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/*************************************************************************/
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/* rasterizer_scene_high_end_rd.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_high_end_rd.h"
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# include "core/project_settings.h"
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# include "servers/rendering/rendering_device.h"
# include "servers/rendering/rendering_server_raster.h"
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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 ;
}
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static _FORCE_INLINE_ void store_basis_3x4 ( const Basis & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
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static _FORCE_INLINE_ void store_transform_3x3 ( const Basis & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . elements [ 2 ] [ 0 ] ;
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p_array [ 3 ] = 0 ;
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p_array [ 4 ] = p_mtx . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . elements [ 2 ] [ 1 ] ;
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p_array [ 7 ] = 0 ;
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p_array [ 8 ] = p_mtx . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . elements [ 2 ] [ 2 ] ;
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p_array [ 11 ] = 0 ;
}
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 ] ;
}
}
}
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static _FORCE_INLINE_ void store_soft_shadow_kernel ( const float * p_kernel , float * p_array ) {
for ( int i = 0 ; i < 128 ; i + + ) {
p_array [ i ] = p_kernel [ i ] ;
}
}
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/* SCENE SHADER */
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void RasterizerSceneHighEndRD : : ShaderData : : set_code ( const String & p_code ) {
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//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 ;
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uses_transmittance = false ;
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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 ;
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actions . usage_flag_pointers [ " SSS_TRANSMITTANCE_DEPTH " ] = & uses_transmittance ;
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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 ;
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RasterizerSceneHighEndRD * scene_singleton = ( RasterizerSceneHighEndRD * ) RasterizerSceneHighEndRD : : singleton ;
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Error err = scene_singleton - > shader . compiler . compile ( RS : : 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 ) ;
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RD : : PipelineColorBlendState blend_state_depth_normal = RD : : PipelineColorBlendState : : create_disabled ( 1 ) ;
RD : : PipelineColorBlendState blend_state_depth_normal_roughness = RD : : PipelineColorBlendState : : create_disabled ( 2 ) ;
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//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 ;
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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 < RS : : PRIMITIVE_MAX ; j + + ) {
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RD : : RenderPrimitive primitive_rd_table [ RS : : PRIMITIVE_MAX ] = {
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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 | | k = = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL ) ) {
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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
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} else if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL ) {
blend_state = RD : : PipelineColorBlendState : : create_disabled ( 5 ) ; //writes to normal and roughness in opaque way
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} 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
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} else if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL ) {
blend_state = blend_state_depth_normal ;
} else if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS ) {
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blend_state = blend_state_depth_normal_roughness ;
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} else if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL ) {
blend_state = RD : : PipelineColorBlendState : : create_disabled ( 5 ) ; //writes to normal and roughness in opaque way
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} 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 ;
}
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void RasterizerSceneHighEndRD : : ShaderData : : set_default_texture_param ( const StringName & p_name , RID p_texture ) {
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if ( ! p_texture . is_valid ( ) ) {
default_texture_params . erase ( p_name ) ;
} else {
default_texture_params [ p_name ] = p_texture ;
}
}
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void RasterizerSceneHighEndRD : : ShaderData : : get_param_list ( List < PropertyInfo > * p_param_list ) const {
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Map < int , StringName > order ;
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_LOCAL ) {
continue ;
}
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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 ) ;
}
}
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void RasterizerSceneHighEndRD : : ShaderData : : get_instance_param_list ( List < RasterizerStorage : : InstanceShaderParam > * p_param_list ) const {
for ( Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
continue ;
}
RasterizerStorage : : InstanceShaderParam p ;
p . info = ShaderLanguage : : uniform_to_property_info ( E - > get ( ) ) ;
p . info . name = E - > key ( ) ; //supply name
p . index = E - > get ( ) . instance_index ;
p . default_value = ShaderLanguage : : constant_value_to_variant ( E - > get ( ) . default_value , E - > get ( ) . type , E - > get ( ) . hint ) ;
p_param_list - > push_back ( p ) ;
}
}
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bool RasterizerSceneHighEndRD : : ShaderData : : is_param_texture ( const StringName & p_param ) const {
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if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
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bool RasterizerSceneHighEndRD : : ShaderData : : is_animated ( ) const {
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return false ;
}
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bool RasterizerSceneHighEndRD : : ShaderData : : casts_shadows ( ) const {
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return false ;
}
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Variant RasterizerSceneHighEndRD : : ShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
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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 ( ) ;
}
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RasterizerSceneHighEndRD : : ShaderData : : ShaderData ( ) {
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valid = false ;
uses_screen_texture = false ;
}
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RasterizerSceneHighEndRD : : ShaderData : : ~ ShaderData ( ) {
RasterizerSceneHighEndRD * scene_singleton = ( RasterizerSceneHighEndRD * ) RasterizerSceneHighEndRD : : singleton ;
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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 ) ;
}
}
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RasterizerStorageRD : : ShaderData * RasterizerSceneHighEndRD : : _create_shader_func ( ) {
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ShaderData * shader_data = memnew ( ShaderData ) ;
return shader_data ;
}
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void RasterizerSceneHighEndRD : : MaterialData : : set_render_priority ( int p_priority ) {
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priority = p_priority - RS : : MATERIAL_RENDER_PRIORITY_MIN ; //8 bits
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}
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void RasterizerSceneHighEndRD : : MaterialData : : set_next_pass ( RID p_pass ) {
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next_pass = p_pass ;
}
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void RasterizerSceneHighEndRD : : MaterialData : : update_parameters ( const Map < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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RasterizerSceneHighEndRD * scene_singleton = ( RasterizerSceneHighEndRD * ) RasterizerSceneHighEndRD : : singleton ;
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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 ) , MATERIAL_UNIFORM_SET ) ;
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}
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RasterizerSceneHighEndRD : : MaterialData : : ~ MaterialData ( ) {
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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 ) ;
}
}
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RasterizerStorageRD : : MaterialData * RasterizerSceneHighEndRD : : _create_material_func ( ShaderData * p_shader ) {
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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 ;
}
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RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : ~ RenderBufferDataHighEnd ( ) {
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clear ( ) ;
}
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void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : ensure_specular ( ) {
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if ( ! specular . is_valid ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = width ;
tf . height = height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
if ( msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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specular = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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if ( msaa = = RS : : VIEWPORT_MSAA_DISABLED ) {
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{
Vector < RID > fb ;
fb . push_back ( color ) ;
fb . push_back ( specular ) ;
fb . push_back ( depth ) ;
color_specular_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
{
Vector < RID > fb ;
fb . push_back ( specular ) ;
specular_only_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
} else {
tf . samples = texture_samples ;
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
specular_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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{
Vector < RID > fb ;
fb . push_back ( color_msaa ) ;
fb . push_back ( specular_msaa ) ;
fb . push_back ( depth_msaa ) ;
color_specular_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
{
Vector < RID > fb ;
fb . push_back ( specular_msaa ) ;
specular_only_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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}
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}
}
void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : clear ( ) {
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if ( color_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( color_msaa ) ;
color_msaa = RID ( ) ;
}
if ( depth_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( depth_msaa ) ;
depth_msaa = RID ( ) ;
}
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if ( specular . is_valid ( ) ) {
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if ( specular_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( specular_msaa ) ;
specular_msaa = RID ( ) ;
}
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RD : : get_singleton ( ) - > free ( specular ) ;
specular = RID ( ) ;
}
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color = RID ( ) ;
depth = RID ( ) ;
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color_specular_fb = RID ( ) ;
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specular_only_fb = RID ( ) ;
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color_fb = RID ( ) ;
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depth_fb = RID ( ) ;
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if ( normal_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( normal_buffer ) ;
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if ( normal_buffer_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( normal_buffer_msaa ) ;
normal_buffer_msaa = RID ( ) ;
}
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normal_buffer = RID ( ) ;
depth_normal_fb = RID ( ) ;
}
if ( roughness_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( roughness_buffer ) ;
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if ( roughness_buffer_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( roughness_buffer_msaa ) ;
roughness_buffer_msaa = RID ( ) ;
}
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roughness_buffer = RID ( ) ;
depth_normal_roughness_fb = RID ( ) ;
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}
}
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void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : configure ( RID p_color_buffer , RID p_depth_buffer , int p_width , int p_height , RS : : ViewportMSAA p_msaa ) {
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clear ( ) ;
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msaa = p_msaa ;
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width = p_width ;
height = p_height ;
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color = p_color_buffer ;
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depth = p_depth_buffer ;
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if ( p_msaa = = RS : : VIEWPORT_MSAA_DISABLED ) {
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{
Vector < RID > fb ;
