;
case VS : : INSTANCE_MULTIMESH : {
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RID mesh = storage - > multimesh_get_mesh ( e - > instance - > base ) ;
ERR_CONTINUE ( ! mesh . is_valid ( ) ) ; //should be a bug
storage - > mesh_surface_get_arrays_and_format ( mesh , e - > surface_index , pipeline - > get_vertex_input_mask ( ) , vertex_array_rd , index_array_rd , vertex_format ) ;
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} break ;
case VS : : INSTANCE_IMMEDIATE : {
ERR_CONTINUE ( true ) ; //should be a bug
} break ;
case VS : : INSTANCE_PARTICLES : {
ERR_CONTINUE ( true ) ; //should be a bug
} break ;
default : {
ERR_CONTINUE ( true ) ; //should be a bug
}
}
if ( prev_vertex_array_rd ! = vertex_array_rd ) {
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , vertex_array_rd ) ;
prev_vertex_array_rd = vertex_array_rd ;
}
if ( prev_index_array_rd ! = index_array_rd ) {
if ( index_array_rd . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array_rd ) ;
}
prev_index_array_rd = index_array_rd ;
}
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RID pipeline_rd = pipeline - > get_render_pipeline ( vertex_format , framebuffer_format ) ;
if ( pipeline_rd ! = prev_pipeline_rd ) {
// checking with prev shader does not make so much sense, as
// the pipeline may still be different.
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , pipeline_rd ) ;
prev_pipeline_rd = pipeline_rd ;
}
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if ( xforms_uniform_set . is_valid ( ) & & prev_xforms_uniform_set ! = xforms_uniform_set ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , material - > uniform_set , 1 ) ;
prev_xforms_uniform_set = xforms_uniform_set ;
}
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if ( material ! = prev_material ) {
//update uniform set
if ( material - > uniform_set . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , material - > uniform_set , 2 ) ;
}
prev_material = material ;
}
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push_constant . index = i ;
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( PushConstant ) ) ;
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switch ( e - > instance - > base_type ) {
case VS : : INSTANCE_MESH : {
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , index_array_rd . is_valid ( ) ) ;
} break ;
case VS : : INSTANCE_MULTIMESH : {
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uint32_t instances = storage - > multimesh_get_instances_to_draw ( e - > instance - > base ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , index_array_rd . is_valid ( ) , instances ) ;
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} break ;
case VS : : INSTANCE_IMMEDIATE : {
} break ;
case VS : : INSTANCE_PARTICLES : {
} break ;
default : {
ERR_CONTINUE ( true ) ; //should be a bug
}
}
}
}
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void RasterizerSceneForwardRD : : _setup_environment ( RID p_render_target , RID p_environment , const CameraMatrix & p_cam_projection , const Transform & p_cam_transform , RID p_reflection_probe , bool p_no_fog , const Size2 & p_screen_pixel_size , RID p_shadow_atlas ) {
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//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction ;
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correction . set_depth_correction ( ! p_reflection_probe . is_valid ( ) ) ;
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CameraMatrix projection = correction * p_cam_projection ;
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//store camera into ubo
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store_camera ( projection , scene_state . ubo . projection_matrix ) ;
store_camera ( projection . inverse ( ) , scene_state . ubo . inv_projection_matrix ) ;
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store_transform ( p_cam_transform , scene_state . ubo . camera_matrix ) ;
store_transform ( p_cam_transform . affine_inverse ( ) , scene_state . ubo . inv_camera_matrix ) ;
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scene_state . ubo . screen_pixel_size [ 0 ] = p_screen_pixel_size . x ;
scene_state . ubo . screen_pixel_size [ 1 ] = p_screen_pixel_size . y ;
if ( p_shadow_atlas . is_valid ( ) ) {
Vector2 sas = shadow_atlas_get_size ( p_shadow_atlas ) ;
scene_state . ubo . shadow_atlas_pixel_size [ 0 ] = 1.0 / sas . x ;
scene_state . ubo . shadow_atlas_pixel_size [ 1 ] = 1.0 / sas . y ;
}
{
Vector2 dss = directional_shadow_get_size ( ) ;
scene_state . ubo . directional_shadow_pixel_size [ 0 ] = 1.0 / dss . x ;
scene_state . ubo . directional_shadow_pixel_size [ 1 ] = 1.0 / dss . y ;
}
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//time global variables
scene_state . ubo . time = time ;
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if ( is_environment ( p_environment ) ) {
VS : : EnvironmentBG env_bg = environment_get_background ( p_environment ) ;
VS : : EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source ( p_environment ) ;
float bg_energy = environment_get_bg_energy ( p_environment ) ;
scene_state . ubo . ambient_light_color_energy [ 3 ] = bg_energy ;
scene_state . ubo . ambient_color_sky_mix = environment_get_ambient_sky_contribution ( p_environment ) ;
//ambient
if ( ambient_src = = VS : : ENV_AMBIENT_SOURCE_BG & & ( env_bg = = VS : : ENV_BG_CLEAR_COLOR | | env_bg = = VS : : ENV_BG_COLOR ) ) {
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Color color = ( p_render_target . is_valid ( ) & & env_bg = = VS : : ENV_BG_CLEAR_COLOR ) ? ( p_render_target . is_valid ( ) ? storage - > render_target_get_clear_request_color ( p_render_target ) : Color ( 0 , 0 , 0 ) ) : environment_get_bg_color ( p_environment ) ;
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color = color . to_linear ( ) ;
scene_state . ubo . ambient_light_color_energy [ 0 ] = color . r * bg_energy ;
scene_state . ubo . ambient_light_color_energy [ 1 ] = color . g * bg_energy ;
scene_state . ubo . ambient_light_color_energy [ 2 ] = color . b * bg_energy ;
scene_state . ubo . use_ambient_light = true ;
scene_state . ubo . use_ambient_cubemap = false ;
} else {
float energy = environment_get_ambient_light_ambient_energy ( p_environment ) ;
Color color = environment_get_ambient_light_color ( p_environment ) ;
color = color . to_linear ( ) ;
scene_state . ubo . ambient_light_color_energy [ 0 ] = color . r * energy ;
scene_state . ubo . ambient_light_color_energy [ 1 ] = color . g * energy ;
scene_state . ubo . ambient_light_color_energy [ 2 ] = color . b * energy ;
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Basis sky_transform = environment_get_sky_orientation ( p_environment ) ;
sky_transform = sky_transform . inverse ( ) * p_cam_transform . basis ;
store_transform_3x3 ( sky_transform , scene_state . ubo . radiance_inverse_xform ) ;
scene_state . ubo . use_ambient_cubemap = ( ambient_src = = VS : : ENV_AMBIENT_SOURCE_BG & & env_bg = = VS : : ENV_BG_SKY ) | | ambient_src = = VS : : ENV_AMBIENT_SOURCE_SKY ;
scene_state . ubo . use_ambient_light = scene_state . ubo . use_ambient_cubemap | | ambient_src = = VS : : ENV_AMBIENT_SOURCE_COLOR ;
}
//specular
VS : : EnvironmentReflectionSource ref_src = environment_get_reflection_source ( p_environment ) ;
if ( ( ref_src = = VS : : ENV_REFLECTION_SOURCE_BG & & env_bg = = VS : : ENV_BG_SKY ) | | ref_src = = VS : : ENV_REFLECTION_SOURCE_SKY ) {
scene_state . ubo . use_reflection_cubemap = true ;
} else {
scene_state . ubo . use_reflection_cubemap = false ;
}
} else {
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if ( p_reflection_probe . is_valid ( ) & & ! storage - > reflection_probe_is_interior ( reflection_probe_instance_get_probe ( p_reflection_probe ) ) ) {
scene_state . ubo . use_ambient_light = true ;
Color clear_color = storage - > get_default_clear_color ( ) ;
clear_color = clear_color . to_linear ( ) ;
scene_state . ubo . ambient_light_color_energy [ 0 ] = clear_color . r ;
scene_state . ubo . ambient_light_color_energy [ 1 ] = clear_color . g ;
scene_state . ubo . ambient_light_color_energy [ 2 ] = clear_color . b ;
scene_state . ubo . ambient_light_color_energy [ 3 ] = 1.0 ;
} else if ( p_render_target . is_valid ( ) ) {
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scene_state . ubo . use_ambient_light = true ;
Color clear_color = storage - > render_target_get_clear_request_color ( p_render_target ) ;
clear_color = clear_color . to_linear ( ) ;
scene_state . ubo . ambient_light_color_energy [ 0 ] = clear_color . r ;
scene_state . ubo . ambient_light_color_energy [ 1 ] = clear_color . g ;
scene_state . ubo . ambient_light_color_energy [ 2 ] = clear_color . b ;
scene_state . ubo . ambient_light_color_energy [ 3 ] = 1.0 ;
} else {
scene_state . ubo . use_ambient_light = false ;
}
scene_state . ubo . use_ambient_cubemap = false ;
scene_state . ubo . use_reflection_cubemap = false ;
}
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#if 0
//bg and ambient
if ( p_environment . is_valid ( ) ) {
state . ubo_data . bg_energy = env - > bg_energy ;
state . ubo_data . ambient_energy = env - > ambient_energy ;
Color linear_ambient_color = env - > ambient_color . to_linear ( ) ;
state . ubo_data . ambient_light_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . ambient_light_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . ambient_light_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . ambient_light_color [ 3 ] = linear_ambient_color . a ;
Color bg_color ;
switch ( env - > bg_mode ) {
case VS : : ENV_BG_CLEAR_COLOR : {
bg_color = storage - > frame . clear_request_color . to_linear ( ) ;
} break ;
case VS : : ENV_BG_COLOR : {
bg_color = env - > bg_color . to_linear ( ) ;
} break ;
default : {
bg_color = Color ( 0 , 0 , 0 , 1 ) ;
} break ;
}
state . ubo_data . bg_color [ 0 ] = bg_color . r ;
state . ubo_data . bg_color [ 1 ] = bg_color . g ;
state . ubo_data . bg_color [ 2 ] = bg_color . b ;
state . ubo_data . bg_color [ 3 ] = bg_color . a ;
//use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
sky_orientation = Transform ( env - > sky_orientation , Vector3 ( 0.0 , 0.0 , 0.0 ) ) . affine_inverse ( ) ;
state . env_radiance_data . ambient_contribution = env - > ambient_sky_contribution ;
state . ubo_data . ambient_occlusion_affect_light = env - > ssao_light_affect ;
state . ubo_data . ambient_occlusion_affect_ssao = env - > ssao_ao_channel_affect ;
