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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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/* 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_roughness = RD : : PipelineColorBlendState : : create_disabled ( 1 ) ;
RD : : PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = 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 + + ) {
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 ) {
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if ( k = = SHADER_VERSION_COLOR_PASS | | k = = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI | | k = = SHADER_VERSION_LIGHTMAP_COLOR_PASS ) {
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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_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 {
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if ( k = = SHADER_VERSION_COLOR_PASS | | k = = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI | | k = = SHADER_VERSION_LIGHTMAP_COLOR_PASS ) {
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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_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_NORMAL_AND_ROUGHNESS_AND_GIPROBE ) {
blend_state = blend_state_depth_normal_roughness_giprobe ;
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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 if ( k = = SHADER_VERSION_DEPTH_PASS_WITH_SDF ) {
blend_state = RD : : PipelineColorBlendState ( ) ; //no color targets for SDF
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} else {
//specular write
blend_state = blend_state_opaque_specular ;
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depth_stencil . enable_depth_test = false ;
depth_stencil . enable_depth_write = false ;
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}
}
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 ) {
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 ( ) {
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 ) {
{
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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}
}
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void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : ensure_gi ( ) {
if ( ! reflection_buffer . is_valid ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
tf . width = width ;
tf . height = height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
reflection_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
ambient_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
}
void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : ensure_giprobe ( ) {
if ( ! giprobe_buffer . is_valid ( ) ) {
RD : : TextureFormat tf ;
tf . format = RD : : DATA_FORMAT_R8G8_UINT ;
tf . width = width ;
tf . height = height ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
if ( msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
RD : : TextureFormat tf_aa = tf ;
tf_aa . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
tf_aa . samples = texture_samples ;
giprobe_buffer_msaa = RD : : get_singleton ( ) - > texture_create ( tf_aa , RD : : TextureView ( ) ) ;
} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
tf . usage_bits | = RD : : TEXTURE_USAGE_STORAGE_BIT ;
giprobe_buffer = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
Vector < RID > fb ;
if ( msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
fb . push_back ( depth_msaa ) ;
fb . push_back ( normal_roughness_buffer_msaa ) ;
fb . push_back ( giprobe_buffer_msaa ) ;
} else {
fb . push_back ( depth ) ;
fb . push_back ( normal_roughness_buffer ) ;
fb . push_back ( giprobe_buffer ) ;
}
depth_normal_roughness_giprobe_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
}
}
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void RasterizerSceneHighEndRD : : RenderBufferDataHighEnd : : clear ( ) {
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if ( ambient_buffer ! = RID ( ) & & ambient_buffer ! = color ) {
RD : : get_singleton ( ) - > free ( ambient_buffer ) ;
ambient_buffer = RID ( ) ;
}
if ( reflection_buffer ! = RID ( ) & & reflection_buffer ! = specular ) {
RD : : get_singleton ( ) - > free ( reflection_buffer ) ;
reflection_buffer = RID ( ) ;
}
if ( giprobe_buffer ! = RID ( ) ) {
RD : : get_singleton ( ) - > free ( giprobe_buffer ) ;
giprobe_buffer = RID ( ) ;
if ( giprobe_buffer_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( giprobe_buffer_msaa ) ;
giprobe_buffer_msaa = RID ( ) ;
}
depth_normal_roughness_giprobe_fb = RID ( ) ;
}
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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_roughness_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( normal_roughness_buffer ) ;
if ( normal_roughness_buffer_msaa . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( normal_roughness_buffer_msaa ) ;
normal_roughness_buffer_msaa = RID ( ) ;
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}
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normal_roughness_buffer = RID ( ) ;
depth_normal_roughness_fb = RID ( ) ;
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}
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if ( ! render_sdfgi_uniform_set . is_null ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( render_sdfgi_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( render_sdfgi_uniform_set ) ;
