2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* cluster_builder_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2021-01-17 16:25:38 +00:00
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#ifndef CLUSTER_BUILDER_RD_H
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#define CLUSTER_BUILDER_RD_H
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#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
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2022-06-21 00:08:33 +00:00
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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2021-01-17 16:25:38 +00:00
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class ClusterBuilderSharedDataRD {
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friend class ClusterBuilderRD;
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RID sphere_vertex_buffer;
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RID sphere_vertex_array;
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RID sphere_index_buffer;
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RID sphere_index_array;
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float sphere_overfit = 0.0; //because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area
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RID cone_vertex_buffer;
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RID cone_vertex_array;
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RID cone_index_buffer;
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RID cone_index_array;
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float cone_overfit = 0.0; //because an cone mesh is not a perfect sphere, we need to enlarge it to cover the actual cone area
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RID box_vertex_buffer;
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RID box_vertex_array;
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RID box_index_buffer;
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RID box_index_array;
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enum Divisor {
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DIVISOR_1,
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DIVISOR_2,
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DIVISOR_4,
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};
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struct ClusterRender {
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struct PushConstant {
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uint32_t base_index;
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterRenderShaderRD cluster_render_shader;
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RID shader_version;
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RID shader;
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enum PipelineVersion {
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PIPELINE_NORMAL,
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PIPELINE_MSAA,
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PIPELINE_MAX
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};
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RID shader_pipelines[PIPELINE_MAX];
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} cluster_render;
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struct ClusterStore {
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struct PushConstant {
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uint32_t cluster_render_data_size; // how much data for a single cluster takes
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uint32_t max_render_element_count_div_32; //divided by 32
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uint32_t cluster_screen_size[2];
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uint32_t render_element_count_div_32; //divided by 32
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uint32_t max_cluster_element_count_div_32; //divided by 32
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterStoreShaderRD cluster_store_shader;
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RID shader_version;
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RID shader;
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RID shader_pipeline;
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} cluster_store;
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struct ClusterDebug {
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struct PushConstant {
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uint32_t screen_size[2];
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uint32_t cluster_screen_size[2];
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uint32_t cluster_shift;
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uint32_t cluster_type;
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float z_near;
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float z_far;
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uint32_t orthogonal;
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uint32_t max_cluster_element_count_div_32;
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterDebugShaderRD cluster_debug_shader;
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RID shader_version;
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RID shader;
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RID shader_pipeline;
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} cluster_debug;
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public:
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ClusterBuilderSharedDataRD();
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~ClusterBuilderSharedDataRD();
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};
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class ClusterBuilderRD {
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public:
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enum LightType {
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum BoxType {
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BOX_TYPE_REFLECTION_PROBE,
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BOX_TYPE_DECAL,
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};
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enum ElementType {
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ELEMENT_TYPE_OMNI_LIGHT,
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ELEMENT_TYPE_SPOT_LIGHT,
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ELEMENT_TYPE_DECAL,
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ELEMENT_TYPE_REFLECTION_PROBE,
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ELEMENT_TYPE_MAX,
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};
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private:
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ClusterBuilderSharedDataRD *shared = nullptr;
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struct RenderElementData {
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uint32_t type; //0-4
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uint32_t touches_near;
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uint32_t touches_far;
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uint32_t original_index;
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float transform_inv[12]; //transposed transform for less space
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float scale[3];
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uint32_t pad;
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};
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uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
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uint32_t max_elements_by_type = 0;
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RenderElementData *render_elements = nullptr;
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uint32_t render_element_count = 0;
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uint32_t render_element_max = 0;
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2020-10-17 05:08:21 +00:00
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Transform3D view_xform;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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Projection adjusted_projection;
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Projection projection;
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2021-01-17 16:25:38 +00:00
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float z_far = 0;
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float z_near = 0;
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bool orthogonal = false;
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enum Divisor {
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DIVISOR_1,
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DIVISOR_2,
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DIVISOR_4,
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};
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uint32_t cluster_size = 32;
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bool use_msaa = true;
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Divisor divisor = DIVISOR_4;
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Size2i screen_size;
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Size2i cluster_screen_size;
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RID framebuffer;
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RID cluster_render_buffer; //used for creating
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RID cluster_buffer; //used for rendering
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RID element_buffer; //used for storing, to hint element touches far plane or near plane
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uint32_t cluster_render_buffer_size = 0;
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uint32_t cluster_buffer_size = 0;
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RID cluster_render_uniform_set;
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RID cluster_store_uniform_set;
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//persistent data
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void _clear();
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struct StateUniform {
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float projection[16];
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float inv_z_far;
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uint32_t screen_to_clusters_shift; // shift to obtain coordinates in block indices
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uint32_t cluster_screen_width; //
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uint32_t cluster_data_size; // how much data for a single cluster takes
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uint32_t cluster_depth_offset;
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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};
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RID state_uniform;
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RID debug_uniform_set;
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public:
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void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
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2021-01-17 16:25:38 +00:00
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2020-10-17 05:08:21 +00:00
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_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