//fog
Color linear_fog = env - > fog_color . to_linear ( ) ;
state . ubo_data . fog_color_enabled [ 0 ] = linear_fog . r ;
state . ubo_data . fog_color_enabled [ 1 ] = linear_fog . g ;
state . ubo_data . fog_color_enabled [ 2 ] = linear_fog . b ;
state . ubo_data . fog_color_enabled [ 3 ] = ( ! p_no_fog & & env - > fog_enabled ) ? 1.0 : 0.0 ;
state . ubo_data . fog_density = linear_fog . a ;
Color linear_sun = env - > fog_sun_color . to_linear ( ) ;
state . ubo_data . fog_sun_color_amount [ 0 ] = linear_sun . r ;
state . ubo_data . fog_sun_color_amount [ 1 ] = linear_sun . g ;
state . ubo_data . fog_sun_color_amount [ 2 ] = linear_sun . b ;
state . ubo_data . fog_sun_color_amount [ 3 ] = env - > fog_sun_amount ;
state . ubo_data . fog_depth_enabled = env - > fog_depth_enabled ;
state . ubo_data . fog_depth_begin = env - > fog_depth_begin ;
state . ubo_data . fog_depth_end = env - > fog_depth_end ;
state . ubo_data . fog_depth_curve = env - > fog_depth_curve ;
state . ubo_data . fog_transmit_enabled = env - > fog_transmit_enabled ;
state . ubo_data . fog_transmit_curve = env - > fog_transmit_curve ;
state . ubo_data . fog_height_enabled = env - > fog_height_enabled ;
state . ubo_data . fog_height_min = env - > fog_height_min ;
state . ubo_data . fog_height_max = env - > fog_height_max ;
state . ubo_data . fog_height_curve = env - > fog_height_curve ;
} else {
state . ubo_data . bg_energy = 1.0 ;
state . ubo_data . ambient_energy = 1.0 ;
//use from clear color instead, since there is no ambient
Color linear_ambient_color = storage - > frame . clear_request_color . to_linear ( ) ;
state . ubo_data . ambient_light_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . ambient_light_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . ambient_light_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . ambient_light_color [ 3 ] = linear_ambient_color . a ;
state . ubo_data . bg_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . bg_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . bg_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . bg_color [ 3 ] = linear_ambient_color . a ;
state . env_radiance_data . ambient_contribution = 0 ;
state . ubo_data . ambient_occlusion_affect_light = 0 ;
state . ubo_data . fog_color_enabled [ 3 ] = 0.0 ;
}
{
//directional shadow
state . ubo_data . shadow_directional_pixel_size [ 0 ] = 1.0 / directional_shadow . size ;
state . ubo_data . shadow_directional_pixel_size [ 1 ] = 1.0 / directional_shadow . size ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_FUNC , GL_LESS ) ;
}
glBindBuffer ( GL_UNIFORM_BUFFER , state . scene_ubo ) ;
glBufferSubData ( GL_UNIFORM_BUFFER , 0 , sizeof ( State : : SceneDataUBO ) , & state . ubo_data ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
//fill up environment
store_transform ( sky_orientation * p_cam_transform , state . env_radiance_data . transform ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . env_radiance_ubo ) ;
glBufferSubData ( GL_UNIFORM_BUFFER , 0 , sizeof ( State : : EnvironmentRadianceUBO ) , & state . env_radiance_data ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
# endif
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RD : : get_singleton ( ) - > buffer_update ( scene_state . uniform_buffer , 0 , sizeof ( SceneState : : UBO ) , & scene_state . ubo , true ) ;
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}
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void RasterizerSceneForwardRD : : _add_geometry ( InstanceBase * p_instance , uint32_t p_surface , RID p_material , PassMode p_pass_mode , uint32_t p_geometry_index ) {
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RID m_src = p_instance - > material_override . is_valid ( ) ? p_instance - > material_override : p_material ;
/*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
m_src = default_overdraw_material ;
} */
MaterialData * material = NULL ;
if ( m_src . is_valid ( ) ) {
material = ( MaterialData * ) storage - > material_get_data ( m_src , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
if ( ! material | | ! material - > shader_data - > valid ) {
material = NULL ;
}
}
if ( ! material ) {
material = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
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m_src = default_material ;
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}
ERR_FAIL_COND ( ! material ) ;
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_add_geometry_with_material ( p_instance , p_surface , material , m_src , p_pass_mode , p_geometry_index ) ;
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while ( material - > next_pass . is_valid ( ) ) {
material = ( MaterialData * ) storage - > material_get_data ( material - > next_pass , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
if ( ! material | | ! material - > shader_data - > valid )
break ;
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_add_geometry_with_material ( p_instance , p_surface , material , material - > next_pass , p_pass_mode , p_geometry_index ) ;
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}
}
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void RasterizerSceneForwardRD : : _add_geometry_with_material ( InstanceBase * p_instance , uint32_t p_surface , MaterialData * p_material , RID p_material_rid , PassMode p_pass_mode , uint32_t p_geometry_index ) {
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bool has_read_screen_alpha = p_material - > shader_data - > uses_screen_texture | | p_material - > shader_data - > uses_depth_texture | | p_material - > shader_data - > uses_normal_texture ;
bool has_base_alpha = ( p_material - > shader_data - > uses_alpha | | has_read_screen_alpha ) ;
bool has_blend_alpha = p_material - > shader_data - > uses_blend_alpha ;
bool has_alpha = has_base_alpha | | has_blend_alpha ;
if ( p_material - > shader_data - > uses_sss ) {
scene_state . used_sss = true ;
}
if ( p_material - > shader_data - > uses_screen_texture ) {
scene_state . used_screen_texture = true ;
}
if ( p_material - > shader_data - > uses_depth_texture ) {
scene_state . used_depth_texture = true ;
}
if ( p_material - > shader_data - > uses_normal_texture ) {
scene_state . used_normal_texture = true ;
}
if ( p_pass_mode ! = PASS_MODE_COLOR & & p_pass_mode ! = PASS_MODE_COLOR_SPECULAR ) {
if ( has_blend_alpha | | has_read_screen_alpha | | ( has_base_alpha & & ! p_material - > shader_data - > uses_depth_pre_pass ) | | p_material - > shader_data - > depth_draw = = ShaderData : : DEPTH_DRAW_DISABLED | | p_material - > shader_data - > depth_test = = ShaderData : : DEPTH_TEST_DISABLED | | p_instance - > cast_shadows = = VS : : SHADOW_CASTING_SETTING_OFF ) {
//conditions in which no depth pass should be processed
return ;
}
if ( ! p_material - > shader_data - > writes_modelview_or_projection & & ! p_material - > shader_data - > uses_vertex & & ! p_material - > shader_data - > uses_discard & & ! p_material - > shader_data - > uses_depth_pre_pass ) {
//shader does not use discard and does not write a vertex position, use generic material
if ( p_pass_mode = = PASS_MODE_SHADOW | | p_pass_mode = = PASS_MODE_DEPTH ) {
p_material = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
} else if ( p_pass_mode = = PASS_MODE_DEPTH_NORMAL & & ! p_material - > shader_data - > uses_normal ) {
p_material = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
} else if ( p_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS & & ! p_material - > shader_data - > uses_normal & & ! p_material - > shader_data - > uses_roughness ) {
p_material = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
}
}
has_alpha = false ;
}
RenderList : : Element * e = ( has_alpha | | p_material - > shader_data - > depth_test = = ShaderData : : DEPTH_TEST_DISABLED ) ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
if ( ! e )
return ;
e - > instance = p_instance ;
e - > material = p_material ;
e - > surface_index = p_surface ;
e - > sort_key = 0 ;
if ( e - > material - > last_pass ! = render_pass ) {
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if ( ! RD : : get_singleton ( ) - > uniform_set_is_valid ( e - > material - > uniform_set ) ) {
//uniform set no longer valid, probably a texture changed
storage - > material_force_update_textures ( p_material_rid , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
}
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e - > material - > last_pass = render_pass ;
e - > material - > index = scene_state . current_material_index + + ;
if ( e - > material - > shader_data - > last_pass ! = render_pass ) {
e - > material - > shader_data - > last_pass = scene_state . current_material_index + + ;
e - > material - > shader_data - > index = scene_state . current_shader_index + + ;
}
}
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e - > geometry_index = p_geometry_index ;
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e - > material_index = e - > material - > index ;
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e - > uses_instancing = e - > instance - > base_type = = VS : : INSTANCE_MULTIMESH ;
e - > uses_lightmap = e - > instance - > lightmap . is_valid ( ) ;
e - > uses_vct = e - > instance - > gi_probe_instances . size ( ) ;
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e - > shader_index = e - > shader_index ;
e - > depth_layer = e - > instance - > depth_layer ;
e - > priority = p_material - > priority ;
if ( p_material - > shader_data - > uses_time ) {
VisualServerRaster : : redraw_request ( ) ;
}
}
void RasterizerSceneForwardRD : : _fill_render_list ( InstanceBase * * p_cull_result , int p_cull_count , PassMode p_pass_mode , bool p_no_gi ) {
scene_state . current_shader_index = 0 ;
scene_state . current_material_index = 0 ;
scene_state . used_sss = false ;
scene_state . used_screen_texture = false ;
scene_state . used_normal_texture = false ;
scene_state . used_depth_texture = false ;
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uint32_t geometry_index = 0 ;
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//fill list
for ( int i = 0 ; i < p_cull_count ; i + + ) {
InstanceBase * inst = p_cull_result [ i ] ;
//add geometry for drawing
switch ( inst - > base_type ) {
case VS : : INSTANCE_MESH : {
const RID * materials = NULL ;
uint32_t surface_count ;
materials = storage - > mesh_get_surface_count_and_materials ( inst - > base , surface_count ) ;