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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 ) {
{
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 ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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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 ;
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tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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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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}
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void RasterizerSceneHighEndRD : : _allocate_normal_roughness_texture ( RenderBufferDataHighEnd * rb ) {
if ( rb - > normal_roughness_buffer . is_valid ( ) ) {
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return ;
}
RD : : TextureFormat tf ;
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tf . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
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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 ) {
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tf . usage_bits | = RD : : TEXTURE_USAGE_CAN_COPY_TO_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT ;
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} else {
tf . usage_bits | = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
}
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rb - > normal_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 ) ;
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fb . push_back ( rb - > normal_roughness_buffer ) ;
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rb - > depth_normal_roughness_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb ) ;
} else {
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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tf . samples = rb - > texture_samples ;
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rb - > normal_roughness_buffer_msaa = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
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Vector < RID > fb ;
fb . push_back ( rb - > depth_msaa ) ;
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fb . push_back ( rb - > normal_roughness_buffer_msaa ) ;
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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 , bool p_has_sdfgi , bool p_has_opaque_gi ) {
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uint32_t lightmap_captures_used = 0 ;
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for ( int i = 0 ; i < p_element_count ; i + + ) {
const RenderList : : Element * e = p_elements [ i ] ;
InstanceData & id = scene_state . instances [ i ] ;
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RasterizerStorageRD : : store_transform ( e - > instance - > transform , id . transform ) ;
RasterizerStorageRD : : store_transform ( Transform ( e - > instance - > transform . basis . inverse ( ) . transposed ( ) ) , id . normal_transform ) ;
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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 - > lightmap ) {
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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 {
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if ( p_has_opaque_gi ) {
id . flags | = INSTANCE_DATA_FLAG_USE_GI_BUFFERS ;
}
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 ] ;
uint32_t index = gi_probe_instance_get_render_index ( probe ) ;
if ( written = = 0 ) {
id . gi_offset = index ;
id . flags | = INSTANCE_DATA_FLAG_USE_GIPROBE ;
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 ;
}
} else {
if ( p_has_sdfgi & & ( e - > instance - > baked_light | | e - > instance - > dynamic_gi ) ) {
id . flags | = INSTANCE_DATA_FLAG_USE_SDFGI ;
}
id . gi_offset = 0xFFFFFFFF ;
}
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}
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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_SDF | | ( ( 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_forward_gi ) {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI ;
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} 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 ;
} 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_ROUGHNESS : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS ;
} break ;
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case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE ;
} break ;
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case PASS_MODE_DEPTH_MATERIAL : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL ;
} break ;
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case PASS_MODE_SDF : {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF ;
} 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 , RID p_render_buffers , 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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RasterizerStorageRD : : store_camera ( projection , scene_state . ubo . projection_matrix ) ;
RasterizerStorageRD : : store_camera ( projection . inverse ( ) , scene_state . ubo . inv_projection_matrix ) ;
RasterizerStorageRD : : store_transform ( p_cam_transform , scene_state . ubo . camera_matrix ) ;