fb . push_back ( p_color_buffer ) ;
fb . push_back ( depth ) ;
color_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
{
Vector < RID > fb ;
fb . push_back ( depth ) ;
depth_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
} else {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = p_width ;
tf . height = p_height ;
tf . type = RD : : TEXTURE_TYPE_2D ;
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
RD : : TextureSamples ts [ RS : : VIEWPORT_MSAA_MAX ] = {
RD : : TEXTURE_SAMPLES_1 ,
RD : : TEXTURE_SAMPLES_2 ,
RD : : TEXTURE_SAMPLES_4 ,
RD : : TEXTURE_SAMPLES_8 ,
RD : : TEXTURE_SAMPLES_16
} ;
texture_samples = ts [ p_msaa ] ;
tf . samples = texture_samples ;
color_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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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 . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
depth_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
{
Vector < RID > fb ;
fb . push_back ( color_msaa ) ;
fb . push_back ( depth_msaa ) ;
color_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
{
Vector < RID > fb ;
fb . push_back ( depth_msaa ) ;
depth_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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}
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}
void RasterizerSceneHighEndRD : : _allocate_normal_texture ( RenderBufferDataHighEnd * rb ) {
if ( rb - > normal_buffer . is_valid ( ) ) {
return ;
}
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_A2B10G10R10_UNORM_PACK32 ;
tf . width = rb - > width ;
tf . height = rb - > height ;
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tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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rb - > normal_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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if ( rb - > msaa = = RS : : VIEWPORT_MSAA_DISABLED ) {
Vector < RID > fb ;
fb . push_back ( rb - > depth ) ;
fb . push_back ( rb - > normal_buffer ) ;
rb - > depth_normal_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
} else {
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
tf . samples = rb - > texture_samples ;
rb - > normal_buffer_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb ;
fb . push_back ( rb - > depth_msaa ) ;
fb . push_back ( rb - > normal_buffer_msaa ) ;
rb - > depth_normal_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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_render_buffers_clear_uniform_set ( rb ) ;
}
void RasterizerSceneHighEndRD : : _allocate_roughness_texture ( RenderBufferDataHighEnd * rb ) {
if ( rb - > roughness_buffer . is_valid ( ) ) {
return ;
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}
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ERR_FAIL_COND ( rb - > normal_buffer . is_null ( ) ) ;
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8_UNORM ;
tf . width = rb - > width ;
tf . height = rb - > height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
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if ( rb - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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rb - > roughness_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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if ( rb - > msaa = = RS : : VIEWPORT_MSAA_DISABLED ) {
Vector < RID > fb ;
fb . push_back ( rb - > depth ) ;
fb . push_back ( rb - > normal_buffer ) ;
fb . push_back ( rb - > roughness_buffer ) ;
rb - > depth_normal_roughness_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
} else {
tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT ;
tf . samples = rb - > texture_samples ;
rb - > roughness_buffer_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb ;
fb . push_back ( rb - > depth_msaa ) ;
fb . push_back ( rb - > normal_buffer_msaa ) ;
fb . push_back ( rb - > roughness_buffer_msaa ) ;
rb - > depth_normal_roughness_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
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_render_buffers_clear_uniform_set ( rb ) ;
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}
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RasterizerSceneRD : : RenderBufferData * RasterizerSceneHighEndRD : : _create_render_buffer_data ( ) {
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return memnew ( RenderBufferDataHighEnd ) ;
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}
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bool RasterizerSceneHighEndRD : : free ( RID p_rid ) {
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if ( RasterizerSceneRD : : free ( p_rid ) ) {
return true ;
}
return false ;
}
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void RasterizerSceneHighEndRD : : _fill_instances ( RenderList : : Element * * p_elements , int p_element_count , bool p_for_depth ) {
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uint32_t lightmap_captures_used = 0 ;
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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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id . instance_uniforms_ofs = e - > instance - > instance_allocated_shader_parameters_offset > = 0 ? e - > instance - > instance_allocated_shader_parameters_offset : 0 ;
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if ( e - > instance - > base_type = = RS : : INSTANCE_MULTIMESH ) {
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id . flags | = INSTANCE_DATA_FLAG_MULTIMESH ;
uint32_t stride ;
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if ( storage - > multimesh_get_transform_format ( e - > instance - > base ) = = RS : : MULTIMESH_TRANSFORM_2D ) {
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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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} else if ( e - > instance - > base_type = = RS : : INSTANCE_MESH ) {
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if ( e - > instance - > skeleton . is_valid ( ) ) {
id . flags | = INSTANCE_DATA_FLAG_SKELETON ;
}
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}
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if ( p_for_depth ) {
id . gi_offset = 0xFFFFFFFF ;
continue ;
}
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if ( ! e - > instance - > gi_probe_instances . empty ( ) ) {
uint32_t written = 0 ;
for ( int j = 0 ; j < e - > instance - > gi_probe_instances . size ( ) ; j + + ) {
RID probe = e - > instance - > gi_probe_instances [ j ] ;
int slot = gi_probe_instance_get_slot ( probe ) ;
if ( slot < 0 ) {
continue ; //unallocated, dont render
}
if ( render_pass ! = gi_probe_instance_get_render_pass ( probe ) ) {
continue ; //not rendered in this frame
}
uint32_t index = gi_probe_instance_get_render_index ( probe ) ;
if ( written = = 0 ) {
id . gi_offset = index ;
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id . flags | = INSTANCE_DATA_FLAG_USE_GIPROBE ;
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written = 1 ;
} else {
id . gi_offset = index < < 16 ;
written = 2 ;
break ;
}
}
if ( written = = 0 ) {
id . gi_offset = 0xFFFFFFFF ;
} else if ( written = = 1 ) {
id . gi_offset | = 0xFFFF0000 ;
}
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} else if ( e - > instance - > lightmap ) {
int32_t lightmap_index = storage - > lightmap_get_array_index ( e - > instance - > lightmap - > base ) ;
if ( lightmap_index > = 0 ) {
id . gi_offset = lightmap_index ;
id . gi_offset | = e - > instance - > lightmap_slice_index < < 12 ;
id . gi_offset | = e - > instance - > lightmap_cull_index < < 20 ;
id . lightmap_uv_scale [ 0 ] = e - > instance - > lightmap_uv_scale . position . x ;
id . lightmap_uv_scale [ 1 ] = e - > instance - > lightmap_uv_scale . position . y ;
id . lightmap_uv_scale [ 2 ] = e - > instance - > lightmap_uv_scale . size . width ;
id . lightmap_uv_scale [ 3 ] = e - > instance - > lightmap_uv_scale . size . height ;
id . flags | = INSTANCE_DATA_FLAG_USE_LIGHTMAP ;
if ( storage - > lightmap_uses_spherical_harmonics ( e - > instance - > lightmap - > base ) ) {
id . flags | = INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP ;
}
} else {
id . gi_offset = 0xFFFFFFFF ;
}
} else if ( ! e - > instance - > lightmap_sh . empty ( ) ) {
if ( lightmap_captures_used < scene_state . max_lightmap_captures ) {
const Color * src_capture = e - > instance - > lightmap_sh . ptr ( ) ;
LightmapCaptureData & lcd = scene_state . lightmap_captures [ lightmap_captures_used ] ;
for ( int j = 0 ; j < 9 ; j + + ) {
lcd . sh [ j * 4 + 0 ] = src_capture [ j ] . r ;
lcd . sh [ j * 4 + 1 ] = src_capture [ j ] . g ;
lcd . sh [ j * 4 + 2 ] = src_capture [ j ] . b ;
lcd . sh [ j * 4 + 3 ] = src_capture [ j ] . a ;
}
id . flags | = INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE ;
id . gi_offset = lightmap_captures_used ;
lightmap_captures_used + + ;
}
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} else {
id . gi_offset = 0xFFFFFFFF ;
}
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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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if ( lightmap_captures_used ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . lightmap_capture_buffer , 0 , sizeof ( LightmapCaptureData ) * lightmap_captures_used , scene_state . lightmap_captures , true ) ;
}
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}
/// RENDERING ///
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void RasterizerSceneHighEndRD : : _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 , RID p_radiance_uniform_set , RID p_render_buffers_uniform_set , bool p_force_wireframe , const Vector2 & p_uv_offset ) {
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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 , SCENE_UNIFORM_SET ) ;
if ( p_radiance_uniform_set . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_radiance_uniform_set , RADIANCE_UNIFORM_SET ) ;
} else {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , default_radiance_uniform_set , RADIANCE_UNIFORM_SET ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , view_dependant_uniform_set , VIEW_DEPENDANT_UNIFORM_SET ) ;
if ( p_render_buffers_uniform_set . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_render_buffers_uniform_set , RENDER_BUFFERS_UNIFORM_SET ) ;
} else {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , default_render_buffers_uniform_set , RENDER_BUFFERS_UNIFORM_SET ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , default_vec4_xform_uniform_set , TRANSFORMS_UNIFORM_SET ) ;
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MaterialData * prev_material = 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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push_constant . bake_uv2_offset [ 0 ] = p_uv_offset . x ;
push_constant . bake_uv2_offset [ 1 ] = p_uv_offset . y ;
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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_DEPTH_MATERIAL | | ( ( p_pass_mode = = PASS_MODE_SHADOW | | p_pass_mode = = PASS_MODE_SHADOW_DP ) & & e - > instance - > cast_shadows = = RS : : 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
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RS : : PrimitiveType primitive ;
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switch ( e - > instance - > base_type ) {
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case RS : : INSTANCE_MESH : {
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primitive = storage - > mesh_surface_get_primitive ( e - > instance - > base , e - > surface_index ) ;
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if ( e - > instance - > skeleton . is_valid ( ) ) {
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xforms_uniform_set = storage - > skeleton_get_3d_uniform_set ( e - > instance - > skeleton , default_shader_rd , TRANSFORMS_UNIFORM_SET ) ;
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}
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} break ;
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case RS : : 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 ) ;
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xforms_uniform_set = storage - > multimesh_get_3d_uniform_set ( e - > instance - > base , default_shader_rd , TRANSFORMS_UNIFORM_SET ) ;
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} break ;
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case RS : : INSTANCE_IMMEDIATE : {
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ERR_CONTINUE ( true ) ; //should be a bug
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} break ;
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case RS : : 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
}
}
Fix some -Wmaybe-uninitialized warnings
Namely:
```
modules/basis_universal/register_types.cpp: In function 'Ref<Image> basis_universal_unpacker(const Vector<unsigned char>&)':
modules/basis_universal/register_types.cpp:266:15: warning: 'imgfmt' may be used uninitialized in this function [-Wmaybe-uninitialized]
266 | image->create(info.m_width, info.m_height, info.m_total_levels > 1, imgfmt, gpudata);
| ~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
modules/basis_universal/register_types.cpp:255:39: warning: 'format' may be used uninitialized in this function [-Wmaybe-uninitialized]
255 | bool ret = tr.transcode_image_level(ptr, size, 0, i, dst + ofs, level.m_total_blocks - i, format);
| ~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
```
servers/visual_server.cpp: In member function 'Error VisualServer::_surface_set_data(Array, uint32_t, uint32_t*, uint32_t, Vector<unsigned char>&, int, Vector<unsigned char>&, int, AABB&, Vector<AABB>&)':
servers/visual_server.cpp:636:15: warning: 'iw' may be used uninitialized in this function [-Wmaybe-uninitialized]
636 | copymem(&iw[i * 2], &v, 2);
| ^
```
```
core/image.cpp: In member function 'Error Image::generate_mipmap_roughness(Image::RoughnessChannel, const Ref<Image>&)':
core/image.cpp:1683:11: warning: 'roughness' may be used uninitialized in this function [-Wmaybe-uninitialized]
1683 | float roughness;
| ^~~~~~~~~
```
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ShaderVersion shader_version = SHADER_VERSION_MAX ; // Assigned to silence wrong -Wmaybe-initialized.