if ( ! materials ) {
continue ; //nothing to do
}
const RID * inst_materials = inst - > materials . ptr ( ) ;
for ( uint32_t j = 0 ; j < surface_count ; j + + ) {
RID material = inst_materials [ j ] . is_valid ( ) ? inst_materials [ j ] : materials [ j ] ;
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uint32_t surface_index = storage - > mesh_surface_get_render_pass_index ( inst - > base , j , render_pass , & geometry_index ) ;
_add_geometry ( inst , j , material , p_pass_mode , surface_index ) ;
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}
//mesh->last_pass=frame;
} break ;
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case VS : : INSTANCE_MULTIMESH : {
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if ( storage - > multimesh_get_instances_to_draw ( inst - > base ) = = 0 ) {
//not visible, 0 instances
continue ;
}
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RID mesh = storage - > multimesh_get_mesh ( inst - > base ) ;
if ( ! mesh . is_valid ( ) ) {
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continue ;
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}
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const RID * materials = NULL ;
uint32_t surface_count ;
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materials = storage - > mesh_get_surface_count_and_materials ( mesh , surface_count ) ;
if ( ! materials ) {
continue ; //nothing to do
}
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for ( uint32_t j = 0 ; j < surface_count ; j + + ) {
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uint32_t surface_index = storage - > mesh_surface_get_multimesh_render_pass_index ( inst - > base , j , render_pass , & geometry_index ) ;
_add_geometry ( inst , j , materials [ j ] , p_pass_mode , surface_index ) ;
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}
} break ;
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#if 0
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case VS : : INSTANCE_IMMEDIATE : {
RasterizerStorageGLES3 : : Immediate * immediate = storage - > immediate_owner . getornull ( inst - > base ) ;
ERR_CONTINUE ( ! immediate ) ;
_add_geometry ( immediate , inst , NULL , - 1 , p_depth_pass , p_shadow_pass ) ;
} break ;
case VS : : INSTANCE_PARTICLES : {
RasterizerStorageGLES3 : : Particles * particles = storage - > particles_owner . getornull ( inst - > base ) ;
ERR_CONTINUE ( ! particles ) ;
for ( int j = 0 ; j < particles - > draw_passes . size ( ) ; j + + ) {
RID pmesh = particles - > draw_passes [ j ] ;
if ( ! pmesh . is_valid ( ) )
continue ;
RasterizerStorageGLES3 : : Mesh * mesh = storage - > mesh_owner . getornull ( pmesh ) ;
if ( ! mesh )
continue ; //mesh not assigned
int ssize = mesh - > surfaces . size ( ) ;
for ( int k = 0 ; k < ssize ; k + + ) {
RasterizerStorageGLES3 : : Surface * s = mesh - > surfaces [ k ] ;
_add_geometry ( s , inst , particles , - 1 , p_depth_pass , p_shadow_pass ) ;
}
}
} break ;
# endif
default : {
}
}
}
}
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void RasterizerSceneForwardRD : : _draw_sky ( RD : : DrawListID p_draw_list , RD : : FramebufferFormatID p_fb_format , RID p_environment , const CameraMatrix & p_projection , const Transform & p_transform , float p_alpha ) {
ERR_FAIL_COND ( ! is_environment ( p_environment ) ) ;
RID sky = environment_get_sky ( p_environment ) ;
ERR_FAIL_COND ( ! sky . is_valid ( ) ) ;
RID panorama = sky_get_panorama_texture_rd ( sky ) ;
ERR_FAIL_COND ( ! panorama . is_valid ( ) ) ;
Basis sky_transform = environment_get_sky_orientation ( p_environment ) ;
sky_transform . invert ( ) ;
float multiplier = environment_get_bg_energy ( p_environment ) ;
float custom_fov = environment_get_sky_custom_fov ( p_environment ) ;
// Camera
CameraMatrix camera ;
if ( custom_fov ) {
float near_plane = p_projection . get_z_near ( ) ;
float far_plane = p_projection . get_z_far ( ) ;
float aspect = p_projection . get_aspect ( ) ;
camera . set_perspective ( custom_fov , aspect , near_plane , far_plane ) ;
} else {
camera = p_projection ;
}
sky_transform = p_transform . basis * sky_transform ;
storage - > get_effects ( ) - > render_panorama ( p_draw_list , p_fb_format , panorama , camera , sky_transform , 1.0 , multiplier ) ;
}
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void RasterizerSceneForwardRD : : _setup_reflections ( RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , const Transform & p_camera_inverse_transform , RID p_environment ) {
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for ( int i = 0 ; i < p_reflection_probe_cull_count ; i + + ) {
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RID rpi = p_reflection_probe_cull_result [ i ] ;
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if ( i > = ( int ) scene_state . max_reflections ) {
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reflection_probe_instance_set_render_index ( rpi , 0 ) ; //invalid, but something needs to be set
continue ;
}
reflection_probe_instance_set_render_index ( rpi , i ) ;
RID base_probe = reflection_probe_instance_get_probe ( rpi ) ;
ReflectionData & reflection_ubo = scene_state . reflections [ i ] ;
Vector3 extents = storage - > reflection_probe_get_extents ( base_probe ) ;
reflection_ubo . box_extents [ 0 ] = extents . x ;
reflection_ubo . box_extents [ 1 ] = extents . y ;
reflection_ubo . box_extents [ 2 ] = extents . z ;
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reflection_ubo . index = reflection_probe_instance_get_atlas_index ( rpi ) ;
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Vector3 origin_offset = storage - > reflection_probe_get_origin_offset ( base_probe ) ;
reflection_ubo . box_offset [ 0 ] = origin_offset . x ;
reflection_ubo . box_offset [ 1 ] = origin_offset . y ;
reflection_ubo . box_offset [ 2 ] = origin_offset . z ;
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reflection_ubo . mask = storage - > reflection_probe_get_cull_mask ( base_probe ) ;
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float intensity = storage - > reflection_probe_get_intensity ( base_probe ) ;
bool interior = storage - > reflection_probe_is_interior ( base_probe ) ;
bool box_projection = storage - > reflection_probe_is_box_projection ( base_probe ) ;
reflection_ubo . params [ 0 ] = intensity ;
reflection_ubo . params [ 1 ] = 0 ;
reflection_ubo . params [ 2 ] = interior ? 1.0 : 0.0 ;
reflection_ubo . params [ 3 ] = box_projection ? 1.0 : 0.0 ;
if ( interior ) {
Color ambient_linear = storage - > reflection_probe_get_interior_ambient ( base_probe ) . to_linear ( ) ;
float interior_ambient_energy = storage - > reflection_probe_get_interior_ambient_energy ( base_probe ) ;
float interior_ambient_probe_contrib = storage - > reflection_probe_get_interior_ambient_probe_contribution ( base_probe ) ;
reflection_ubo . ambient [ 0 ] = ambient_linear . r * interior_ambient_energy ;
reflection_ubo . ambient [ 1 ] = ambient_linear . g * interior_ambient_energy ;
reflection_ubo . ambient [ 2 ] = ambient_linear . b * interior_ambient_energy ;
reflection_ubo . ambient [ 3 ] = interior_ambient_probe_contrib ;
} else {
Color ambient_linear = storage - > reflection_probe_get_interior_ambient ( base_probe ) . to_linear ( ) ;
if ( is_environment ( p_environment ) ) {
Color env_ambient_color = environment_get_ambient_light_color ( p_environment ) . to_linear ( ) ;
float env_ambient_energy = environment_get_ambient_light_ambient_energy ( p_environment ) ;
ambient_linear = env_ambient_color ;
ambient_linear . r * = env_ambient_energy ;
ambient_linear . g * = env_ambient_energy ;
ambient_linear . b * = env_ambient_energy ;
}
reflection_ubo . ambient [ 0 ] = ambient_linear . r ;
reflection_ubo . ambient [ 1 ] = ambient_linear . g ;
reflection_ubo . ambient [ 2 ] = ambient_linear . b ;
reflection_ubo . ambient [ 3 ] = 0 ; //not used in exterior mode, since it just blends with regular ambient light
}
Transform transform = reflection_probe_instance_get_transform ( rpi ) ;
Transform proj = ( p_camera_inverse_transform * transform ) . inverse ( ) ;
store_transform ( proj , reflection_ubo . local_matrix ) ;
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reflection_probe_instance_set_render_pass ( rpi , render_pass ) ;
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}
if ( p_reflection_probe_cull_count ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . reflection_buffer , 0 , MIN ( scene_state . max_reflections , p_reflection_probe_cull_count ) * sizeof ( ReflectionData ) , scene_state . reflections , true ) ;
}
}
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void RasterizerSceneForwardRD : : _setup_lights ( RID * p_light_cull_result , int p_light_cull_count , const Transform & p_camera_inverse_transform , RID p_shadow_atlas , bool p_using_shadows ) {
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uint32_t light_count = 0 ;
scene_state . ubo . directional_light_count = 0 ;
for ( int i = 0 ; i < p_light_cull_count ; i + + ) {
RID li = p_light_cull_result [ i ] ;
RID base = light_instance_get_base_light ( li ) ;
ERR_CONTINUE ( base . is_null ( ) ) ;
VS : : LightType type = storage - > light_get_type ( base ) ;
switch ( type ) {
case VS : : LIGHT_DIRECTIONAL : {
if ( scene_state . ubo . directional_light_count > = scene_state . max_directional_lights ) {
continue ;
}
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DirectionalLightData & light_data = scene_state . directional_lights [ scene_state . ubo . directional_light_count ] ;
Transform light_transform = light_instance_get_base_transform ( li ) ;
Vector3 direction = p_camera_inverse_transform . basis . xform ( light_transform . basis . xform ( Vector3 ( 0 , 0 , 1 ) ) ) . normalized ( ) ;
light_data . direction [ 0 ] = direction . x ;
light_data . direction [ 1 ] = direction . y ;
light_data . direction [ 2 ] = direction . z ;
float sign = storage - > light_is_negative ( base ) ? - 1 : 1 ;
light_data . energy = sign * storage - > light_get_param ( base , VS : : LIGHT_PARAM_ENERGY ) * Math_PI ;
Color linear_col = storage - > light_get_color ( base ) . to_linear ( ) ;
light_data . color [ 0 ] = linear_col . r ;
light_data . color [ 1 ] = linear_col . g ;
light_data . color [ 2 ] = linear_col . b ;
light_data . specular = storage - > light_get_param ( base , VS : : LIGHT_PARAM_SPECULAR ) ;
light_data . mask = storage - > light_get_cull_mask ( base ) ;