RasterizerStorageRD : : 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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RasterizerStorageRD : : store_soft_shadow_kernel ( directional_penumbra_shadow_kernel_get ( ) , scene_state . ubo . directional_penumbra_shadow_kernel ) ;
RasterizerStorageRD : : store_soft_shadow_kernel ( directional_soft_shadow_kernel_get ( ) , scene_state . ubo . directional_soft_shadow_kernel ) ;
RasterizerStorageRD : : store_soft_shadow_kernel ( penumbra_shadow_kernel_get ( ) , scene_state . ubo . penumbra_shadow_kernel ) ;
RasterizerStorageRD : : store_soft_shadow_kernel ( soft_shadow_kernel_get ( ) , scene_state . ubo . soft_shadow_kernel ) ;
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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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scene_state . ubo . gi_upscale_for_msaa = false ;
if ( p_render_buffers . is_valid ( ) ) {
RenderBufferDataHighEnd * render_buffers = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
if ( render_buffers - > msaa ! = RS : : VIEWPORT_MSAA_DISABLED ) {
scene_state . ubo . gi_upscale_for_msaa = true ;
}
}
#if 0
if ( p_render_buffers . is_valid ( ) & & render_buffers_is_sdfgi_enabled ( p_render_buffers ) ) {
scene_state . ubo . sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count ( p_render_buffers ) ;
scene_state . ubo . sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count ( p_render_buffers ) ;
scene_state . ubo . sdfgi_cascade_probe_size [ 0 ] = scene_state . ubo . sdfgi_probe_axis_size - 1 ; //float version for performance
scene_state . ubo . sdfgi_cascade_probe_size [ 1 ] = scene_state . ubo . sdfgi_probe_axis_size - 1 ;
scene_state . ubo . sdfgi_cascade_probe_size [ 2 ] = scene_state . ubo . sdfgi_probe_axis_size - 1 ;
float csize = render_buffers_get_sdfgi_cascade_size ( p_render_buffers ) ;
scene_state . ubo . sdfgi_probe_to_uvw = 1.0 / float ( scene_state . ubo . sdfgi_cascade_probe_size [ 0 ] ) ;
float occ_bias = 0.0 ;
scene_state . ubo . sdfgi_occlusion_bias = occ_bias / csize ;
scene_state . ubo . sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion ( p_render_buffers ) ;
scene_state . ubo . sdfgi_energy = render_buffers_get_sdfgi_energy ( p_render_buffers ) ;
float cascade_voxel_size = ( csize / scene_state . ubo . sdfgi_cascade_probe_size [ 0 ] ) ;
float occlusion_clamp = ( cascade_voxel_size - 0.5 ) / cascade_voxel_size ;
scene_state . ubo . sdfgi_occlusion_clamp [ 0 ] = occlusion_clamp ;
scene_state . ubo . sdfgi_occlusion_clamp [ 1 ] = occlusion_clamp ;
scene_state . ubo . sdfgi_occlusion_clamp [ 2 ] = occlusion_clamp ;
scene_state . ubo . sdfgi_normal_bias = ( render_buffers_get_sdfgi_normal_bias ( p_render_buffers ) / csize ) * scene_state . ubo . sdfgi_cascade_probe_size [ 0 ] ;
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size ( ) ;
scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 0 ] = 1.0 / ( ( oct_size + 2 ) * scene_state . ubo . sdfgi_probe_axis_size * scene_state . ubo . sdfgi_probe_axis_size ) ;
scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 1 ] = 1.0 / ( ( oct_size + 2 ) * scene_state . ubo . sdfgi_probe_axis_size ) ;
scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 2 ] = 1.0 ;
scene_state . ubo . sdfgi_probe_uv_offset [ 0 ] = float ( oct_size + 2 ) * scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 0 ] ;
scene_state . ubo . sdfgi_probe_uv_offset [ 1 ] = float ( oct_size + 2 ) * scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 1 ] ;
scene_state . ubo . sdfgi_probe_uv_offset [ 2 ] = float ( ( oct_size + 2 ) * scene_state . ubo . sdfgi_probe_axis_size ) * scene_state . ubo . sdfgi_lightprobe_tex_pixel_size [ 0 ] ;
scene_state . ubo . sdfgi_occlusion_renormalize [ 0 ] = 0.5 ;
scene_state . ubo . sdfgi_occlusion_renormalize [ 1 ] = 1.0 ;
scene_state . ubo . sdfgi_occlusion_renormalize [ 2 ] = 1.0 / float ( scene_state . ubo . sdfgi_cascade_count ) ;
for ( uint32_t i = 0 ; i < scene_state . ubo . sdfgi_cascade_count ; i + + ) {
SceneState : : UBO : : SDFGICascade & c = scene_state . ubo . sdfgi_cascades [ i ] ;
Vector3 pos = render_buffers_get_sdfgi_cascade_offset ( p_render_buffers , i ) ;
pos - = p_cam_transform . origin ; //make pos local to camera, to reduce numerical error
c . position [ 0 ] = pos . x ;
c . position [ 1 ] = pos . y ;
c . position [ 2 ] = pos . z ;
c . to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size ( p_render_buffers , i ) ;
Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset ( p_render_buffers , i ) ;
c . probe_world_offset [ 0 ] = probe_ofs . x ;
c . probe_world_offset [ 1 ] = probe_ofs . y ;
c . probe_world_offset [ 2 ] = probe_ofs . z ;
}
}
# endif
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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 ) ) {
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 ;
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RasterizerStorageRD : : 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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scene_state . ubo . roughness_limiter_amount = screen_space_roughness_limiter_get_amount ( ) ;
scene_state . ubo . roughness_limiter_limit = screen_space_roughness_limiter_get_limit ( ) ;
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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 , bool p_using_sdfgi ) {