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2021-01-17 16:25:38 +00:00
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if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
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return; //max number elements reached
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}
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if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) {
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return; //max number elements reached
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}
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RenderElementData &e = render_elements[render_element_count];
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2020-10-17 05:08:21 +00:00
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Transform3D xform = view_xform * p_transform;
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2021-01-17 16:25:38 +00:00
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float radius = xform.basis.get_uniform_scale();
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2021-07-26 12:19:53 +00:00
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if (radius < 0.98 || radius > 1.02) {
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2021-01-17 16:25:38 +00:00
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xform.basis.orthonormalize();
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}
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radius *= p_radius;
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if (p_type == LIGHT_TYPE_OMNI) {
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radius *= shared->sphere_overfit; // overfit icosphere
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//omni
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float depth = -xform.origin.z;
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if (orthogonal) {
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e.touches_near = (depth - radius) < z_near;
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} else {
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//contains camera inside light
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float radius2 = radius * shared->sphere_overfit; // overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex)
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e.touches_near = xform.origin.length_squared() < radius2 * radius2;
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}
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e.touches_far = (depth + radius) > z_far;
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e.scale[0] = radius;
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e.scale[1] = radius;
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e.scale[2] = radius;
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e.type = ELEMENT_TYPE_OMNI_LIGHT;
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e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
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2022-06-21 00:08:33 +00:00
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RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
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2021-01-17 16:25:38 +00:00
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cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
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} else {
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//spot
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radius *= shared->cone_overfit; // overfit icosphere
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2022-08-13 15:45:42 +00:00
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real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
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2021-01-17 16:25:38 +00:00
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//approximate, probably better to use a cone support function
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float max_d = -1e20;
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float min_d = 1e20;
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#define CONE_MINMAX(m_x, m_y) \
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{ \
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float d = -xform.xform(Vector3(len * m_x, len * m_y, -radius)).z; \
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min_d = MIN(d, min_d); \
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max_d = MAX(d, max_d); \
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}
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CONE_MINMAX(1, 1);
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CONE_MINMAX(-1, 1);
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CONE_MINMAX(-1, -1);
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CONE_MINMAX(1, -1);
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if (orthogonal) {
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e.touches_near = min_d < z_near;
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} else {
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//contains camera inside light
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2022-05-03 12:50:35 +00:00
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Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin);
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2021-01-17 16:25:38 +00:00
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float dist = base_plane.distance_to(Vector3());
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if (dist >= 0 && dist < radius) {
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//inside, check angle
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2022-08-13 15:45:42 +00:00
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float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
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2021-01-17 16:25:38 +00:00
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e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
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} else {
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e.touches_near = false;
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}
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}
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e.touches_far = max_d > z_far;
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e.scale[0] = len * shared->cone_overfit;
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e.scale[1] = len * shared->cone_overfit;
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e.scale[2] = radius;
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e.type = ELEMENT_TYPE_SPOT_LIGHT;
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e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index
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2022-06-21 00:08:33 +00:00
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RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
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2021-01-17 16:25:38 +00:00
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cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
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}
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render_element_count++;
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}
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2020-10-17 05:08:21 +00:00
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_FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_extents) {
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2021-01-17 16:25:38 +00:00
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if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
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return; //max number elements reached
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}
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if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
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return; //max number elements reached
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}
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RenderElementData &e = render_elements[render_element_count];
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2020-10-17 05:08:21 +00:00
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Transform3D xform = view_xform * p_transform;
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2021-01-17 16:25:38 +00:00
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//extract scale and scale the matrix by it, makes things simpler
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Vector3 scale = p_half_extents;
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for (uint32_t i = 0; i < 3; i++) {
|
2022-04-24 22:07:35 +00:00
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float s = xform.basis.rows[i].length();
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2021-01-17 16:25:38 +00:00
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scale[i] *= s;
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2022-04-24 22:07:35 +00:00
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xform.basis.rows[i] /= s;
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2021-01-17 16:25:38 +00:00
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};
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float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
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float depth = -xform.origin.z;
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if (orthogonal) {
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e.touches_near = depth - box_depth < z_near;
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} else {
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//contains camera inside box
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|
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Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs();
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e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z;
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|
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|
}
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e.touches_far = depth + box_depth > z_far;
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e.scale[0] = scale.x;
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e.scale[1] = scale.y;
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|
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e.scale[2] = scale.z;
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e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
|
|
|
|
e.original_index = cluster_count_by_type[e.type];
|
|
|
|
|
2022-06-21 00:08:33 +00:00
|
|
|
RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
|
2021-01-17 16:25:38 +00:00
|
|
|
|
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|
|
cluster_count_by_type[e.type]++;
|
|
|
|
render_element_count++;
|
|
|
|
}
|
|
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|
|
void bake_cluster();
|
|
|
|
void debug(ElementType p_element);
|
|
|
|
|
|
|
|
RID get_cluster_buffer() const;
|
|
|
|
uint32_t get_cluster_size() const;
|
|
|
|
uint32_t get_max_cluster_elements() const;
|
|
|
|
|
|
|
|
void set_shared(ClusterBuilderSharedDataRD *p_shared);
|
|
|
|
|
|
|
|
ClusterBuilderRD();
|
|
|
|
~ClusterBuilderRD();
|
|
|
|
};
|
|
|
|
|
2022-07-23 21:41:51 +00:00
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|
|
#endif // CLUSTER_BUILDER_RD_H
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