Color shadow_col = storage - > light_get_shadow_color ( base ) . to_linear ( ) ;
light_data . shadow_color [ 0 ] = shadow_col . r ;
light_data . shadow_color [ 1 ] = shadow_col . g ;
light_data . shadow_color [ 2 ] = shadow_col . b ;
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light_data . shadow_enabled = p_using_shadows & & storage - > light_has_shadow ( base ) ;
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if ( light_data . shadow_enabled ) {
VS : : LightDirectionalShadowMode smode = storage - > light_directional_get_shadow_mode ( base ) ;
int limit = smode = = VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : ( smode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3 ) ;
light_data . blend_splits = storage - > light_directional_get_blend_splits ( base ) ;
for ( int j = 0 ; j < 4 ; j + + ) {
Rect2 atlas_rect = light_instance_get_directional_shadow_atlas_rect ( li , j ) ;
CameraMatrix matrix = light_instance_get_shadow_camera ( li , j ) ;
float split = light_instance_get_directional_shadow_split ( li , MIN ( limit , j ) ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
rectm . set_light_atlas_rect ( atlas_rect ) ;
Transform modelview = ( p_camera_inverse_transform * light_instance_get_shadow_transform ( li , j ) ) . inverse ( ) ;
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview ;
light_data . shadow_split_offsets [ j ] = split ;
store_camera ( shadow_mtx , light_data . shadow_matrices [ j ] ) ;
}
float fade_start = storage - > light_get_param ( base , VS : : LIGHT_PARAM_SHADOW_FADE_START ) ;
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light_data . fade_from = - light_data . shadow_split_offsets [ 3 ] * MIN ( fade_start , 0.999 ) ; //using 1.0 would break smoothstep
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light_data . fade_to = - light_data . shadow_split_offsets [ 3 ] ;
}
scene_state . ubo . directional_light_count + + ;
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} break ;
case VS : : LIGHT_SPOT :
case VS : : LIGHT_OMNI : {
if ( light_count > = scene_state . max_lights ) {
continue ;
}
Transform light_transform = light_instance_get_base_transform ( li ) ;
LightData & light_data = scene_state . lights [ light_count ] ;
float sign = storage - > light_is_negative ( base ) ? - 1 : 1 ;
Color linear_col = storage - > light_get_color ( base ) . to_linear ( ) ;
light_data . attenuation_energy [ 0 ] = Math : : make_half_float ( storage - > light_get_param ( base , VS : : LIGHT_PARAM_ATTENUATION ) ) ;
light_data . attenuation_energy [ 1 ] = Math : : make_half_float ( sign * storage - > light_get_param ( base , VS : : LIGHT_PARAM_ENERGY ) * Math_PI ) ;
light_data . color_specular [ 0 ] = CLAMP ( uint32_t ( linear_col . r * 255 ) , 0 , 255 ) ;
light_data . color_specular [ 1 ] = CLAMP ( uint32_t ( linear_col . g * 255 ) , 0 , 255 ) ;
light_data . color_specular [ 2 ] = CLAMP ( uint32_t ( linear_col . b * 255 ) , 0 , 255 ) ;
light_data . color_specular [ 3 ] = CLAMP ( uint32_t ( storage - > light_get_param ( base , VS : : LIGHT_PARAM_SPECULAR ) * 255 ) , 0 , 255 ) ;
light_data . inv_radius = 1.0 / MAX ( 0.001 , storage - > light_get_param ( base , VS : : LIGHT_PARAM_RANGE ) ) ;
Vector3 pos = p_camera_inverse_transform . xform ( light_transform . origin ) ;
light_data . position [ 0 ] = pos . x ;
light_data . position [ 1 ] = pos . y ;
light_data . position [ 2 ] = pos . z ;
Vector3 direction = p_camera_inverse_transform . basis . xform ( light_transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
light_data . direction [ 0 ] = direction . x ;
light_data . direction [ 1 ] = direction . y ;
light_data . direction [ 2 ] = direction . z ;
light_data . cone_attenuation_angle [ 0 ] = Math : : make_half_float ( storage - > light_get_param ( base , VS : : LIGHT_PARAM_SPOT_ATTENUATION ) ) ;
light_data . cone_attenuation_angle [ 1 ] = Math : : make_half_float ( Math : : cos ( Math : : deg2rad ( storage - > light_get_param ( base , VS : : LIGHT_PARAM_SPOT_ANGLE ) ) ) ) ;
light_data . mask = storage - > light_get_cull_mask ( base ) ;
Color shadow_color = storage - > light_get_shadow_color ( base ) ;
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bool has_shadow = p_using_shadows & & storage - > light_has_shadow ( base ) ;
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light_data . shadow_color_enabled [ 0 ] = CLAMP ( uint32_t ( shadow_color . r * 255 ) , 0 , 255 ) ;
light_data . shadow_color_enabled [ 1 ] = CLAMP ( uint32_t ( shadow_color . g * 255 ) , 0 , 255 ) ;
light_data . shadow_color_enabled [ 2 ] = CLAMP ( uint32_t ( shadow_color . b * 255 ) , 0 , 255 ) ;
light_data . shadow_color_enabled [ 3 ] = has_shadow ? 255 : 0 ;
light_data . atlas_rect [ 0 ] = 0 ;
light_data . atlas_rect [ 1 ] = 0 ;
light_data . atlas_rect [ 2 ] = 0 ;
light_data . atlas_rect [ 3 ] = 0 ;
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if ( p_using_shadows & & p_shadow_atlas . is_valid ( ) & & shadow_atlas_owns_light_instance ( p_shadow_atlas , li ) ) {
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// fill in the shadow information
Rect2 rect = light_instance_get_shadow_atlas_rect ( li , p_shadow_atlas ) ;
if ( type = = VS : : LIGHT_OMNI ) {
light_data . atlas_rect [ 0 ] = rect . position . x ;
light_data . atlas_rect [ 1 ] = rect . position . y ;
light_data . atlas_rect [ 2 ] = rect . size . width ;
light_data . atlas_rect [ 3 ] = rect . size . height * 0.5 ;
Transform proj = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
store_transform ( proj , light_data . shadow_matrix ) ;
} else if ( type = = VS : : LIGHT_SPOT ) {
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Transform modelview = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
rectm . set_light_atlas_rect ( rect ) ;
CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera ( li , 0 ) * modelview ;
store_camera ( shadow_mtx , light_data . shadow_matrix ) ;
}
}
light_instance_set_index ( li , light_count ) ;
light_count + + ;
} break ;
}
light_instance_set_render_pass ( li , render_pass ) ;
//update UBO for forward rendering, blit to texture for clustered
}
if ( light_count ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . light_buffer , 0 , sizeof ( LightData ) * light_count , scene_state . lights , true ) ;
}
if ( scene_state . ubo . directional_light_count ) {
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RD : : get_singleton ( ) - > buffer_update ( scene_state . directional_light_buffer , 0 , sizeof ( DirectionalLightData ) * scene_state . ubo . directional_light_count , scene_state . directional_lights , true ) ;
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}
}
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void RasterizerSceneForwardRD : : _render_scene ( RenderBufferData * p_buffer_data , const Transform & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , InstanceBase * * p_cull_result , int p_cull_count , RID * p_light_cull_result , int p_light_cull_count , RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , RID p_environment , RID p_shadow_atlas , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass ) {
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RenderBufferDataForward * render_buffer = ( RenderBufferDataForward * ) p_buffer_data ;
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//first of all, make a new render pass
render_pass + + ;
//fill up ubo
#if 0
storage - > info . render . object_count + = p_cull_count ;
Environment * env = environment_owner . getornull ( p_environment ) ;
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_reflection_atlas ) ;
if ( shadow_atlas & & shadow_atlas - > size ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 5 ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_FUNC , GL_LESS ) ;
scene_state . ubo . shadow_atlas_pixel_size [ 0 ] = 1.0 / shadow_atlas - > size ;
scene_state . ubo . shadow_atlas_pixel_size [ 1 ] = 1.0 / shadow_atlas - > size ;
}
if ( reflection_atlas & & reflection_atlas - > size ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
glBindTexture ( GL_TEXTURE_2D , reflection_atlas - > color ) ;
}
# endif
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RENDER_TIMESTAMP ( " Setup 3D Scene " ) ;
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bool using_shadows = true ;
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if ( p_reflection_probe . is_valid ( ) ) {
scene_state . ubo . reflection_multiplier = 0.0 ;
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if ( ! storage - > reflection_probe_renders_shadows ( reflection_probe_instance_get_probe ( p_reflection_probe ) ) ) {
using_shadows = false ;
}
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} else {
scene_state . ubo . reflection_multiplier = 1.0 ;
}
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
scene_state . ubo . shadow_z_offset = 0 ;
scene_state . ubo . shadow_z_slope_scale = 0 ;
Vector2 vp_he = p_cam_projection . get_viewport_half_extents ( ) ;
scene_state . ubo . viewport_size [ 0 ] = vp_he . x ;
scene_state . ubo . viewport_size [ 1 ] = vp_he . y ;
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RID render_target ;
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Size2 screen_pixel_size ;
RID opaque_framebuffer ;
RID alpha_framebuffer ;
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if ( render_buffer ) {
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screen_pixel_size . width = 1.0 / render_buffer - > width ;
screen_pixel_size . height = 1.0 / render_buffer - > height ;
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render_target = render_buffer - > render_target ;
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opaque_framebuffer = render_buffer - > color_fb ;
alpha_framebuffer = opaque_framebuffer ;
} else if ( p_reflection_probe . is_valid ( ) ) {
uint32_t resolution = reflection_probe_instance_get_resolution ( p_reflection_probe ) ;
screen_pixel_size . width = 1.0 / resolution ;
screen_pixel_size . height = 1.0 / resolution ;
opaque_framebuffer = reflection_probe_instance_get_framebuffer ( p_reflection_probe , p_reflection_probe_pass ) ;
alpha_framebuffer = opaque_framebuffer ;
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if ( storage - > reflection_probe_is_interior ( reflection_probe_instance_get_probe ( p_reflection_probe ) ) ) {
p_environment = RID ( ) ; //no environment on interiors
}
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} else {
ERR_FAIL ( ) ; //bug?