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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 , p_using_sdfgi ) ;
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while ( material - > next_pass . is_valid ( ) ) {
material = ( MaterialData * ) storage - > material_get_data ( material - > next_pass , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
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if ( ! material | | ! material - > shader_data - > valid ) {
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break ;
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}
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_add_geometry_with_material ( p_instance , p_surface , material , material - > next_pass , p_pass_mode , p_geometry_index , p_using_sdfgi ) ;
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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 , bool p_using_sdfgi ) {
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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_pass_mode ! = PASS_MODE_SDF ) & & ! 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 ) ;
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} else if ( ( p_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS | | p_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE ) & & ! p_material - > shader_data - > uses_normal & & ! p_material - > shader_data - > uses_roughness ) {
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p_material = ( MaterialData * ) storage - > material_get_data ( default_material , RasterizerStorageRD : : SHADER_TYPE_3D ) ;
}
}
has_alpha = false ;
}
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has_alpha = has_alpha | | p_material - > shader_data - > depth_test = = ShaderData : : DEPTH_TEST_DISABLED ;
RenderList : : Element * e = has_alpha ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
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if ( ! e ) {
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return ;
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}
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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_forward_gi = has_alpha & & ( e - > instance - > gi_probe_instances . size ( ) | | p_using_sdfgi ) ;
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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_using_sdfgi ) {
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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 ) ;
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_add_geometry ( inst , j , material , p_pass_mode , surface_index , p_using_sdfgi ) ;
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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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2020-04-01 23:20:12 +00:00
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 , p_using_sdfgi ) ;
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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_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
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RasterizerStorageRD : : store_transform_3x3 ( to_lm , scene_state . lightmaps [ i ] . normal_xform ) ;
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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 : : _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 , int p_directional_light_count , RID * p_gi_probe_cull_result , int p_gi_probe_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 ( p_reflection_probe . is_valid ( ) ) {
scene_state . ubo . reflection_multiplier = 0.0 ;
} 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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scene_state . ubo . directional_light_count = p_directional_light_count ;
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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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bool using_sdfgi = false ;
bool using_giprobe = 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_gi_probe_cull_count > 0 ) {
using_giprobe = true ;
render_buffer - > ensure_gi ( ) ;
}
if ( ! p_environment . is_valid ( ) & & using_giprobe ) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE ;
} else if ( p_environment . is_valid ( ) & & ( environment_is_ssr_enabled ( p_environment ) | | environment_is_sdfgi_enabled ( p_environment ) | | using_giprobe ) ) {
if ( environment_is_sdfgi_enabled ( p_environment ) ) {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS ; // also giprobe
using_sdfgi = true ;
render_buffer - > ensure_gi ( ) ;
} else {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS ;
}
if ( environment_is_ssr_enabled ( p_environment ) ) {
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 ( 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_ROUGHNESS ;
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}
switch ( depth_pass_mode ) {
case PASS_MODE_DEPTH : {
depth_framebuffer = render_buffer - > depth_fb ;
} break ;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS : {
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_allocate_normal_roughness_texture ( render_buffer ) ;
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depth_framebuffer = render_buffer - > depth_normal_roughness_fb ;