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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 ;
}
} 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 ;
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case PASS_MODE_DEPTH_MATERIAL : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL ;
} break ;
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}
RenderPipelineVertexFormatCacheRD * pipeline = nullptr ;
pipeline = & shader - > pipelines [ cull_variant ] [ primitive ] [ shader_version ] ;
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RD : : VertexFormatID vertex_format = - 1 ;
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RID vertex_array_rd ;
RID index_array_rd ;
switch ( e - > instance - > base_type ) {
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case RS : : INSTANCE_MESH : {
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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 ;
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case RS : : 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 ;
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case RS : : INSTANCE_IMMEDIATE : {
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ERR_CONTINUE ( true ) ; //should be a bug
} break ;
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case RS : : INSTANCE_PARTICLES : {
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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 , p_force_wireframe ) ;
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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 ) {
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , xforms_uniform_set , TRANSFORMS_UNIFORM_SET ) ;
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prev_xforms_uniform_set = xforms_uniform_set ;
}
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if ( material ! = prev_material ) {
//update uniform set
if ( material - > uniform_set . is_valid ( ) ) {
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , material - > uniform_set , MATERIAL_UNIFORM_SET ) ;
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}
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 ) {
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case RS : : INSTANCE_MESH : {
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RD : : get_singleton ( ) - > draw_list_draw ( draw_list , index_array_rd . is_valid ( ) ) ;
} break ;
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case RS : : 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 ;
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case RS : : INSTANCE_IMMEDIATE : {
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} break ;
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case RS : : INSTANCE_PARTICLES : {
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} break ;
default : {
ERR_CONTINUE ( true ) ; //should be a bug
}
}
}
}
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void RasterizerSceneHighEndRD : : _setup_environment ( 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 , bool p_flip_y , const Color & p_default_bg_color , float p_znear , float p_zfar , bool p_opaque_render_buffers , bool p_pancake_shadows ) {
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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_flip_y ) ;
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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 . z_far = p_zfar ;
scene_state . ubo . z_near = p_znear ;
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scene_state . ubo . pancake_shadows = p_pancake_shadows ;
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store_soft_shadow_kernel ( directional_penumbra_shadow_kernel_get ( ) , scene_state . ubo . directional_penumbra_shadow_kernel ) ;
store_soft_shadow_kernel ( directional_soft_shadow_kernel_get ( ) , scene_state . ubo . directional_soft_shadow_kernel ) ;
store_soft_shadow_kernel ( penumbra_shadow_kernel_get ( ) , scene_state . ubo . penumbra_shadow_kernel ) ;
store_soft_shadow_kernel ( soft_shadow_kernel_get ( ) , scene_state . ubo . soft_shadow_kernel ) ;
scene_state . ubo . directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get ( ) ;
scene_state . ubo . directional_soft_shadow_samples = directional_soft_shadow_samples_get ( ) ;
scene_state . ubo . penumbra_shadow_samples = penumbra_shadow_samples_get ( ) ;
scene_state . ubo . soft_shadow_samples = soft_shadow_samples_get ( ) ;
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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 ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_UNSHADED ) {
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scene_state . ubo . use_ambient_light = true ;
scene_state . ubo . ambient_light_color_energy [ 0 ] = 1 ;
scene_state . ubo . ambient_light_color_energy [ 1 ] = 1 ;
scene_state . ubo . ambient_light_color_energy [ 2 ] = 1 ;
scene_state . ubo . ambient_light_color_energy [ 3 ] = 1.0 ;
scene_state . ubo . use_ambient_cubemap = false ;
scene_state . ubo . use_reflection_cubemap = false ;
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scene_state . ubo . ssao_enabled = false ;
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} else if ( is_environment ( p_environment ) ) {
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RS : : EnvironmentBG env_bg = environment_get_background ( p_environment ) ;
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RS : : EnvironmentAmbientSource ambient_src = environment_get_ambient_source ( p_environment ) ;
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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
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if ( ambient_src = = RS : : ENV_AMBIENT_SOURCE_BG & & ( env_bg = = RS : : ENV_BG_CLEAR_COLOR | | env_bg = = RS : : ENV_BG_COLOR ) ) {
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Color color = env_bg = = RS : : ENV_BG_CLEAR_COLOR ? p_default_bg_color : 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 {
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float energy = environment_get_ambient_light_energy ( p_environment ) ;
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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 ) ;
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scene_state . ubo . use_ambient_cubemap = ( ambient_src = = RS : : ENV_AMBIENT_SOURCE_BG & & env_bg = = RS : : ENV_BG_SKY ) | | ambient_src = = RS : : ENV_AMBIENT_SOURCE_SKY ;
scene_state . ubo . use_ambient_light = scene_state . ubo . use_ambient_cubemap | | ambient_src = = RS : : ENV_AMBIENT_SOURCE_COLOR ;
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}
//specular
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RS : : EnvironmentReflectionSource ref_src = environment_get_reflection_source ( p_environment ) ;
if ( ( ref_src = = RS : : ENV_REFLECTION_SOURCE_BG & & env_bg = = RS : : ENV_BG_SKY ) | | ref_src = = RS : : ENV_REFLECTION_SOURCE_SKY ) {
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scene_state . ubo . use_reflection_cubemap = true ;
} else {
scene_state . ubo . use_reflection_cubemap = false ;
}
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scene_state . ubo . ssao_enabled = p_opaque_render_buffers & & environment_is_ssao_enabled ( p_environment ) ;
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scene_state . ubo . ssao_ao_affect = environment_get_ssao_ao_affect ( p_environment ) ;
scene_state . ubo . ssao_light_affect = environment_get_ssao_light_affect ( p_environment ) ;
Color ao_color = environment_get_ao_color ( p_environment ) ;
scene_state . ubo . ao_color [ 0 ] = ao_color . r ;
scene_state . ubo . ao_color [ 1 ] = ao_color . g ;
scene_state . ubo . ao_color [ 2 ] = ao_color . b ;
scene_state . ubo . ao_color [ 3 ] = ao_color . a ;
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} 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 = false ;
} else {
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scene_state . ubo . use_ambient_light = true ;
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Color clear_color = p_default_bg_color ;
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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 ;
}
scene_state . ubo . use_ambient_cubemap = false ;
scene_state . ubo . use_reflection_cubemap = false ;
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scene_state . ubo . ssao_enabled = false ;
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}
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scene_state . ubo . roughness_limiter_enabled = p_opaque_render_buffers & & screen_space_roughness_limiter_is_active ( ) ;
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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 RasterizerSceneHighEndRD : : _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 ;
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m_src = p_instance - > material_override . is_valid ( ) ? p_instance - > material_override : p_material ;
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if ( unlikely ( get_debug_draw_mode ( ) ! = RS : : VIEWPORT_DEBUG_DRAW_DISABLED ) ) {
if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) {
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m_src = overdraw_material ;
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} else if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_LIGHTING ) {
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m_src = default_material ;
}
}
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MaterialData * material = nullptr ;
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if ( m_src . is_valid ( ) ) {
material = ( MaterialData * ) storage - > material_get_data ( m_src , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
if ( ! material | | ! material - > shader_data - > valid ) {
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material = nullptr ;
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}
}
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 RasterizerSceneHighEndRD : : _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 ) {
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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 = = RS : : SHADOW_CASTING_SETTING_OFF ) {
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//conditions in which no depth pass should be processed
return ;
}
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if ( p_pass_mode ! = PASS_MODE_DEPTH_MATERIAL & & ! 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 ) {
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//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 = = RS : : INSTANCE_MULTIMESH ;
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e - > uses_lightmap = e - > instance - > lightmap ! = nullptr | | ! e - > instance - > lightmap_sh . empty ( ) ;
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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 ) {
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RenderingServerRaster : : redraw_request ( ) ;
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}
}
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void RasterizerSceneHighEndRD : : _fill_render_list ( InstanceBase * * p_cull_result , int p_cull_count , PassMode p_pass_mode , bool p_no_gi ) {
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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 ) {
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case RS : : INSTANCE_MESH : {
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const RID * materials = nullptr ;
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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 RS : : 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 = nullptr ;
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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 ( mesh , j , render_pass , & geometry_index ) ;
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_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 RS : : INSTANCE_IMMEDIATE : {
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RasterizerStorageGLES3 : : Immediate * immediate = storage - > immediate_owner . getornull ( inst - > base ) ;
ERR_CONTINUE ( ! immediate ) ;
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_add_geometry ( immediate , inst , nullptr , - 1 , p_depth_pass , p_shadow_pass ) ;
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} break ;
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case RS : : INSTANCE_PARTICLES : {
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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 RasterizerSceneHighEndRD : : _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 ( ) ;
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float env_ambient_energy = environment_get_ambient_light_energy ( p_environment ) ;
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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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cluster_builder . add_reflection_probe ( transform , extents ) ;
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reflection_probe_instance_set_render_pass ( rpi , render_pass ) ;
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}
if ( p_reflection_probe_cull_count ) {
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RD : : get_singleton ( ) - > buffer_update ( scene_state . reflection_buffer , 0 , MIN ( scene_state . max_reflections , ( unsigned int ) p_reflection_probe_cull_count ) * sizeof ( ReflectionData ) , scene_state . reflections , true ) ;
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}
}
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void RasterizerSceneHighEndRD : : _setup_lightmaps ( InstanceBase * * p_lightmap_cull_result , int p_lightmap_cull_count , const Transform & p_cam_transform ) {
uint32_t lightmaps_used = 0 ;
for ( int i = 0 ; i < p_lightmap_cull_count ; i + + ) {
if ( i > = ( int ) scene_state . max_lightmaps ) {
break ;
}
InstanceBase * lm = p_lightmap_cull_result [ i ] ;
Basis to_lm = lm - > transform . basis . inverse ( ) * p_cam_transform . basis ;
to_lm = to_lm . inverse ( ) . transposed ( ) ; //will transform normals