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}
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_setup_lights ( p_light_cull_result , p_light_cull_count , p_cam_transform . affine_inverse ( ) , p_shadow_atlas , using_shadows ) ;
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_setup_reflections ( p_reflection_probe_cull_result , p_reflection_probe_cull_count , p_cam_transform . affine_inverse ( ) , p_environment ) ;
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_setup_environment ( render_target , p_environment , p_cam_projection , p_cam_transform , p_reflection_probe , p_reflection_probe . is_valid ( ) , screen_pixel_size , p_shadow_atlas ) ;
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#if 0
for ( int i = 0 ; i < p_light_cull_count ; i + + ) {
ERR_BREAK ( i > = RenderList : : MAX_LIGHTS ) ;
LightInstance * li = light_instance_owner . getornull ( p_light_cull_result [ i ] ) ;
if ( li - > light_ptr - > param [ VS : : LIGHT_PARAM_CONTACT_SHADOW_SIZE ] > CMP_EPSILON ) {
state . used_contact_shadows = true ;
}
}
# endif
#if 0
// Do depth prepass if it's explicitly enabled
bool use_depth_prepass = storage - > config . use_depth_prepass ;
// If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
use_depth_prepass = use_depth_prepass | | state . used_contact_shadows ;
// Never do depth prepass if effects are disabled or if we render overdraws
use_depth_prepass = use_depth_prepass & & storage - > frame . current_rt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_NO_3D_EFFECTS ] ;
use_depth_prepass = use_depth_prepass & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ;
if ( use_depth_prepass ) {
//pre z pass
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glDrawBuffers ( 0 , NULL ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
glColorMask ( 0 , 0 , 0 , 0 ) ;
glClearDepth ( 1.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
render_list . clear ( ) ;
_fill_render_list ( p_cull_result , p_cull_count , true , false ) ;
render_list . sort_by_key ( false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , true ) ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , 0 , false , false , true , false , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , false ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
if ( state . used_contact_shadows ) {
_prepare_depth_texture ( ) ;
_bind_depth_texture ( ) ;
}
fb_cleared = true ;
render_pass + + ;
state . used_depth_prepass = true ;
} else {
state . used_depth_prepass = false ;
}
_setup_lights ( p_light_cull_result , p_light_cull_count , p_cam_transform . affine_inverse ( ) , p_cam_projection , p_shadow_atlas ) ;
_setup_reflections ( p_reflection_probe_cull_result , p_reflection_probe_cull_count , p_cam_transform . affine_inverse ( ) , p_cam_projection , p_reflection_atlas , env ) ;
bool use_mrt = false ;
# endif
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render_list . clear ( ) ;
_fill_render_list ( p_cull_result , p_cull_count , PASS_MODE_COLOR , render_buffer = = nullptr ) ;
#if 0
//
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
//rendering to a probe cubemap side
ReflectionProbeInstance * probe = reflection_probe_instance_owner . getornull ( p_reflection_probe ) ;
GLuint current_fbo ;
if ( probe ) {
ReflectionAtlas * ref_atlas = reflection_atlas_owner . getornull ( probe - > atlas ) ;
ERR_FAIL_COND ( ! ref_atlas ) ;
int target_size = ref_atlas - > size / ref_atlas - > subdiv ;
int cubemap_index = reflection_cubemaps . size ( ) - 1 ;
for ( int i = reflection_cubemaps . size ( ) - 1 ; i > = 0 ; i - - ) {
//find appropriate cubemap to render to
if ( reflection_cubemaps [ i ] . size > target_size * 2 )
break ;
cubemap_index = i ;
}
current_fbo = reflection_cubemaps [ cubemap_index ] . fbo_id [ p_reflection_probe_pass ] ;
use_mrt = false ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
glViewport ( 0 , 0 , reflection_cubemaps [ cubemap_index ] . size , reflection_cubemaps [ cubemap_index ] . size ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , current_fbo ) ;
} else {
use_mrt = env & & ( state . used_sss | | env - > ssao_enabled | | env - > ssr_enabled | | env - > dof_blur_far_enabled | | env - > dof_blur_near_enabled ) ; //only enable MRT rendering if any of these is enabled
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ;
use_mrt = use_mrt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_NO_3D_EFFECTS ] ;
use_mrt = use_mrt & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ;
use_mrt = use_mrt & & ( env - > bg_mode ! = VS : : ENV_BG_KEEP & & env - > bg_mode ! = VS : : ENV_BG_CANVAS ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
if ( use_mrt ) {
current_fbo = storage - > frame . current_rt - > buffers . fbo ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , true ) ;
Vector < GLenum > draw_buffers ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT0 ) ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT1 ) ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT2 ) ;
if ( state . used_sss ) {
draw_buffers . push_back ( GL_COLOR_ATTACHMENT3 ) ;
}
glDrawBuffers ( draw_buffers . size ( ) , draw_buffers . ptr ( ) ) ;
Color black ( 0 , 0 , 0 , 0 ) ;
glClearBufferfv ( GL_COLOR , 1 , black . components ) ; // specular
glClearBufferfv ( GL_COLOR , 2 , black . components ) ; // normal metal rough
if ( state . used_sss ) {
glClearBufferfv ( GL_COLOR , 3 , black . components ) ; // normal metal rough
}
} else {
if ( storage - > frame . current_rt - > buffers . active ) {
current_fbo = storage - > frame . current_rt - > buffers . fbo ;
} else {
current_fbo = storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , current_fbo ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
Vector < GLenum > draw_buffers ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT0 ) ;
glDrawBuffers ( draw_buffers . size ( ) , draw_buffers . ptr ( ) ) ;
}
}
if ( ! fb_cleared ) {
glClearDepth ( 1.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
}
Color clear_color ( 0 , 0 , 0 , 0 ) ;
RasterizerStorageGLES3 : : Sky * sky = NULL ;
Ref < CameraFeed > feed ;
GLuint env_radiance_tex = 0 ;
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) {
clear_color = Color ( 0 , 0 , 0 , 0 ) ;
storage - > frame . clear_request = false ;
} else if ( ! probe & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
clear_color = Color ( 0 , 0 , 0 , 0 ) ;
storage - > frame . clear_request = false ;
} else if ( ! env | | env - > bg_mode = = VS : : ENV_BG_CLEAR_COLOR ) {
if ( storage - > frame . clear_request ) {
clear_color = storage - > frame . clear_request_color . to_linear ( ) ;
storage - > frame . clear_request = false ;
}
} else if ( env - > bg_mode = = VS : : ENV_BG_CANVAS ) {
clear_color = env - > bg_color . to_linear ( ) ;
storage - > frame . clear_request = false ;
} else if ( env - > bg_mode = = VS : : ENV_BG_COLOR ) {
clear_color = env - > bg_color . to_linear ( ) ;
storage - > frame . clear_request = false ;
} else if ( env - > bg_mode = = VS : : ENV_BG_SKY ) {
storage - > frame . clear_request = false ;
} else if ( env - > bg_mode = = VS : : ENV_BG_COLOR_SKY ) {
clear_color = env - > bg_color . to_linear ( ) ;
storage - > frame . clear_request = false ;
} else if ( env - > bg_mode = = VS : : ENV_BG_CAMERA_FEED ) {
feed = CameraServer : : get_singleton ( ) - > get_feed_by_id ( env - > camera_feed_id ) ;
storage - > frame . clear_request = false ;
} else {
storage - > frame . clear_request = false ;
}
if ( ! env | | env - > bg_mode ! = VS : : ENV_BG_KEEP ) {
glClearBufferfv ( GL_COLOR , 0 , clear_color . components ) ; // specular
}
VS : : EnvironmentBG bg_mode = ( ! env | | ( probe & & env - > bg_mode = = VS : : ENV_BG_CANVAS ) ) ? VS : : ENV_BG_CLEAR_COLOR : env - > bg_mode ; //if no environment, or canvas while rendering a probe (invalid use case), use color.
if ( env ) {
switch ( bg_mode ) {
case VS : : ENV_BG_COLOR_SKY :
case VS : : ENV_BG_SKY :
sky = storage - > sky_owner . getornull ( env - > sky ) ;
if ( sky ) {
env_radiance_tex = sky - > radiance ;
}
break ;
case VS : : ENV_BG_CANVAS :
//copy canvas to 3d buffer and convert it to linear
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , true ) ;
storage - > shaders . copy . bind ( ) ;
_copy_screen ( true , true ) ;
//turn off everything used
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ;
//restore
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glEnable ( GL_CULL_FACE ) ;
break ;
case VS : : ENV_BG_CAMERA_FEED :
if ( feed . is_valid ( ) & & ( feed - > get_base_width ( ) > 0 ) & & ( feed - > get_base_height ( ) > 0 ) ) {
// copy our camera feed to our background
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_DISPLAY_TRANSFORM , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , true ) ;
if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_RGB ) {
RID camera_RGBA = feed - > get_texture ( CameraServer : : FEED_RGBA_IMAGE ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_RGBA , 0 ) ;
} else if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_YCBCR ) {
RID camera_YCbCr = feed - > get_texture ( CameraServer : : FEED_YCBCR_IMAGE ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_YCbCr , 0 ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : YCBCR_TO_SRGB , true ) ;
} else if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_YCBCR_SEP ) {
RID camera_Y = feed - > get_texture ( CameraServer : : FEED_Y_IMAGE ) ;
RID camera_CbCr = feed - > get_texture ( CameraServer : : FEED_CBCR_IMAGE ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_Y , 0 ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_CbCr , 1 ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SEP_CBCR_TEXTURE , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : YCBCR_TO_SRGB , true ) ;
} ;
storage - > shaders . copy . bind ( ) ;
storage - > shaders . copy . set_uniform ( CopyShaderGLES3 : : DISPLAY_TRANSFORM , feed - > get_transform ( ) ) ;
_copy_screen ( true , true ) ;
//turn off everything used
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_DISPLAY_TRANSFORM , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SEP_CBCR_TEXTURE , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : YCBCR_TO_SRGB , false ) ;
//restore
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glEnable ( GL_CULL_FACE ) ;
} else {
// don't have a feed, just show greenscreen :)
clear_color = Color ( 0.0 , 1.0 , 0.0 , 1.0 ) ;
}
break ;
default : {
}
}
}
if ( probe & & probe - > probe_ptr - > interior ) {
env_radiance_tex = 0 ; //for rendering probe interiors, radiance must not be used.