depth_pass_clear . push_back ( Color ( 0.5 , 0.5 , 0.5 , 0 ) ) ;
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} break ;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : {
_allocate_normal_roughness_texture ( render_buffer ) ;
render_buffer - > ensure_giprobe ( ) ;
depth_framebuffer = render_buffer - > depth_normal_roughness_giprobe_fb ;
depth_pass_clear . push_back ( Color ( 0.5 , 0.5 , 0.5 , 0 ) ) ;
depth_pass_clear . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
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} 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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_setup_lightmaps ( p_lightmap_cull_result , p_lightmap_cull_count , p_cam_transform ) ;
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_setup_environment ( p_environment , p_render_buffer , 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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_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 ( ) ;
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_fill_render_list ( p_cull_result , p_cull_count , PASS_MODE_COLOR , using_sdfgi ) ;
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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 , p_gi_probe_cull_result , p_gi_probe_cull_count ) ;
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render_list . sort_by_key ( false ) ;
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_fill_instances ( render_list . elements , render_list . element_count , false , false , using_sdfgi | | using_giprobe ) ;
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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 debug_sdfgi_probes = get_debug_draw_mode ( ) = = RS : : VIEWPORT_DEBUG_DRAW_SDFGI_PROBES ;
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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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bool continue_depth = false ;
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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 | | using_sdfgi | | using_giprobe ;
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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 ) {
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if ( depth_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS | | depth_pass_mode = = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE ) {
static int texture_samples [ RS : : VIEWPORT_MSAA_MAX ] = { 1 , 2 , 4 , 8 , 16 } ;
storage - > get_effects ( ) - > resolve_gi ( render_buffer - > depth_msaa , render_buffer - > normal_roughness_buffer_msaa , using_giprobe ? render_buffer - > giprobe_buffer_msaa : RID ( ) , render_buffer - > depth , render_buffer - > normal_roughness_buffer , using_giprobe ? render_buffer - > giprobe_buffer : RID ( ) , Vector2i ( render_buffer - > width , render_buffer - > height ) , texture_samples [ render_buffer - > msaa ] ) ;
} else if ( finish_depth ) {
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RD : : get_singleton ( ) - > texture_resolve_multisample ( render_buffer - > depth_msaa , render_buffer - > depth , true ) ;
}
}
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continue_depth = ! finish_depth ;
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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_roughness_buffer , p_cam_projection ) ;
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}
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if ( using_sdfgi | | using_giprobe ) {
_process_gi ( p_render_buffer , render_buffer - > normal_roughness_buffer , render_buffer - > ambient_buffer , render_buffer - > reflection_buffer , render_buffer - > giprobe_buffer , p_environment , p_cam_projection , p_cam_transform , p_gi_probe_cull_result , p_gi_probe_cull_count ) ;
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}
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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_render_buffer , 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 | | debug_sdfgi_probes ) ;
bool will_continue_depth = ( can_continue_depth | | draw_sky | | debug_giprobes | | debug_sdfgi_probes ) ;
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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 ;
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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 ? ( continue_depth ? 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 ( debug_sdfgi_probes ) {
//debug giprobes
bool will_continue_color = ( can_continue_color | | draw_sky ) ;
bool will_continue_depth = ( can_continue_depth | | draw_sky ) ;
CameraMatrix dc ;
dc . set_depth_correction ( true ) ;
CameraMatrix cm = ( dc * p_cam_projection ) * CameraMatrix ( p_cam_transform . affine_inverse ( ) ) ;
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 ) ;
_debug_sdfgi_probes ( p_render_buffer , draw_list , opaque_framebuffer , cm ) ;
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_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_render_buffer , 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 , using_sdfgi ) ;
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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 ) {
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 ( ) , 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 ;