store_transform_3x3 ( to_lm , scene_state . lightmaps [ i ] . normal_xform ) ;
lm - > lightmap_cull_index = i ;
lightmaps_used + + ;
}
if ( lightmaps_used > 0 ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . lightmap_buffer , 0 , sizeof ( LightmapData ) * lightmaps_used , scene_state . lightmaps , true ) ;
}
}
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void RasterizerSceneHighEndRD : : _setup_gi_probes ( RID * p_gi_probe_probe_cull_result , int p_gi_probe_probe_cull_count , const Transform & p_camera_transform ) {
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int index = 0 ;
for ( int i = 0 ; i < p_gi_probe_probe_cull_count ; i + + ) {
RID rpi = p_gi_probe_probe_cull_result [ i ] ;
if ( index > = ( int ) scene_state . max_gi_probes ) {
continue ;
}
int slot = gi_probe_instance_get_slot ( rpi ) ;
if ( slot < 0 ) {
continue ; //not usable
}
RID base_probe = gi_probe_instance_get_base_probe ( rpi ) ;
GIProbeData & gi_probe_ubo = scene_state . gi_probes [ index ] ;
Transform to_cell = gi_probe_instance_get_transform_to_cell ( rpi ) * p_camera_transform ;
store_transform ( to_cell , gi_probe_ubo . xform ) ;
Vector3 bounds = storage - > gi_probe_get_octree_size ( base_probe ) ;
gi_probe_ubo . bounds [ 0 ] = bounds . x ;
gi_probe_ubo . bounds [ 1 ] = bounds . y ;
gi_probe_ubo . bounds [ 2 ] = bounds . z ;
gi_probe_ubo . dynamic_range = storage - > gi_probe_get_dynamic_range ( base_probe ) * storage - > gi_probe_get_energy ( base_probe ) ;
gi_probe_ubo . bias = storage - > gi_probe_get_bias ( base_probe ) ;
gi_probe_ubo . normal_bias = storage - > gi_probe_get_normal_bias ( base_probe ) ;
gi_probe_ubo . blend_ambient = ! storage - > gi_probe_is_interior ( base_probe ) ;
gi_probe_ubo . texture_slot = gi_probe_instance_get_slot ( rpi ) ;
gi_probe_ubo . anisotropy_strength = storage - > gi_probe_get_anisotropy_strength ( base_probe ) ;
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gi_probe_ubo . ao = storage - > gi_probe_get_ao ( base_probe ) ;
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gi_probe_ubo . ao_size = Math : : pow ( storage - > gi_probe_get_ao_size ( base_probe ) , 4.0f ) ;
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if ( gi_probe_is_anisotropic ( ) ) {
gi_probe_ubo . texture_slot * = 3 ;
}
gi_probe_instance_set_render_index ( rpi , index ) ;
gi_probe_instance_set_render_pass ( rpi , render_pass ) ;
index + + ;
}
if ( index ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . gi_probe_buffer , 0 , index * sizeof ( GIProbeData ) , scene_state . gi_probes , true ) ;
}
}
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void RasterizerSceneHighEndRD : : _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 ;
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sky_scene_state . directional_light_count = 0 ;
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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 ( ) ) ;
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RS : : LightType type = storage - > light_get_type ( base ) ;
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switch ( type ) {
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case RS : : LIGHT_DIRECTIONAL : {
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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 ;
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light_data . energy = sign * storage - > light_get_param ( base , RS : : LIGHT_PARAM_ENERGY ) * Math_PI ;
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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 ;
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light_data . specular = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPECULAR ) ;
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light_data . mask = storage - > light_get_cull_mask ( base ) ;
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float size = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
light_data . size = 1.0 - Math : : cos ( Math : : deg2rad ( size ) ) ; //angle to cosine offset
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Color shadow_col = storage - > light_get_shadow_color ( base ) . to_linear ( ) ;
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if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_PSSM_SPLITS ) {
light_data . shadow_color1 [ 0 ] = 1.0 ;
light_data . shadow_color1 [ 1 ] = 0.0 ;
light_data . shadow_color1 [ 2 ] = 0.0 ;
light_data . shadow_color1 [ 3 ] = 1.0 ;
light_data . shadow_color2 [ 0 ] = 0.0 ;
light_data . shadow_color2 [ 1 ] = 1.0 ;
light_data . shadow_color2 [ 2 ] = 0.0 ;
light_data . shadow_color2 [ 3 ] = 1.0 ;
light_data . shadow_color3 [ 0 ] = 0.0 ;
light_data . shadow_color3 [ 1 ] = 0.0 ;
light_data . shadow_color3 [ 2 ] = 1.0 ;
light_data . shadow_color3 [ 3 ] = 1.0 ;
light_data . shadow_color4 [ 0 ] = 1.0 ;
light_data . shadow_color4 [ 1 ] = 1.0 ;
light_data . shadow_color4 [ 2 ] = 0.0 ;
light_data . shadow_color4 [ 3 ] = 1.0 ;
} else {
light_data . shadow_color1 [ 0 ] = shadow_col . r ;
light_data . shadow_color1 [ 1 ] = shadow_col . g ;
light_data . shadow_color1 [ 2 ] = shadow_col . b ;
light_data . shadow_color1 [ 3 ] = 1.0 ;
light_data . shadow_color2 [ 0 ] = shadow_col . r ;
light_data . shadow_color2 [ 1 ] = shadow_col . g ;
light_data . shadow_color2 [ 2 ] = shadow_col . b ;
light_data . shadow_color2 [ 3 ] = 1.0 ;
light_data . shadow_color3 [ 0 ] = shadow_col . r ;
light_data . shadow_color3 [ 1 ] = shadow_col . g ;
light_data . shadow_color3 [ 2 ] = shadow_col . b ;
light_data . shadow_color3 [ 3 ] = 1.0 ;
light_data . shadow_color4 [ 0 ] = shadow_col . r ;
light_data . shadow_color4 [ 1 ] = shadow_col . g ;
light_data . shadow_color4 [ 2 ] = shadow_col . b ;
light_data . shadow_color4 [ 3 ] = 1.0 ;
}
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light_data . shadow_enabled = p_using_shadows & & storage - > light_has_shadow ( base ) ;
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float angular_diameter = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
if ( angular_diameter > 0.0 ) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math : : tan ( Math : : deg2rad ( angular_diameter ) ) ;
} else {
angular_diameter = 0.0 ;
}
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if ( light_data . shadow_enabled ) {
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RS : : LightDirectionalShadowMode smode = storage - > light_directional_get_shadow_mode ( base ) ;
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int limit = smode = = RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : ( smode = = RS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3 ) ;
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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 ;
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float bias_scale = light_instance_get_shadow_bias_scale ( li , j ) ;
light_data . shadow_bias [ j ] = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) * bias_scale ;
light_data . shadow_normal_bias [ j ] = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * light_instance_get_directional_shadow_texel_size ( li , j ) ;
light_data . shadow_transmittance_bias [ j ] = storage - > light_get_transmittance_bias ( base ) * bias_scale ;
light_data . shadow_transmittance_z_scale [ j ] = light_instance_get_shadow_range ( li , j ) ;
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light_data . shadow_range_begin [ j ] = light_instance_get_shadow_range_begin ( li , j ) ;
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store_camera ( shadow_mtx , light_data . shadow_matrices [ j ] ) ;
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Vector2 uv_scale = light_instance_get_shadow_uv_scale ( li , j ) ;
uv_scale * = atlas_rect . size ; //adapt to atlas size
switch ( j ) {
case 0 : {
light_data . uv_scale1 [ 0 ] = uv_scale . x ;
light_data . uv_scale1 [ 1 ] = uv_scale . y ;
} break ;
case 1 : {
light_data . uv_scale2 [ 0 ] = uv_scale . x ;
light_data . uv_scale2 [ 1 ] = uv_scale . y ;
} break ;
case 2 : {
light_data . uv_scale3 [ 0 ] = uv_scale . x ;
light_data . uv_scale3 [ 1 ] = uv_scale . y ;
} break ;
case 3 : {
light_data . uv_scale4 [ 0 ] = uv_scale . x ;
light_data . uv_scale4 [ 1 ] = uv_scale . y ;
} break ;
}
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}
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float fade_start = storage - > light_get_param ( base , RS : : 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 ] ;
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light_data . soft_shadow_scale = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BLUR ) ;
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light_data . softshadow_angle = angular_diameter ;
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if ( angular_diameter < = 0.0 ) {
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light_data . soft_shadow_scale * = directional_shadow_quality_radius_get ( ) ; // Only use quality radius for PCF
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}
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}
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// Copy to SkyDirectionalLightData
if ( sky_scene_state . directional_light_count < sky_scene_state . max_directional_lights ) {
SkyDirectionalLightData & sky_light_data = sky_scene_state . directional_lights [ sky_scene_state . directional_light_count ] ;
Vector3 world_direction = light_transform . basis . xform ( Vector3 ( 0 , 0 , 1 ) ) . normalized ( ) ;
sky_light_data . direction [ 0 ] = world_direction . x ;
sky_light_data . direction [ 1 ] = world_direction . y ;
sky_light_data . direction [ 2 ] = - world_direction . z ;
sky_light_data . energy = light_data . energy / Math_PI ;
sky_light_data . color [ 0 ] = light_data . color [ 0 ] ;
sky_light_data . color [ 1 ] = light_data . color [ 1 ] ;
sky_light_data . color [ 2 ] = light_data . color [ 2 ] ;
sky_light_data . enabled = true ;
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sky_light_data . size = angular_diameter ;
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sky_scene_state . directional_light_count + + ;
}
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scene_state . ubo . directional_light_count + + ;
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} break ;
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case RS : : LIGHT_SPOT :
case RS : : LIGHT_OMNI : {
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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 ( ) ;
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light_data . attenuation_energy [ 0 ] = Math : : make_half_float ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_ATTENUATION ) ) ;
light_data . attenuation_energy [ 1 ] = Math : : make_half_float ( sign * storage - > light_get_param ( base , RS : : LIGHT_PARAM_ENERGY ) * Math_PI ) ;
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light_data . color_specular [ 0 ] = MIN ( uint32_t ( linear_col . r * 255 ) , 255 ) ;
light_data . color_specular [ 1 ] = MIN ( uint32_t ( linear_col . g * 255 ) , 255 ) ;
light_data . color_specular [ 2 ] = MIN ( uint32_t ( linear_col . b * 255 ) , 255 ) ;
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light_data . color_specular [ 3 ] = MIN ( uint32_t ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPECULAR ) * 255 ) , 255 ) ;
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float radius = MAX ( 0.001 , storage - > light_get_param ( base , RS : : LIGHT_PARAM_RANGE ) ) ;
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light_data . inv_radius = 1.0 / radius ;
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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 ;
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float size = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SIZE ) ;
light_data . size = size ;
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light_data . cone_attenuation_angle [ 0 ] = Math : : make_half_float ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ) ;
float spot_angle = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
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light_data . cone_attenuation_angle [ 1 ] = Math : : make_half_float ( Math : : cos ( Math : : deg2rad ( spot_angle ) ) ) ;
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light_data . mask = storage - > light_get_cull_mask ( base ) ;
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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RID projector = storage - > light_get_projector ( base ) ;
if ( projector . is_valid ( ) ) {
Rect2 rect = storage - > decal_atlas_get_texture_rect ( projector ) ;
if ( type = = RS : : LIGHT_SPOT ) {
light_data . projector_rect [ 0 ] = rect . position . x ;
light_data . projector_rect [ 1 ] = rect . position . y + rect . size . height ; //flip because shadow is flipped
light_data . projector_rect [ 2 ] = rect . size . width ;
light_data . projector_rect [ 3 ] = - rect . size . height ;
} else {
light_data . projector_rect [ 0 ] = rect . position . x ;
light_data . projector_rect [ 1 ] = rect . position . y ;
light_data . projector_rect [ 2 ] = rect . size . width ;
light_data . projector_rect [ 3 ] = rect . size . height * 0.5 ; //used by dp, so needs to be half
}
} else {
light_data . projector_rect [ 0 ] = 0 ;
light_data . projector_rect [ 1 ] = 0 ;
light_data . projector_rect [ 2 ] = 0 ;
light_data . projector_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
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Color shadow_color = storage - > light_get_shadow_color ( base ) ;
light_data . shadow_color_enabled [ 0 ] = MIN ( uint32_t ( shadow_color . r * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 1 ] = MIN ( uint32_t ( shadow_color . g * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 2 ] = MIN ( uint32_t ( shadow_color . b * 255 ) , 255 ) ;
light_data . shadow_color_enabled [ 3 ] = 255 ;
if ( type = = RS : : LIGHT_SPOT ) {
light_data . shadow_bias = ( storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) * radius / 10.0 ) ;
float shadow_texel_size = Math : : tan ( Math : : deg2rad ( spot_angle ) ) * radius * 2.0 ;