}
state . texscreen_copied = false ;
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
glEnable ( GL_BLEND ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_BLEND ) ;
}
# endif
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RID radiance_cubemap ;
bool draw_sky = false ;
Color clear_color ;
bool keep_color = false ;
if ( is_environment ( p_environment ) ) {
VS : : EnvironmentBG bg_mode = environment_get_background ( p_environment ) ;
float bg_energy = environment_get_bg_energy ( p_environment ) ;
switch ( bg_mode ) {
case VS : : ENV_BG_CLEAR_COLOR : {
clear_color = render_target . is_valid ( ) ? storage - > render_target_get_clear_request_color ( render_target ) : environment_get_bg_color ( p_environment ) ;
clear_color . r * = bg_energy ;
clear_color . g * = bg_energy ;
clear_color . b * = bg_energy ;
} break ;
case VS : : ENV_BG_COLOR : {
clear_color = environment_get_bg_color ( p_environment ) ;
clear_color . r * = bg_energy ;
clear_color . g * = bg_energy ;
clear_color . b * = bg_energy ;
} break ;
case VS : : ENV_BG_SKY : {
RID sky = environment_get_sky ( p_environment ) ;
if ( sky . is_valid ( ) ) {
radiance_cubemap = sky_get_radiance_texture_rd ( sky ) ;
draw_sky = true ;
}
} break ;
case VS : : ENV_BG_CANVAS : {
keep_color = true ;
} break ;
case VS : : ENV_BG_KEEP : {
keep_color = true ;
} break ;
case VS : : ENV_BG_CAMERA_FEED : {
} break ;
}
} else {
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if ( p_reflection_probe . is_valid ( ) & & ! storage - > reflection_probe_is_interior ( reflection_probe_instance_get_probe ( p_reflection_probe ) ) ) {
clear_color = storage - > get_default_clear_color ( ) ;
} else if ( render_target . is_valid ( ) ) {
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clear_color = storage - > render_target_get_clear_request_color ( render_target ) ;
}
}
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RENDER_TIMESTAMP ( " Render Opaque Pass " ) ;
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_setup_render_base_uniform_set ( RID ( ) , RID ( ) , RID ( ) , RID ( ) , radiance_cubemap , p_shadow_atlas , p_reflection_atlas ) ;
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render_list . sort_by_key ( false ) ;
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_fill_instances ( render_list . elements , render_list . element_count ) ;
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bool can_continue = true ; //unless the middle buffers are needed
bool using_separate_specular = false ;
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{
//regular forward for now
Vector < Color > c ;
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c . push_back ( clear_color . to_linear ( ) ) ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( opaque_framebuffer , keep_color ? RD : : INITIAL_ACTION_KEEP_COLOR : RD : : INITIAL_ACTION_CLEAR , ( can_continue | | draw_sky ) ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ_COLOR_AND_DEPTH , c ) ;
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( opaque_framebuffer ) , render_list . elements , render_list . element_count , false , PASS_MODE_COLOR , render_buffer = = nullptr ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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if ( draw_sky ) {
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RENDER_TIMESTAMP ( " Render Sky " ) ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( opaque_framebuffer , RD : : INITIAL_ACTION_CONTINUE , can_continue ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ_COLOR_AND_DEPTH ) ;
_draw_sky ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( opaque_framebuffer ) , p_environment , p_cam_projection , p_cam_transform , 1.0 ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
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if ( using_separate_specular & & ! can_continue ) {
//can't continue, so close the buffers
//RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
//RD::get_singleton()->draw_list_end();
}
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}
//_render_list
#if 0
if ( state . directional_light_count = = 0 ) {
directional_light = NULL ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , false , false , false , shadow_atlas ! = NULL ) ;
} else {
for ( int i = 0 ; i < state . directional_light_count ; i + + ) {
directional_light = directional_lights [ i ] ;
if ( i > 0 ) {
glEnable ( GL_BLEND ) ;
}
_setup_directional_light ( i , p_cam_transform . affine_inverse ( ) , shadow_atlas ! = NULL & & shadow_atlas - > size > 0 ) ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , false , false , i > 0 , shadow_atlas ! = NULL ) ;
}
}
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
if ( use_mrt ) {
GLenum gldb = GL_COLOR_ATTACHMENT0 ;
glDrawBuffers ( 1 , & gldb ) ;
}
if ( env & & env - > bg_mode = = VS : : ENV_BG_SKY & & ( ! storage - > frame . current_rt | | ( ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) ) ) {
/*
if ( use_mrt ) {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ; //switch to alpha fbo for sky, only diffuse/ambient matters
*/
if ( sky & & sky - > panorama . is_valid ( ) )
_draw_sky ( sky , p_cam_projection , p_cam_transform , false , env - > sky_custom_fov , env - > bg_energy , env - > sky_orientation ) ;
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
//state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
if ( use_mrt ) {
_render_mrts ( env , p_cam_projection ) ;
} else {
// Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
// - prepare screen texture for any geometry that uses a shader with screen texture
// - prepare depth texture for any geometry that uses a shader with depth texture
bool framebuffer_dirty = false ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > buffers . active & & state . used_screen_texture ) {
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
_blur_effect_buffer ( ) ;
framebuffer_dirty = true ;
}
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > buffers . active & & state . used_depth_texture ) {
_prepare_depth_texture ( ) ;
framebuffer_dirty = true ;
}
if ( framebuffer_dirty ) {
// Restore framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
}
}
if ( storage - > frame . current_rt & & state . used_depth_texture & & storage - > frame . current_rt - > buffers . active ) {
_bind_depth_texture ( ) ;
}
if ( storage - > frame . current_rt & & state . used_screen_texture & & storage - > frame . current_rt - > buffers . active ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 7 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
}
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
# endif
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RENDER_TIMESTAMP ( " Render Transparent Pass " ) ;
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render_list . sort_by_reverse_depth_and_priority ( true ) ;
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_fill_instances ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count ) ;
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{
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( alpha_framebuffer , can_continue ? RD : : INITIAL_ACTION_CONTINUE : RD : : INITIAL_ACTION_KEEP_COLOR_AND_DEPTH , RD : : FINAL_ACTION_READ_COLOR_AND_DEPTH ) ;
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( alpha_framebuffer ) , & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , false , PASS_MODE_COLOR , render_buffer = = nullptr ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
//_render_list
#if 0
if ( state . directional_light_count = = 0 ) {
directional_light = NULL ;
_render_list ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , true , false , false , shadow_atlas ! = NULL ) ;
} else {
for ( int i = 0 ; i < state . directional_light_count ; i + + ) {
directional_light = directional_lights [ i ] ;
_setup_directional_light ( i , p_cam_transform . affine_inverse ( ) , shadow_atlas ! = NULL & & shadow_atlas - > size > 0 ) ;
_render_list ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , true , false , i > 0 , shadow_atlas ! = NULL ) ;
}
}
# endif
if ( p_reflection_probe . is_valid ( ) ) {
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//was rendering a probe, so do no more
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return ;
}
RasterizerEffectsRD * effects = storage - > get_effects ( ) ;
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{
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RENDER_TIMESTAMP ( " Tonemap " ) ;
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//tonemap
RasterizerEffectsRD : : TonemapSettings tonemap ;
tonemap . color_correction_texture = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
tonemap . exposure_texture = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
tonemap . glow_texture = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
if ( is_environment ( p_environment ) ) {
tonemap . tonemap_mode = environment_get_tonemapper ( p_environment ) ;
tonemap . white = environment_get_white ( p_environment ) ;
tonemap . exposure = environment_get_exposure ( p_environment ) ;
}
effects - > tonemapper ( render_buffer - > color , storage - > render_target_get_rd_framebuffer ( render_buffer - > render_target ) , tonemap ) ;
}
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storage - > render_target_disable_clear_request ( render_buffer - > render_target ) ;
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if ( false ) {
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if ( p_shadow_atlas . is_valid ( ) ) {
RID shadow_atlas_texture = shadow_atlas_get_texture ( p_shadow_atlas ) ;
Size2 rtsize = storage - > render_target_get_size ( render_buffer - > render_target ) ;
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effects - > copy_to_rect ( shadow_atlas_texture , storage - > render_target_get_rd_framebuffer ( render_buffer - > render_target ) , Rect2 ( Vector2 ( ) , rtsize / 2 ) ) ;
}
}
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if ( false ) {
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if ( directional_shadow_get_texture ( ) . is_valid ( ) ) {
RID shadow_atlas_texture = directional_shadow_get_texture ( ) ;
Size2 rtsize = storage - > render_target_get_size ( render_buffer - > render_target ) ;
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effects - > copy_to_rect ( shadow_atlas_texture , storage - > render_target_get_rd_framebuffer ( render_buffer - > render_target ) , Rect2 ( Vector2 ( ) , rtsize / 2 ) ) ;
}
}
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#if 0
_post_process ( env , p_cam_projection ) ;
// Needed only for debugging
/* if (shadow_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( storage - > frame . current_rt ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , exposure_shrink [ 4 ] . color ) ;