shadow_texel_size * = light_instance_get_shadow_texel_size ( li , p_shadow_atlas ) ;
light_data . shadow_normal_bias = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * shadow_texel_size ;
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} else { //omni
light_data . shadow_bias = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BIAS ) * radius / 10.0 ;
float shadow_texel_size = light_instance_get_shadow_texel_size ( li , p_shadow_atlas ) ;
light_data . shadow_normal_bias = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ) * shadow_texel_size * 2.0 ; // applied in -1 .. 1 space
}
light_data . transmittance_bias = storage - > light_get_transmittance_bias ( base ) ;
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Rect2 rect = light_instance_get_shadow_atlas_rect ( li , p_shadow_atlas ) ;
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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 ;
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light_data . soft_shadow_scale = storage - > light_get_param ( base , RS : : LIGHT_PARAM_SHADOW_BLUR ) ;
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if ( type = = RS : : LIGHT_OMNI ) {
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light_data . atlas_rect [ 3 ] * = 0.5 ; //one paraboloid on top of another
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Transform proj = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
store_transform ( proj , light_data . shadow_matrix ) ;
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if ( size > 0.0 ) {
light_data . soft_shadow_size = size ;
} else {
light_data . soft_shadow_size = 0.0 ;
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light_data . soft_shadow_scale * = shadows_quality_radius_get ( ) ; // Only use quality radius for PCF
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}
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} else if ( type = = RS : : LIGHT_SPOT ) {
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Transform modelview = ( p_camera_inverse_transform * light_transform ) . inverse ( ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
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CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera ( li , 0 ) * modelview ;
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store_camera ( shadow_mtx , light_data . shadow_matrix ) ;
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if ( size > 0.0 ) {
CameraMatrix cm = light_instance_get_shadow_camera ( li , 0 ) ;
float half_np = cm . get_z_near ( ) * Math : : tan ( Math : : deg2rad ( spot_angle ) ) ;
light_data . soft_shadow_size = ( size * 0.5 / radius ) / ( half_np / cm . get_z_near ( ) ) * rect . size . width ;
} else {
light_data . soft_shadow_size = 0.0 ;
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light_data . soft_shadow_scale * = shadows_quality_radius_get ( ) ; // Only use quality radius for PCF
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}
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}
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} else {
light_data . shadow_color_enabled [ 3 ] = 0 ;
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}
light_instance_set_index ( li , light_count ) ;
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cluster_builder . add_light ( type = = RS : : LIGHT_SPOT ? LightClusterBuilder : : LIGHT_TYPE_SPOT : LightClusterBuilder : : LIGHT_TYPE_OMNI , light_transform , radius , spot_angle ) ;
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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 RasterizerSceneHighEndRD : : _setup_decals ( const RID * p_decal_instances , int p_decal_count , const Transform & p_camera_inverse_xform ) {
Transform uv_xform ;
uv_xform . basis . scale ( Vector3 ( 2.0 , 1.0 , 2.0 ) ) ;
uv_xform . origin = Vector3 ( - 1.0 , 0.0 , - 1.0 ) ;
p_decal_count = MIN ( ( uint32_t ) p_decal_count , scene_state . max_decals ) ;
int idx = 0 ;
for ( int i = 0 ; i < p_decal_count ; i + + ) {
RID di = p_decal_instances [ i ] ;
RID decal = decal_instance_get_base ( di ) ;
Transform xform = decal_instance_get_transform ( di ) ;
float fade = 1.0 ;
if ( storage - > decal_is_distance_fade_enabled ( decal ) ) {
real_t distance = - p_camera_inverse_xform . xform ( xform . origin ) . z ;
float fade_begin = storage - > decal_get_distance_fade_begin ( decal ) ;
float fade_length = storage - > decal_get_distance_fade_length ( decal ) ;
if ( distance > fade_begin ) {
if ( distance > fade_begin + fade_length ) {
continue ; // do not use this decal, its invisible
}
fade = 1.0 - ( distance - fade_begin ) / fade_length ;
}
}
DecalData & dd = scene_state . decals [ idx ] ;
Vector3 decal_extents = storage - > decal_get_extents ( decal ) ;
Transform scale_xform ;
scale_xform . basis . scale ( Vector3 ( decal_extents . x , decal_extents . y , decal_extents . z ) ) ;
Transform to_decal_xform = ( p_camera_inverse_xform * decal_instance_get_transform ( di ) * scale_xform * uv_xform ) . affine_inverse ( ) ;
store_transform ( to_decal_xform , dd . xform ) ;
Vector3 normal = xform . basis . get_axis ( Vector3 : : AXIS_Y ) . normalized ( ) ;
normal = p_camera_inverse_xform . basis . xform ( normal ) ; //camera is normalized, so fine
dd . normal [ 0 ] = normal . x ;
dd . normal [ 1 ] = normal . y ;
dd . normal [ 2 ] = normal . z ;
dd . normal_fade = storage - > decal_get_normal_fade ( decal ) ;
RID albedo_tex = storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_ALBEDO ) ;
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RID emission_tex = storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_EMISSION ) ;
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if ( albedo_tex . is_valid ( ) ) {
Rect2 rect = storage - > decal_atlas_get_texture_rect ( albedo_tex ) ;
dd . albedo_rect [ 0 ] = rect . position . x ;
dd . albedo_rect [ 1 ] = rect . position . y ;
dd . albedo_rect [ 2 ] = rect . size . x ;
dd . albedo_rect [ 3 ] = rect . size . y ;
} else {
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if ( ! emission_tex . is_valid ( ) ) {
continue ; //no albedo, no emission, no decal.
}
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dd . albedo_rect [ 0 ] = 0 ;
dd . albedo_rect [ 1 ] = 0 ;
dd . albedo_rect [ 2 ] = 0 ;
dd . albedo_rect [ 3 ] = 0 ;
}
RID normal_tex = storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_NORMAL ) ;
if ( normal_tex . is_valid ( ) ) {
Rect2 rect = storage - > decal_atlas_get_texture_rect ( normal_tex ) ;
dd . normal_rect [ 0 ] = rect . position . x ;
dd . normal_rect [ 1 ] = rect . position . y ;
dd . normal_rect [ 2 ] = rect . size . x ;
dd . normal_rect [ 3 ] = rect . size . y ;
Basis normal_xform = p_camera_inverse_xform . basis * xform . basis . orthonormalized ( ) ;
store_basis_3x4 ( normal_xform , dd . normal_xform ) ;
} else {
dd . normal_rect [ 0 ] = 0 ;
dd . normal_rect [ 1 ] = 0 ;
dd . normal_rect [ 2 ] = 0 ;
dd . normal_rect [ 3 ] = 0 ;
}
RID orm_tex = storage - > decal_get_texture ( decal , RS : : DECAL_TEXTURE_ORM ) ;
if ( orm_tex . is_valid ( ) ) {
Rect2 rect = storage - > decal_atlas_get_texture_rect ( orm_tex ) ;
dd . orm_rect [ 0 ] = rect . position . x ;
dd . orm_rect [ 1 ] = rect . position . y ;
dd . orm_rect [ 2 ] = rect . size . x ;
dd . orm_rect [ 3 ] = rect . size . y ;
} else {
dd . orm_rect [ 0 ] = 0 ;
dd . orm_rect [ 1 ] = 0 ;
dd . orm_rect [ 2 ] = 0 ;
dd . orm_rect [ 3 ] = 0 ;
}
if ( emission_tex . is_valid ( ) ) {
Rect2 rect = storage - > decal_atlas_get_texture_rect ( emission_tex ) ;
dd . emission_rect [ 0 ] = rect . position . x ;
dd . emission_rect [ 1 ] = rect . position . y ;
dd . emission_rect [ 2 ] = rect . size . x ;
dd . emission_rect [ 3 ] = rect . size . y ;
} else {
dd . emission_rect [ 0 ] = 0 ;
dd . emission_rect [ 1 ] = 0 ;
dd . emission_rect [ 2 ] = 0 ;
dd . emission_rect [ 3 ] = 0 ;
}
Color modulate = storage - > decal_get_modulate ( decal ) ;
dd . modulate [ 0 ] = modulate . r ;
dd . modulate [ 1 ] = modulate . g ;
dd . modulate [ 2 ] = modulate . b ;
dd . modulate [ 3 ] = modulate . a * fade ;
dd . emission_energy = storage - > decal_get_emission_energy ( decal ) * fade ;
dd . albedo_mix = storage - > decal_get_albedo_mix ( decal ) ;
dd . mask = storage - > decal_get_cull_mask ( decal ) ;
dd . upper_fade = storage - > decal_get_upper_fade ( decal ) ;
dd . lower_fade = storage - > decal_get_lower_fade ( decal ) ;
cluster_builder . add_decal ( xform , decal_extents ) ;
idx + + ;
}
if ( idx > 0 ) {
RD : : get_singleton ( ) - > buffer_update ( scene_state . decal_buffer , 0 , sizeof ( DecalData ) * idx , scene_state . decals , true ) ;
}
}
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void RasterizerSceneHighEndRD : : _render_scene ( RID p_render_buffer , 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_gi_probe_cull_result , int p_gi_probe_cull_count , RID * p_decal_cull_result , int p_decal_cull_count , InstanceBase * * p_lightmap_cull_result , int p_lightmap_cull_count , RID p_environment , RID p_camera_effects , RID p_shadow_atlas , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass , const Color & p_default_bg_color ) {
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RenderBufferDataHighEnd * render_buffer = nullptr ;
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if ( p_render_buffer . is_valid ( ) ) {
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render_buffer = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffer ) ;
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}
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//first of all, make a new render pass
render_pass + + ;
//fill up ubo
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RENDER_TIMESTAMP ( " Setup 3D Scene " ) ;
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if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_UNSHADED ) {
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p_light_cull_count = 0 ;
p_reflection_probe_cull_count = 0 ;
p_gi_probe_cull_count = 0 ;
}
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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;
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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Size2 screen_pixel_size ;
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Size2i screen_size ;
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RID opaque_framebuffer ;
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RID opaque_specular_framebuffer ;
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RID depth_framebuffer ;
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RID alpha_framebuffer ;
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PassMode depth_pass_mode = PASS_MODE_DEPTH ;
Vector < Color > depth_pass_clear ;
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bool using_separate_specular = false ;
bool using_ssr = false ;
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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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screen_size . x = render_buffer - > width ;
screen_size . y = render_buffer - > height ;
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opaque_framebuffer = render_buffer - > color_fb ;
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if ( p_environment . is_valid ( ) & & environment_is_ssr_enabled ( p_environment ) ) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS ;
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render_buffer - > ensure_specular ( ) ;
using_separate_specular = true ;
using_ssr = true ;
opaque_specular_framebuffer = render_buffer - > color_specular_fb ;
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} else if ( screen_space_roughness_limiter_is_active ( ) ) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL ;
//we need to allocate both these, if not allocated
_allocate_normal_texture ( render_buffer ) ;
_allocate_roughness_texture ( render_buffer ) ;
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} else if ( p_environment . is_valid ( ) & & ( environment_is_ssao_enabled ( p_environment ) | | get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER ) ) {
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depth_pass_mode = PASS_MODE_DEPTH_NORMAL ;
}
switch ( depth_pass_mode ) {
case PASS_MODE_DEPTH : {
depth_framebuffer = render_buffer - > depth_fb ;
} break ;
case PASS_MODE_DEPTH_NORMAL : {
_allocate_normal_texture ( render_buffer ) ;
depth_framebuffer = render_buffer - > depth_normal_fb ;
depth_pass_clear . push_back ( Color ( 0.5 , 0.5 , 0.5 , 0 ) ) ;
} break ;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS : {
_allocate_normal_texture ( render_buffer ) ;
_allocate_roughness_texture ( render_buffer ) ;
depth_framebuffer = render_buffer - > depth_normal_roughness_fb ;
depth_pass_clear . push_back ( Color ( 0.5 , 0.5 , 0.5 , 0 ) ) ;
depth_pass_clear . push_back ( Color ( ) ) ;
} break ;
default : {
} ;
}
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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 ;
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screen_size . x = resolution ;
screen_size . y = resolution ;
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opaque_framebuffer = reflection_probe_instance_get_framebuffer ( p_reflection_probe , p_reflection_probe_pass ) ;
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depth_framebuffer = reflection_probe_instance_get_depth_framebuffer ( p_reflection_probe , p_reflection_probe_pass ) ;
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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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cluster_builder . begin ( p_cam_transform . affine_inverse ( ) , p_cam_projection ) ; //prepare cluster
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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_decals ( p_decal_cull_result , p_decal_cull_count , p_cam_transform . affine_inverse ( ) ) ;
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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_gi_probes ( p_gi_probe_cull_result , p_gi_probe_cull_count , p_cam_transform ) ;
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_setup_lightmaps ( p_lightmap_cull_result , p_lightmap_cull_count , p_cam_transform ) ;
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_setup_environment ( p_environment , p_cam_projection , p_cam_transform , p_reflection_probe , p_reflection_probe . is_valid ( ) , screen_pixel_size , p_shadow_atlas , ! p_reflection_probe . is_valid ( ) , p_default_bg_color , p_cam_projection . get_z_near ( ) , p_cam_projection . get_z_far ( ) , false ) ;
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cluster_builder . bake_cluster ( ) ; //bake to cluster
_update_render_base_uniform_set ( ) ; //may have changed due to the above (light buffer enlarged, as an example)
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render_list . clear ( ) ;
_fill_render_list ( p_cull_result , p_cull_count , PASS_MODE_COLOR , render_buffer = = nullptr ) ;
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bool using_sss = render_buffer & & scene_state . used_sss & & sub_surface_scattering_get_quality ( ) ! = RS : : SUB_SURFACE_SCATTERING_QUALITY_DISABLED ;
if ( using_sss ) {
using_separate_specular = true ;
render_buffer - > ensure_specular ( ) ;
using_separate_specular = true ;
opaque_specular_framebuffer = render_buffer - > color_specular_fb ;
}
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RID radiance_uniform_set ;
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bool draw_sky = false ;
Color clear_color ;
bool keep_color = false ;
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if ( get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) {
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clear_color = Color ( 0 , 0 , 0 , 1 ) ; //in overdraw mode, BG should always be black
} else if ( is_environment ( p_environment ) ) {
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RS : : EnvironmentBG bg_mode = environment_get_background ( p_environment ) ;
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float bg_energy = environment_get_bg_energy ( p_environment ) ;
switch ( bg_mode ) {
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case RS : : ENV_BG_CLEAR_COLOR : {
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clear_color = p_default_bg_color ;
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clear_color . r * = bg_energy ;
clear_color . g * = bg_energy ;
clear_color . b * = bg_energy ;
} break ;
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case RS : : ENV_BG_COLOR : {
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clear_color = environment_get_bg_color ( p_environment ) ;
clear_color . r * = bg_energy ;
clear_color . g * = bg_energy ;
clear_color . b * = bg_energy ;
} break ;
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case RS : : ENV_BG_SKY : {
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draw_sky = true ;
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} break ;
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case RS : : ENV_BG_CANVAS : {
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keep_color = true ;
} break ;
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case RS : : ENV_BG_KEEP : {
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keep_color = true ;
} break ;
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case RS : : ENV_BG_CAMERA_FEED : {
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} break ;
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default : {
}
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}
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// setup sky if used for ambient, reflections, or background
if ( draw_sky | | environment_get_reflection_source ( p_environment ) = = RS : : ENV_REFLECTION_SOURCE_SKY | | environment_get_ambient_source ( p_environment ) = = RS : : ENV_AMBIENT_SOURCE_SKY ) {
RID sky = environment_get_sky ( p_environment ) ;
if ( sky . is_valid ( ) ) {
RENDER_TIMESTAMP ( " Setup Sky " ) ;
CameraMatrix projection = p_cam_projection ;
if ( p_reflection_probe . is_valid ( ) ) {
CameraMatrix correction ;
correction . set_depth_correction ( true ) ;
projection = correction * p_cam_projection ;
}
_setup_sky ( p_environment , p_cam_transform . origin , screen_size ) ;
_update_sky ( p_environment , projection , p_cam_transform ) ;
radiance_uniform_set = sky_get_radiance_uniform_set_rd ( sky , default_shader_rd , RADIANCE_UNIFORM_SET ) ;
} else {
// do not try to draw sky if invalid
draw_sky = false ;
}
}
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} else {
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clear_color = p_default_bg_color ;
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}
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_setup_view_dependant_uniform_set ( 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 , false ) ;
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bool debug_giprobes = get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO | | get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING | | get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION ;
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bool depth_pre_pass = depth_framebuffer . is_valid ( ) ;
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RID render_buffers_uniform_set ;
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bool using_ssao = depth_pre_pass & & p_render_buffer . is_valid ( ) & & p_environment . is_valid ( ) & & environment_is_ssao_enabled ( p_environment ) ;
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if ( depth_pre_pass ) { //depth pre pass
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RENDER_TIMESTAMP ( " Render Depth Pre-Pass " ) ;
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bool finish_depth = using_ssao ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( depth_framebuffer , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CLEAR , finish_depth ? RD : : FINAL_ACTION_READ : RD : : FINAL_ACTION_CONTINUE , depth_pass_clear ) ;
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_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( depth_framebuffer ) , render_list . elements , render_list . element_count , false , depth_pass_mode , render_buffer = = nullptr , radiance_uniform_set , RID ( ) , get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_WIREFRAME ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
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if ( render_buffer & & render_buffer - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
if ( finish_depth ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > depth_msaa , render_buffer - > depth , true ) ;
}
if ( depth_pass_mode = = PASS_MODE_DEPTH_NORMAL | | depth_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > normal_buffer_msaa , render_buffer - > normal_buffer , true ) ;
if ( depth_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > roughness_buffer_msaa , render_buffer - > roughness_buffer , true ) ;
}
}
}
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}
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if ( using_ssao ) {
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_process_ssao ( p_render_buffer , p_environment , render_buffer - > normal_buffer , p_cam_projection ) ;
}
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if ( p_render_buffer . is_valid ( ) & & screen_space_roughness_limiter_is_active ( ) ) {
storage - > get_effects ( ) - > roughness_limit ( render_buffer - > normal_buffer , render_buffer - > roughness_buffer , Size2 ( render_buffer - > width , render_buffer - > height ) , screen_space_roughness_limiter_get_curve ( ) ) ;
}
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if ( p_render_buffer . is_valid ( ) ) {
//update the render buffers uniform set in case it changed
_update_render_buffers_uniform_set ( p_render_buffer ) ;
render_buffers_uniform_set = render_buffer - > uniform_set ;
}
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_setup_environment ( p_environment , p_cam_projection , p_cam_transform , p_reflection_probe , p_reflection_probe . is_valid ( ) , screen_pixel_size , p_shadow_atlas , ! p_reflection_probe . is_valid ( ) , p_default_bg_color , p_cam_projection . get_z_near ( ) , p_cam_projection . get_z_far ( ) , p_render_buffer . is_valid ( ) ) ;
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RENDER_TIMESTAMP ( " Render Opaque Pass " ) ;
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bool can_continue_color = ! scene_state . used_screen_texture & & ! using_ssr & & ! using_sss ;
bool can_continue_depth = ! scene_state . used_depth_texture & & ! using_ssr & & ! using_sss ;
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{
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bool will_continue_color = ( can_continue_color | | draw_sky | | debug_giprobes ) ;
bool will_continue_depth = ( can_continue_depth | | draw_sky | | debug_giprobes ) ;
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//regular forward for now
Vector < Color > c ;
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if ( using_separate_specular ) {
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Color cc = clear_color . to_linear ( ) ;
cc . a = 0 ; //subsurf scatter must be 0
c . push_back ( cc ) ;
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c . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
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} else {
c . push_back ( clear_color . to_linear ( ) ) ;
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}
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RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( framebuffer , keep_color ? RD : : INITIAL_ACTION_KEEP : RD : : INITIAL_ACTION_CLEAR , will_continue_color ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ , depth_pre_pass ? ( using_ssao ? RD : : INITIAL_ACTION_KEEP : RD : : INITIAL_ACTION_CONTINUE ) : RD : : INITIAL_ACTION_CLEAR , will_continue_depth ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ , c , 1.0 , 0 ) ;
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_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( framebuffer ) , render_list . elements , render_list . element_count , false , using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR , render_buffer = = nullptr , radiance_uniform_set , render_buffers_uniform_set , get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_WIREFRAME ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
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if ( will_continue_color & & using_separate_specular ) {
// close the specular framebuffer, as it's no longer used
draw_list = RD : : get_singleton ( ) - > draw_list_begin ( render_buffer - > specular_only_fb , RD : : INITIAL_ACTION_CONTINUE , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CONTINUE , RD : : FINAL_ACTION_CONTINUE ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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}
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if ( debug_giprobes ) {
//debug giprobes
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bool will_continue_color = ( can_continue_color | | draw_sky ) ;
bool will_continue_depth = ( can_continue_depth | | draw_sky ) ;
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CameraMatrix dc ;
dc . set_depth_correction ( true ) ;
CameraMatrix cm = ( dc * p_cam_projection ) * CameraMatrix ( p_cam_transform . affine_inverse ( ) ) ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( opaque_framebuffer , RD : : INITIAL_ACTION_CONTINUE , will_continue_color ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CONTINUE , will_continue_depth ? RD : : FINAL_ACTION_CONTINUE : RD : : FINAL_ACTION_READ ) ;
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for ( int i = 0 ; i < p_gi_probe_cull_count ; i + + ) {
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_debug_giprobe ( p_gi_probe_cull_result [ i ] , draw_list , opaque_framebuffer , cm , get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING , get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION , 1.0 ) ;
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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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CameraMatrix projection = p_cam_projection ;
if ( p_reflection_probe . is_valid ( ) ) {
CameraMatrix correction ;
correction . set_depth_correction ( true ) ;
projection = correction * p_cam_projection ;
}
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_draw_sky ( can_continue_color , can_continue_depth , opaque_framebuffer , p_environment , projection , p_cam_transform ) ;
}
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if ( render_buffer & & ! can_continue_color & & render_buffer - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > color_msaa , render_buffer - > color , true ) ;
if ( using_separate_specular ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > specular_msaa , render_buffer - > specular , true ) ;
}
}
if ( render_buffer & & ! can_continue_depth & & render_buffer - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > depth_msaa , render_buffer - > depth , true ) ;
}
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if ( using_separate_specular ) {
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if ( using_sss ) {
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RENDER_TIMESTAMP ( " Sub Surface Scattering " ) ;
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_process_sss ( p_render_buffer , p_cam_projection ) ;
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}
if ( using_ssr ) {
RENDER_TIMESTAMP ( " Screen Space Reflection " ) ;
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_process_ssr ( p_render_buffer , render_buffer - > color_fb , render_buffer - > normal_buffer , render_buffer - > roughness_buffer , render_buffer - > specular , render_buffer - > specular , Color ( 0 , 0 , 0 , 1 ) , p_environment , p_cam_projection , render_buffer - > msaa = = RS : : VIEWPORT_MSAA_DISABLED ) ;
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} else {
//just mix specular back
RENDER_TIMESTAMP ( " Merge Specular " ) ;
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storage - > get_effects ( ) - > merge_specular ( render_buffer - > color_fb , render_buffer - > specular , render_buffer - > msaa = = RS : : VIEWPORT_MSAA_DISABLED ? RID ( ) : render_buffer - > color , RID ( ) ) ;