//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 16 , storage - > frame . current_rt - > height / 16 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( reflection_atlas & & storage - > frame . current_rt ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , reflection_atlas - > color ) ;
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( directional_shadow . fbo ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( env_radiance_tex ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , env_radiance_tex ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
} */
//disable all stuff
# endif
}
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void RasterizerSceneForwardRD : : _render_shadow ( RID p_framebuffer , InstanceBase * * p_cull_result , int p_cull_count , const CameraMatrix & p_projection , const Transform & p_transform , float p_zfar , float p_bias , float p_normal_bias , bool p_use_dp , bool p_use_dp_flip ) {
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RENDER_TIMESTAMP ( " Setup Rendering Shadow " ) ;
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render_pass + + ;
scene_state . ubo . shadow_z_offset = p_bias ;
scene_state . ubo . shadow_z_slope_scale = p_normal_bias ;
scene_state . ubo . z_far = p_zfar ;
scene_state . ubo . dual_paraboloid_side = p_use_dp_flip ? - 1 : 1 ;
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_setup_environment ( RID ( ) , RID ( ) , p_projection , p_transform , RID ( ) , true , Vector2 ( 1 , 1 ) , RID ( ) ) ;
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render_list . clear ( ) ;
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW ;
_fill_render_list ( p_cull_result , p_cull_count , pass_mode , true ) ;
_setup_render_base_uniform_set ( RID ( ) , RID ( ) , RID ( ) , RID ( ) , RID ( ) , RID ( ) , RID ( ) ) ;
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RENDER_TIMESTAMP ( " Render Shadow " ) ;
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render_list . sort_by_key ( false ) ;
_fill_instances ( render_list . elements , render_list . element_count ) ;
{
//regular forward for now
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ_COLOR_AND_DEPTH ) ;
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) , render_list . elements , render_list . element_count , p_use_dp_flip , pass_mode , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
void RasterizerSceneForwardRD : : _setup_render_base_uniform_set ( RID p_depth_buffer , RID p_color_buffer , RID p_normal_buffer , RID p_roughness_limit_buffer , RID p_radiance_cubemap , RID p_shadow_atlas , RID p_reflection_atlas ) {
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if ( render_base_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( render_base_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( render_base_uniform_set ) ;
}
//default render buffer and scene state uniform set
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 1 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = p_depth_buffer . is_valid ( ) ? p_depth_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = p_color_buffer . is_valid ( ) ? p_color_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = p_normal_buffer . is_valid ( ) ? p_normal_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_NORMAL ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = p_roughness_limit_buffer . is_valid ( ) ? p_roughness_limit_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 5 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = p_radiance_cubemap . is_valid ( ) ? p_radiance_cubemap : storage - > texture_rd_get_default ( is_using_radiance_cubemap_array ( ) ? RasterizerStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_BLACK ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 6 ;
u . ids . resize ( 12 ) ;
RID * ids_ptr = u . ids . ptrw ( ) ;
ids_ptr [ 0 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 1 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 2 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 3 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 4 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 5 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 6 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 7 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 8 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 9 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 10 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 11 ] = storage - > sampler_rd_get_default ( VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 7 ;
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u . type = RD : : UNIFORM_TYPE_SAMPLER ;
u . ids . push_back ( shadow_sampler ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
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u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . uniform_buffer ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . binding = 9 ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( scene_state . instance_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 10 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . reflection_buffer ) ;
uniforms . push_back ( u ) ;
}
{
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RID ref_texture = p_reflection_atlas . is_valid ( ) ? reflection_atlas_get_texture ( p_reflection_atlas ) : RID ( ) ;
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RD : : Uniform u ;
u . binding = 11 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
if ( ref_texture . is_valid ( ) ) {
u . ids . push_back ( ref_texture ) ;
} else {
u . ids . push_back ( storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK ) ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 12 ;
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u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . light_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 13 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
if ( p_shadow_atlas . is_valid ( ) ) {
u . ids . push_back ( shadow_atlas_get_texture ( p_shadow_atlas ) ) ;
} else {
u . ids . push_back ( storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 14 ;
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u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . directional_light_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 15 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
if ( directional_shadow_get_texture ( ) . is_valid ( ) ) {
u . ids . push_back ( directional_shadow_get_texture ( ) ) ;
} else {
u . ids . push_back ( storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ) ;
}
uniforms . push_back ( u ) ;
}
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render_base_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , 0 ) ;
}
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RasterizerSceneForwardRD * RasterizerSceneForwardRD : : singleton = NULL ;
void RasterizerSceneForwardRD : : set_time ( double p_time ) {
time = p_time ;
}
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RasterizerSceneForwardRD : : RasterizerSceneForwardRD ( RasterizerStorageRD * p_storage ) :
RasterizerSceneRD ( p_storage ) {
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singleton = this ;
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storage = p_storage ;
/* SHADER */
{
String defines ;
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defines + = " \n #define MAX_ROUGHNESS_LOD " + itos ( get_roughness_layers ( ) - 1 ) + " .0 \n " ;
if ( is_using_radiance_cubemap_array ( ) ) {
defines + = " \n #define USE_RADIANCE_CUBEMAP_ARRAY \n " ;
}
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uint32_t uniform_max_size = RD : : get_singleton ( ) - > limit_get ( RD : : LIMIT_MAX_UNIFORM_BUFFER_SIZE ) ;
{ //reflections
uint32_t reflection_buffer_size ;
if ( uniform_max_size < 65536 ) {
//Yes, you guessed right, ARM again
reflection_buffer_size = uniform_max_size ;
} else {
reflection_buffer_size = 65536 ;
}
scene_state . max_reflections = reflection_buffer_size / sizeof ( ReflectionData ) ;
scene_state . reflections = memnew_arr ( ReflectionData , scene_state . max_reflections ) ;
scene_state . reflection_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( reflection_buffer_size ) ;
defines + = " \n #define MAX_REFLECTION_DATA_STRUCTS " + itos ( scene_state . max_reflections ) + " \n " ;
}
{ //lights
scene_state . max_lights = MIN ( 65536 , uniform_max_size ) / sizeof ( LightData ) ;
uint32_t light_buffer_size = scene_state . max_lights * sizeof ( LightData ) ;
print_line ( " ID: " + itos ( sizeof ( InstanceData ) ) ) ;
scene_state . lights = memnew_arr ( LightData , scene_state . max_lights ) ;
scene_state . light_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( light_buffer_size ) ;
defines + = " \n #define MAX_LIGHT_DATA_STRUCTS " + itos ( scene_state . max_lights ) + " \n " ;
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scene_state . max_directional_lights = 8 ;
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uint32_t directional_light_buffer_size = scene_state . max_directional_lights * sizeof ( DirectionalLightData ) ;
scene_state . directional_lights = memnew_arr ( DirectionalLightData , scene_state . max_directional_lights ) ;
scene_state . directional_light_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( directional_light_buffer_size ) ;
defines + = " \n #define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos ( scene_state . max_directional_lights ) + " \n " ;
}
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Vector < String > shader_versions ;
shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n " ) ;
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shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define MODE_DUAL_PARABOLOID \n " ) ;
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shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define ENABLE_WRITE_NORMAL_BUFFER \n " ) ;
shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER \n " ) ;
shader_versions . push_back ( " " ) ;
shader_versions . push_back ( " \n #define MODE_MULTIPLE_RENDER_TARGETS \n " ) ;
shader_versions . push_back ( " \n #define USE_VOXEL_CONE_TRACING \n " ) ;
shader_versions . push_back ( " \n #define MODE_MULTIPLE_RENDER_TARGETS \n #define USE_VOXEL_CONE_TRACING \n " ) ;
shader_versions . push_back ( " \n #define USE_LIGHTMAP \n " ) ;
shader_versions . push_back ( " \n #define MODE_MULTIPLE_RENDER_TARGETS \n #define USE_LIGHTMAP \n " ) ;
shader . scene_shader . initialize ( shader_versions , defines ) ;
}
storage - > shader_set_data_request_function ( RasterizerStorageRD : : SHADER_TYPE_3D , _create_shader_funcs ) ;
storage - > material_set_data_request_function ( RasterizerStorageRD : : SHADER_TYPE_3D , _create_material_funcs ) ;
{
//shader compiler
ShaderCompilerRD : : DefaultIdentifierActions actions ;
actions . renames [ " WORLD_MATRIX " ] = " world_matrix " ;
actions . renames [ " WORLD_NORMAL_MATRIX " ] = " world_normal_matrix " ;