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}
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}
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RENDER_TIMESTAMP ( " Render Transparent Pass " ) ;
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_setup_environment ( p_environment , p_cam_projection , p_cam_transform , p_reflection_probe , p_reflection_probe . is_valid ( ) , screen_pixel_size , p_shadow_atlas , ! p_reflection_probe . is_valid ( ) , p_default_bg_color , p_cam_projection . get_z_near ( ) , p_cam_projection . get_z_far ( ) , false ) ;
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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 , false ) ;
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{
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( alpha_framebuffer , can_continue_color ? RD : : INITIAL_ACTION_CONTINUE : RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , can_continue_depth ? RD : : INITIAL_ACTION_CONTINUE : RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ ) ;
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_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 , radiance_uniform_set , render_buffers_uniform_set , get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_WIREFRAME ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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if ( render_buffer & & render_buffer - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
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RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > color_msaa , render_buffer - > color , true ) ;
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}
}
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void RasterizerSceneHighEndRD : : _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 , bool p_use_pancake ) {
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RENDER_TIMESTAMP ( " Setup Rendering Shadow " ) ;
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_update_render_base_uniform_set ( ) ;
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render_pass + + ;
scene_state . ubo . dual_paraboloid_side = p_use_dp_flip ? - 1 : 1 ;
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_setup_environment ( RID ( ) , p_projection , p_transform , RID ( ) , true , Vector2 ( 1 , 1 ) , RID ( ) , true , Color ( ) , 0 , p_zfar , false , p_use_pancake ) ;
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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 ) ;
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_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) ) ;
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RENDER_TIMESTAMP ( " Render Shadow " ) ;
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render_list . sort_by_key ( false ) ;
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_fill_instances ( render_list . elements , render_list . element_count , true ) ;
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{
//regular forward for now
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ ) ;
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_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 , RID ( ) , RID ( ) ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
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void RasterizerSceneHighEndRD : : _render_material ( const Transform & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , InstanceBase * * p_cull_result , int p_cull_count , RID p_framebuffer , const Rect2i & p_region ) {
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RENDER_TIMESTAMP ( " Setup Rendering Material " ) ;
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_update_render_base_uniform_set ( ) ;
render_pass + + ;
scene_state . ubo . dual_paraboloid_side = 0 ;
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scene_state . ubo . material_uv2_mode = true ;
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_setup_environment ( RID ( ) , p_cam_projection , p_cam_transform , RID ( ) , true , Vector2 ( 1 , 1 ) , RID ( ) , false , Color ( ) , 0 , 0 ) ;
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render_list . clear ( ) ;
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL ;
_fill_render_list ( p_cull_result , p_cull_count , pass_mode , true ) ;
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_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) ) ;
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RENDER_TIMESTAMP ( " Render Material " ) ;
render_list . sort_by_key ( false ) ;
_fill_instances ( render_list . elements , render_list . element_count , true ) ;
{
//regular forward for now
Vector < Color > clear ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , clear , 1.0 , 0 , p_region ) ;
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_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) , render_list . elements , render_list . element_count , true , pass_mode , true , RID ( ) , RID ( ) ) ;
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
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void RasterizerSceneHighEndRD : : _render_uv2 ( InstanceBase * * p_cull_result , int p_cull_count , RID p_framebuffer , const Rect2i & p_region ) {
RENDER_TIMESTAMP ( " Setup Rendering UV2 " ) ;
_update_render_base_uniform_set ( ) ;
render_pass + + ;
scene_state . ubo . dual_paraboloid_side = 0 ;
scene_state . ubo . material_uv2_mode = true ;
_setup_environment ( RID ( ) , CameraMatrix ( ) , Transform ( ) , RID ( ) , true , Vector2 ( 1 , 1 ) , RID ( ) , false , Color ( ) , 0 , 0 ) ;
render_list . clear ( ) ;
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL ;
_fill_render_list ( p_cull_result , p_cull_count , pass_mode , true ) ;
_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) ) ;
RENDER_TIMESTAMP ( " Render Material " ) ;
render_list . sort_by_key ( false ) ;
_fill_instances ( render_list . elements , render_list . element_count , true ) ;
{
//regular forward for now
Vector < Color > clear ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_CLEAR , RD : : FINAL_ACTION_READ , clear , 1.0 , 0 , p_region ) ;
const int uv_offset_count = 9 ;
static const Vector2 uv_offsets [ uv_offset_count ] = {
Vector2 ( - 1 , 1 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 1 , - 1 ) ,
Vector2 ( - 1 , - 1 ) ,
Vector2 ( - 1 , 0 ) ,
Vector2 ( 1 , 0 ) ,
Vector2 ( 0 , - 1 ) ,
Vector2 ( 0 , 1 ) ,
Vector2 ( 0 , 0 ) ,
} ;
for ( int i = 0 ; i < uv_offset_count ; i + + ) {
Vector2 ofs = uv_offsets [ i ] ;
ofs . x / = p_region . size . width ;
ofs . y / = p_region . size . height ;
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) , render_list . elements , render_list . element_count , true , pass_mode , true , RID ( ) , RID ( ) , true , ofs ) ; //first wireframe, for pseudo conservative
}
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer ) , render_list . elements , render_list . element_count , true , pass_mode , true , RID ( ) , RID ( ) , false ) ; //second regular triangles
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
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void RasterizerSceneHighEndRD : : _base_uniforms_changed ( ) {
if ( ! render_base_uniform_set . is_null ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( render_base_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( render_base_uniform_set ) ;
}
render_base_uniform_set = RID ( ) ;
}
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void RasterizerSceneHighEndRD : : _update_render_base_uniform_set ( ) {
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if ( render_base_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( render_base_uniform_set ) | | ( lightmap_texture_array_version ! = storage - > lightmap_array_get_version ( ) ) ) {
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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 ) ;
}
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lightmap_texture_array_version = storage - > lightmap_array_get_version ( ) ;
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 1 ;
u . ids . resize ( 12 ) ;
RID * ids_ptr = u . ids . ptrw ( ) ;
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ids_ptr [ 0 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 1 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 2 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 3 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 4 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 5 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 6 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 7 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 8 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 9 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 10 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 11 ] = storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . type = RD : : UNIFORM_TYPE_SAMPLER ;
u . ids . push_back ( shadow_sampler ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 3 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . uniform_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 4 ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( scene_state . instance_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 5 ;
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u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . ids . push_back ( scene_state . light_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 6 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . reflection_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 7 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . directional_light_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( scene_state . gi_probe_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
int slot_count = gi_probe_get_slots ( ) . size ( ) ;
if ( gi_probe_is_anisotropic ( ) ) {
u . ids . resize ( slot_count * 3 ) ;
} else {
u . ids . resize ( slot_count ) ;
}
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for ( int i = 0 ; i < slot_count ; i + + ) {
RID probe = gi_probe_get_slots ( ) [ i ] ;
if ( gi_probe_is_anisotropic ( ) ) {
if ( probe . is_null ( ) ) {
RID empty_tex = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
u . ids . write [ i * 3 + 0 ] = empty_tex ;
u . ids . write [ i * 3 + 1 ] = empty_tex ;
u . ids . write [ i * 3 + 2 ] = empty_tex ;
} else {
u . ids . write [ i * 3 + 0 ] = gi_probe_instance_get_texture ( probe ) ;
u . ids . write [ i * 3 + 1 ] = gi_probe_instance_get_aniso_texture ( probe , 0 ) ;
u . ids . write [ i * 3 + 2 ] = gi_probe_instance_get_aniso_texture ( probe , 1 ) ;
}
} else {
if ( probe . is_null ( ) ) {
u . ids . write [ i ] = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
} else {
u . ids . write [ i ] = gi_probe_instance_get_texture ( probe ) ;
}
}
}
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . binding = 10 ;
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u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( scene_state . lightmap_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 11 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . ids = storage - > lightmap_array_get_textures ( ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 12 ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( scene_state . lightmap_capture_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 13 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
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RID decal_atlas = storage - > decal_atlas_get_texture ( ) ;
u . ids . push_back ( decal_atlas ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 14 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID decal_atlas = storage - > decal_atlas_get_texture_srgb ( ) ;
u . ids . push_back ( decal_atlas ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 15 ;
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u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( scene_state . decal_buffer ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 16 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . ids . push_back ( cluster_builder . get_cluster_texture ( ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 17 ;
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u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( cluster_builder . get_cluster_indices_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . binding = 18 ;
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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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{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 19 ;
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u . ids . push_back ( storage - > global_variables_get_storage_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
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render_base_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , SCENE_UNIFORM_SET ) ;
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}
}
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void RasterizerSceneHighEndRD : : _setup_view_dependant_uniform_set ( RID p_shadow_atlas , RID p_reflection_atlas ) {
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if ( view_dependant_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( view_dependant_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( view_dependant_uniform_set ) ;
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}
//default render buffer and scene state uniform set
Vector < RD : : Uniform > uniforms ;
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{
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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 ;
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u . binding = 0 ;
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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 ;
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u . binding = 1 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
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RID texture ;