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actions . renames [ " INV_CAMERA_MATRIX " ] = " scene_data.inv_camera_matrix " ;
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actions . renames [ " CAMERA_MATRIX " ] = " scene_data.camera_matrix " ;
actions . renames [ " PROJECTION_MATRIX " ] = " projection_matrix " ;
actions . renames [ " INV_PROJECTION_MATRIX " ] = " scene_data.inv_projection_matrix " ;
actions . renames [ " MODELVIEW_MATRIX " ] = " modelview " ;
actions . renames [ " MODELVIEW_NORMAL_MATRIX " ] = " modelview_normal " ;
actions . renames [ " VERTEX " ] = " vertex " ;
actions . renames [ " NORMAL " ] = " normal " ;
actions . renames [ " TANGENT " ] = " tangent " ;
actions . renames [ " BINORMAL " ] = " binormal " ;
actions . renames [ " POSITION " ] = " position " ;
actions . renames [ " UV " ] = " uv_interp " ;
actions . renames [ " UV2 " ] = " uv2_interp " ;
actions . renames [ " COLOR " ] = " color_interp " ;
actions . renames [ " POINT_SIZE " ] = " gl_PointSize " ;
actions . renames [ " INSTANCE_ID " ] = " gl_InstanceIndex " ;
//builtins
actions . renames [ " TIME " ] = " scene_data.time " ;
actions . renames [ " VIEWPORT_SIZE " ] = " scene_data.viewport_size " ;
actions . renames [ " FRAGCOORD " ] = " gl_FragCoord " ;
actions . renames [ " FRONT_FACING " ] = " gl_FrontFacing " ;
actions . renames [ " NORMALMAP " ] = " normalmap " ;
actions . renames [ " NORMALMAP_DEPTH " ] = " normaldepth " ;
actions . renames [ " ALBEDO " ] = " albedo " ;
actions . renames [ " ALPHA " ] = " alpha " ;
actions . renames [ " METALLIC " ] = " metallic " ;
actions . renames [ " SPECULAR " ] = " specular " ;
actions . renames [ " ROUGHNESS " ] = " roughness " ;
actions . renames [ " RIM " ] = " rim " ;
actions . renames [ " RIM_TINT " ] = " rim_tint " ;
actions . renames [ " CLEARCOAT " ] = " clearcoat " ;
actions . renames [ " CLEARCOAT_GLOSS " ] = " clearcoat_gloss " ;
actions . renames [ " ANISOTROPY " ] = " anisotropy " ;
actions . renames [ " ANISOTROPY_FLOW " ] = " anisotropy_flow " ;
actions . renames [ " SSS_STRENGTH " ] = " sss_strength " ;
actions . renames [ " TRANSMISSION " ] = " transmission " ;
actions . renames [ " AO " ] = " ao " ;
actions . renames [ " AO_LIGHT_AFFECT " ] = " ao_light_affect " ;
actions . renames [ " EMISSION " ] = " emission " ;
actions . renames [ " POINT_COORD " ] = " gl_PointCoord " ;
actions . renames [ " INSTANCE_CUSTOM " ] = " instance_custom " ;
actions . renames [ " SCREEN_UV " ] = " screen_uv " ;
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actions . renames [ " SCREEN_TEXTURE " ] = " color_buffer " ;
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actions . renames [ " DEPTH_TEXTURE " ] = " depth_buffer " ;
actions . renames [ " NORMAL_TEXTURE " ] = " normal_buffer " ;
actions . renames [ " DEPTH " ] = " gl_FragDepth " ;
actions . renames [ " OUTPUT_IS_SRGB " ] = " true " ;
//for light
actions . renames [ " VIEW " ] = " view " ;
actions . renames [ " LIGHT_COLOR " ] = " light_color " ;
actions . renames [ " LIGHT " ] = " light " ;
actions . renames [ " ATTENUATION " ] = " attenuation " ;
actions . renames [ " DIFFUSE_LIGHT " ] = " diffuse_light " ;
actions . renames [ " SPECULAR_LIGHT " ] = " specular_light " ;
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actions . usage_defines [ " TANGENT " ] = " #define TANGENT_USED \n " ;
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actions . usage_defines [ " BINORMAL " ] = " @TANGENT " ;
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actions . usage_defines [ " RIM " ] = " #define LIGHT_RIM_USED \n " ;
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actions . usage_defines [ " RIM_TINT " ] = " @RIM " ;
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actions . usage_defines [ " CLEARCOAT " ] = " #define LIGHT_CLEARCOAT_USED \n " ;
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actions . usage_defines [ " CLEARCOAT_GLOSS " ] = " @CLEARCOAT " ;
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actions . usage_defines [ " ANISOTROPY " ] = " #define LIGHT_ANISOTROPY_USED \n " ;
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actions . usage_defines [ " ANISOTROPY_FLOW " ] = " @ANISOTROPY " ;
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actions . usage_defines [ " AO " ] = " #define AO_USED \n " ;
actions . usage_defines [ " AO_LIGHT_AFFECT " ] = " #define AO_USED \n " ;
actions . usage_defines [ " UV " ] = " #define UV_USED \n " ;
actions . usage_defines [ " UV2 " ] = " #define UV2_USED \n " ;
actions . usage_defines [ " NORMALMAP " ] = " #define NORMALMAP_USED \n " ;
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actions . usage_defines [ " NORMALMAP_DEPTH " ] = " @NORMALMAP " ;
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actions . usage_defines [ " COLOR " ] = " #define COLOR_USED \n " ;
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actions . usage_defines [ " INSTANCE_CUSTOM " ] = " #define ENABLE_INSTANCE_CUSTOM \n " ;
actions . usage_defines [ " POSITION " ] = " #define OVERRIDE_POSITION \n " ;
actions . usage_defines [ " SSS_STRENGTH " ] = " #define ENABLE_SSS \n " ;
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actions . usage_defines [ " TRANSMISSION " ] = " #define LIGHT_TRANSMISSION_USED \n " ;
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actions . usage_defines [ " SCREEN_TEXTURE " ] = " #define SCREEN_TEXTURE_USED \n " ;
actions . usage_defines [ " SCREEN_UV " ] = " #define SCREEN_UV_USED \n " ;
actions . usage_defines [ " DIFFUSE_LIGHT " ] = " #define USE_LIGHT_SHADER_CODE \n " ;
actions . usage_defines [ " SPECULAR_LIGHT " ] = " #define USE_LIGHT_SHADER_CODE \n " ;
actions . render_mode_defines [ " skip_vertex_transform " ] = " #define SKIP_TRANSFORM_USED \n " ;
actions . render_mode_defines [ " world_vertex_coords " ] = " #define VERTEX_WORLD_COORDS_USED \n " ;
actions . render_mode_defines [ " ensure_correct_normals " ] = " #define ENSURE_CORRECT_NORMALS \n " ;
actions . render_mode_defines [ " cull_front " ] = " #define DO_SIDE_CHECK \n " ;
actions . render_mode_defines [ " cull_disabled " ] = " #define DO_SIDE_CHECK \n " ;
bool force_lambert = GLOBAL_GET ( " rendering/quality/shading/force_lambert_over_burley " ) ;
if ( ! force_lambert ) {
actions . render_mode_defines [ " diffuse_burley " ] = " #define DIFFUSE_BURLEY \n " ;
}
actions . render_mode_defines [ " diffuse_oren_nayar " ] = " #define DIFFUSE_OREN_NAYAR \n " ;
actions . render_mode_defines [ " diffuse_lambert_wrap " ] = " #define DIFFUSE_LAMBERT_WRAP \n " ;
actions . render_mode_defines [ " diffuse_toon " ] = " #define DIFFUSE_TOON \n " ;
bool force_blinn = GLOBAL_GET ( " rendering/quality/shading/force_blinn_over_ggx " ) ;
if ( ! force_blinn ) {
actions . render_mode_defines [ " specular_schlick_ggx " ] = " #define SPECULAR_SCHLICK_GGX \n " ;
} else {
actions . render_mode_defines [ " specular_schlick_ggx " ] = " #define SPECULAR_BLINN \n " ;
}
actions . render_mode_defines [ " specular_blinn " ] = " #define SPECULAR_BLINN \n " ;
actions . render_mode_defines [ " specular_phong " ] = " #define SPECULAR_PHONG \n " ;
actions . render_mode_defines [ " specular_toon " ] = " #define SPECULAR_TOON \n " ;
actions . render_mode_defines [ " specular_disabled " ] = " #define SPECULAR_DISABLED \n " ;
actions . render_mode_defines [ " shadows_disabled " ] = " #define SHADOWS_DISABLED \n " ;
actions . render_mode_defines [ " ambient_light_disabled " ] = " #define AMBIENT_LIGHT_DISABLED \n " ;
actions . render_mode_defines [ " shadow_to_opacity " ] = " #define USE_SHADOW_TO_OPACITY \n " ;
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actions . render_mode_defines [ " unshaded " ] = " #define MODE_UNSHADED \n " ;
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actions . sampler_array_name = " material_samplers " ;
actions . base_texture_binding_index = 1 ;
actions . texture_layout_set = 2 ;
actions . base_uniform_string = " material. " ;
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actions . base_varying_index = 10 ;
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actions . default_filter = ShaderLanguage : : FILTER_LINEAR_MIPMAP ;
actions . default_repeat = ShaderLanguage : : REPEAT_ENABLE ;
shader . compiler . initialize ( actions ) ;
}
//render list
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render_list . max_elements = GLOBAL_DEF_RST ( " rendering/limits/rendering/max_renderable_elements " , ( int ) 128000 ) ;
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render_list . init ( ) ;
render_pass = 0 ;
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{
scene_state . max_instances = render_list . max_elements ;
scene_state . instances = memnew_arr ( InstanceData , scene_state . max_instances ) ;
scene_state . instance_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( InstanceData ) * scene_state . max_instances ) ;
}
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scene_state . uniform_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SceneState : : UBO ) ) ;
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{
//default material and shader
default_shader = storage - > shader_create ( ) ;
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storage - > shader_set_code ( default_shader , " shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n " ) ;
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default_material = storage - > material_create ( ) ;
storage - > material_set_shader ( default_material , default_shader ) ;
MaterialData * md = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
default_shader_rd = shader . scene_shader . version_get_shader ( md - > shader_data - > version , SHADER_VERSION_COLOR_PASS ) ;
}
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{
default_vec4_xform_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( 256 ) ;
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( default_vec4_xform_buffer ) ;
u . binding = 0 ;
uniforms . push_back ( u ) ;
default_vec4_xform_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , 1 ) ;
}
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{
RD : : SamplerState sampler ;
sampler . mag_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . enable_compare = true ;
sampler . compare_op = RD : : COMPARE_OP_LESS ;
shadow_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
}
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}
RasterizerSceneForwardRD : : ~ RasterizerSceneForwardRD ( ) {
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//clear base uniform set if still valid
if ( render_base_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( render_base_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( render_base_uniform_set ) ;
}
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{
RD : : get_singleton ( ) - > free ( scene_state . reflection_buffer ) ;
memdelete_arr ( scene_state . reflections ) ;
}
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}