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if ( p_shadow_atlas . is_valid ( ) ) {
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texture = shadow_atlas_get_texture ( p_shadow_atlas ) ;
}
if ( ! texture . is_valid ( ) ) {
texture = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
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u . ids . push_back ( texture ) ;
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uniforms . push_back ( u ) ;
}
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view_dependant_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , VIEW_DEPENDANT_UNIFORM_SET ) ;
}
void RasterizerSceneHighEndRD : : _render_buffers_clear_uniform_set ( RenderBufferDataHighEnd * rb ) {
if ( ! rb - > uniform_set . is_null ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > uniform_set ) ) {
RD : : get_singleton ( ) - > free ( rb - > uniform_set ) ;
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}
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rb - > uniform_set = RID ( ) ;
}
void RasterizerSceneHighEndRD : : _render_buffers_uniform_set_changed ( RID p_render_buffers ) {
RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
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_render_buffers_clear_uniform_set ( rb ) ;
}
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RID RasterizerSceneHighEndRD : : _render_buffers_get_roughness_texture ( RID p_render_buffers ) {
RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
return rb - > roughness_buffer ;
}
RID RasterizerSceneHighEndRD : : _render_buffers_get_normal_texture ( RID p_render_buffers ) {
RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
return rb - > normal_buffer ;
}
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void RasterizerSceneHighEndRD : : _update_render_buffers_uniform_set ( RID p_render_buffers ) {
RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
if ( rb - > uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( rb - > uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . binding = 0 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = false & & rb - > depth . is_valid ( ) ? rb - > depth : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 1 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID bbt = render_buffers_get_back_buffer_texture ( p_render_buffers ) ;
RID texture = bbt . is_valid ( ) ? bbt : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 2 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = rb - > normal_buffer . is_valid ( ) ? rb - > 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 = 3 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = rb - > roughness_buffer . is_valid ( ) ? rb - > roughness_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 = 4 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID aot = render_buffers_get_ao_texture ( p_render_buffers ) ;
RID texture = aot . is_valid ( ) ? aot : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
rb - > uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , RENDER_BUFFERS_UNIFORM_SET ) ;
}
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}
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RasterizerSceneHighEndRD * RasterizerSceneHighEndRD : : singleton = nullptr ;
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void RasterizerSceneHighEndRD : : set_time ( double p_time , double p_step ) {
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time = p_time ;
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RasterizerSceneRD : : set_time ( p_time , p_step ) ;
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}
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RasterizerSceneHighEndRD : : RasterizerSceneHighEndRD ( RasterizerStorageRD * p_storage ) :
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RasterizerSceneRD ( p_storage ) {
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singleton = this ;
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storage = p_storage ;
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/* SCENE SHADER */
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{
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
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scene_state . max_lights = MIN ( 1024 * 1024 , uniform_max_size ) / sizeof ( LightData ) ; //1mb of lights
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uint32_t light_buffer_size = scene_state . max_lights * sizeof ( LightData ) ;
scene_state . lights = memnew_arr ( LightData , scene_state . max_lights ) ;
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scene_state . light_buffer = RD : : get_singleton ( ) - > storage_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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{ //giprobes
int slot_count = gi_probe_get_slots ( ) . size ( ) ;
if ( gi_probe_is_anisotropic ( ) ) {
slot_count * = 3 ;
defines + = " \n #define GI_PROBE_USE_ANISOTROPY \n " ;
}
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if ( gi_probe_get_quality ( ) = = GIPROBE_QUALITY_ULTRA_LOW ) {
defines + = " \n #define GI_PROBE_LOW_QUALITY \n " ;
} else if ( gi_probe_get_quality ( ) = = GIPROBE_QUALITY_HIGH ) {
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defines + = " \n #define GI_PROBE_HIGH_QUALITY \n " ;
}
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defines + = " \n #define MAX_GI_PROBE_TEXTURES " + itos ( slot_count ) + " \n " ;
uint32_t giprobe_buffer_size ;
if ( uniform_max_size < 65536 ) {
//Yes, you guessed right, ARM again
giprobe_buffer_size = uniform_max_size ;
} else {
giprobe_buffer_size = 65536 ;
}
giprobe_buffer_size = MIN ( sizeof ( GIProbeData ) * gi_probe_get_slots ( ) . size ( ) , giprobe_buffer_size ) ;
scene_state . max_gi_probes = giprobe_buffer_size / sizeof ( GIProbeData ) ;
scene_state . gi_probes = memnew_arr ( GIProbeData , scene_state . max_gi_probes ) ;
scene_state . gi_probe_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( GIProbeData ) * scene_state . max_gi_probes ) ;
defines + = " \n #define MAX_GI_PROBES " + itos ( scene_state . max_gi_probes ) + " \n " ;
}
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{
//lightmaps
scene_state . max_lightmaps = storage - > lightmap_array_get_size ( ) ;
defines + = " \n #define MAX_LIGHTMAP_TEXTURES " + itos ( scene_state . max_lightmaps ) + " \n " ;
defines + = " \n #define MAX_LIGHTMAPS " + itos ( scene_state . max_lightmaps ) + " \n " ;
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scene_state . lightmaps = memnew_arr ( LightmapData , scene_state . max_lightmaps ) ;
scene_state . lightmap_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( LightmapData ) * scene_state . max_lightmaps ) ;
}
{
//captures
scene_state . max_lightmap_captures = 2048 ;
scene_state . lightmap_captures = memnew_arr ( LightmapCaptureData , scene_state . max_lightmap_captures ) ;
scene_state . lightmap_capture_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( LightmapCaptureData ) * scene_state . max_lightmap_captures ) ;
}
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{ //decals
scene_state . max_decals = MIN ( 1024 * 1024 , uniform_max_size ) / sizeof ( DecalData ) ; //1mb of decals
uint32_t decal_buffer_size = scene_state . max_decals * sizeof ( DecalData ) ;
scene_state . decals = memnew_arr ( DecalData , scene_state . max_decals ) ;
scene_state . decal_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( decal_buffer_size ) ;
}
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{
defines + = " \n #define MATERIAL_UNIFORM_SET " + itos ( MATERIAL_UNIFORM_SET ) + " \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 MODE_RENDER_NORMAL \n " ) ;
shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define MODE_RENDER_NORMAL \n #define MODE_RENDER_ROUGHNESS \n " ) ;
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shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define MODE_RENDER_MATERIAL \n " ) ;
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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 " ;
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actions . renames [ " SSS_TRANSMITTANCE_COLOR " ] = " transmittance_color " ;
actions . renames [ " SSS_TRANSMITTANCE_DEPTH " ] = " transmittance_depth " ;
actions . renames [ " SSS_TRANSMITTANCE_CURVE " ] = " transmittance_curve " ;
actions . renames [ " SSS_TRANSMITTANCE_BOOST " ] = " transmittance_boost " ;
actions . renames [ " BACKLIGHT " ] = " backlight " ;
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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 [ " SSS_TRANSMITTANCE_DEPTH " ] = " #define ENABLE_TRANSMITTANCE \n " ;
actions . usage_defines [ " BACKLIGHT " ] = " #define LIGHT_BACKLIGHT_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 " ;
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actions . render_mode_defines [ " sss_mode_skin " ] = " #define SSS_MODE_SKIN \n " ;
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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 ;
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actions . texture_layout_set = MATERIAL_UNIFORM_SET ;
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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 ;
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actions . global_buffer_array_variable = " global_variables.data " ;
actions . instance_uniform_index_variable = " instances.data[instance_index].instance_uniforms_ofs " ;
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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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{
overdraw_material_shader = storage - > shader_create ( ) ;
storage - > shader_set_code ( overdraw_material_shader , " shader_type spatial; \n render_mode blend_add,unshaded; \n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; } " ) ;
overdraw_material = storage - > material_create ( ) ;
storage - > material_set_shader ( overdraw_material , overdraw_material_shader ) ;
wireframe_material_shader = storage - > shader_create ( ) ;
storage - > shader_set_code ( wireframe_material_shader , " shader_type spatial; \n render_mode wireframe,unshaded; \n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); } " ) ;
wireframe_material = storage - > material_create ( ) ;
storage - > material_set_shader ( wireframe_material , wireframe_material_shader ) ;
}
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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 ) ;
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default_vec4_xform_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , TRANSFORMS_UNIFORM_SET ) ;
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}
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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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{
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . binding = 0 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = 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 ) ;
default_radiance_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , RADIANCE_UNIFORM_SET ) ;
}
{ //render buffers
Vector < RD : : Uniform > uniforms ;
for ( int i = 0 ; i < 5 ; i + + ) {
RD : : Uniform u ;
u . binding = i ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = storage - > texture_rd_get_default ( i = = 0 ? RasterizerStorageRD : : DEFAULT_RD_TEXTURE_WHITE : ( i = = 2 ? RasterizerStorageRD : : DEFAULT_RD_TEXTURE_NORMAL : RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
default_render_buffers_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_rd , RENDER_BUFFERS_UNIFORM_SET ) ;
}
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cluster_builder . setup ( 16 , 8 , 24 ) ;
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}
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RasterizerSceneHighEndRD : : ~ RasterizerSceneHighEndRD ( ) {
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directional_shadow_atlas_set_size ( 0 ) ;
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//clear base uniform set if still valid
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if ( view_dependant_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( view_dependant_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( view_dependant_uniform_set ) ;
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}
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RD : : get_singleton ( ) - > free ( default_render_buffers_uniform_set ) ;
RD : : get_singleton ( ) - > free ( default_radiance_uniform_set ) ;
RD : : get_singleton ( ) - > free ( default_vec4_xform_buffer ) ;
RD : : get_singleton ( ) - > free ( shadow_sampler ) ;
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storage - > free ( wireframe_material_shader ) ;
storage - > free ( overdraw_material_shader ) ;
storage - > free ( default_shader ) ;
storage - > free ( wireframe_material ) ;
storage - > free ( overdraw_material ) ;
storage - > free ( default_material ) ;
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{
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RD : : get_singleton ( ) - > free ( scene_state . uniform_buffer ) ;
RD : : get_singleton ( ) - > free ( scene_state . instance_buffer ) ;
RD : : get_singleton ( ) - > free ( scene_state . gi_probe_buffer ) ;
RD : : get_singleton ( ) - > free ( scene_state . directional_light_buffer ) ;
RD : : get_singleton ( ) - > free ( scene_state . light_buffer ) ;
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RD : : get_singleton ( ) - > free ( scene_state . reflection_buffer ) ;
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RD : : get_singleton ( ) - > free ( scene_state . decal_buffer ) ;
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memdelete_arr ( scene_state . instances ) ;
memdelete_arr ( scene_state . gi_probes ) ;
memdelete_arr ( scene_state . directional_lights ) ;
memdelete_arr ( scene_state . lights ) ;
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memdelete_arr ( scene_state . reflections ) ;
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memdelete_arr ( scene_state . decals ) ;
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}
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}