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_fill_render_list ( p_cull_result , p_cull_count , pass_mode ) ;
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_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) , nullptr , 0 ) ;
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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 ( ) , 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 ;
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_fill_render_list ( p_cull_result , p_cull_count , pass_mode ) ;
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_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) , nullptr , 0 ) ;
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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 ;
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_setup_environment ( RID ( ) , RID ( ) , CameraMatrix ( ) , 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 ;
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_fill_render_list ( p_cull_result , p_cull_count , pass_mode ) ;
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_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) , nullptr , 0 ) ;
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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 ) ;
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 : : _render_sdfgi ( RID p_render_buffers , const Vector3i & p_from , const Vector3i & p_size , const AABB & p_bounds , InstanceBase * * p_cull_result , int p_cull_count , const RID & p_albedo_texture , const RID & p_emission_texture , const RID & p_emission_aniso_texture , const RID & p_geom_facing_texture ) {
RENDER_TIMESTAMP ( " Render SDFGI " ) ;
_update_render_base_uniform_set ( ) ;
RenderBufferDataHighEnd * render_buffer = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
ERR_FAIL_COND ( ! render_buffer ) ;
render_pass + + ;
render_list . clear ( ) ;
PassMode pass_mode = PASS_MODE_SDF ;
_fill_render_list ( p_cull_result , p_cull_count , pass_mode ) ;
render_list . sort_by_key ( false ) ;
_fill_instances ( render_list . elements , render_list . element_count , true ) ;
_setup_view_dependant_uniform_set ( RID ( ) , RID ( ) , nullptr , 0 ) ;
Vector3 half_extents = p_bounds . size * 0.5 ;
Vector3 center = p_bounds . position + half_extents ;
if ( render_buffer - > render_sdfgi_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( render_buffer - > render_sdfgi_uniform_set ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 0 ;
u . ids . push_back ( p_albedo_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 1 ;
u . ids . push_back ( p_emission_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
u . ids . push_back ( p_emission_aniso_texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 3 ;
u . ids . push_back ( p_geom_facing_texture ) ;
uniforms . push_back ( u ) ;
}
render_buffer - > render_sdfgi_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , default_shader_sdfgi_rd , RENDER_BUFFERS_UNIFORM_SET ) ;
}
Vector < RID > sbs ;
sbs . push_back ( p_albedo_texture ) ;
sbs . push_back ( p_emission_texture ) ;
sbs . push_back ( p_emission_aniso_texture ) ;
sbs . push_back ( p_geom_facing_texture ) ;
//print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
for ( int i = 0 ; i < 3 ; i + + ) {
scene_state . ubo . sdf_offset [ i ] = p_from [ i ] ;
scene_state . ubo . sdf_size [ i ] = p_size [ i ] ;
}
for ( int i = 0 ; i < 3 ; i + + ) {
Vector3 axis ;
axis [ i ] = 1.0 ;
Vector3 up , right ;
int right_axis = ( i + 1 ) % 3 ;
int up_axis = ( i + 2 ) % 3 ;
up [ up_axis ] = 1.0 ;
right [ right_axis ] = 1.0 ;
Size2i fb_size ;
fb_size . x = p_size [ right_axis ] ;
fb_size . y = p_size [ up_axis ] ;
Transform cam_xform ;
cam_xform . origin = center + axis * half_extents ;
cam_xform . basis . set_axis ( 0 , right ) ;
cam_xform . basis . set_axis ( 1 , up ) ;
cam_xform . basis . set_axis ( 2 , axis ) ;
//print_line("pass: " + itos(i) + " xform " + cam_xform);
float h_size = half_extents [ right_axis ] ;
float v_size = half_extents [ up_axis ] ;
float d_size = half_extents [ i ] * 2.0 ;
CameraMatrix camera_proj ;
camera_proj . set_orthogonal ( - h_size , h_size , - v_size , v_size , 0 , d_size ) ;
//print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
Transform to_bounds ;
to_bounds . origin = p_bounds . position ;
to_bounds . basis . scale ( p_bounds . size ) ;
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RasterizerStorageRD : : store_transform ( to_bounds . affine_inverse ( ) * cam_xform , scene_state . ubo . sdf_to_bounds ) ;
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_setup_environment ( RID ( ) , RID ( ) , camera_proj , cam_xform , RID ( ) , true , Vector2 ( 1 , 1 ) , RID ( ) , false , Color ( ) , 0 , 0 ) ;
Map < Size2i , RID > : : Element * E = sdfgi_framebuffer_size_cache . find ( fb_size ) ;
if ( ! E ) {
RID fb = RD : : get_singleton ( ) - > framebuffer_create_empty ( fb_size ) ;
E = sdfgi_framebuffer_size_cache . insert ( fb_size , fb ) ;
}
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( E - > get ( ) , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_DISCARD , RD : : INITIAL_ACTION_DROP , RD : : FINAL_ACTION_DISCARD , Vector < Color > ( ) , 1.0 , 0 , Rect2 ( ) , sbs ) ;
_render_list ( draw_list , RD : : get_singleton ( ) - > framebuffer_get_format ( E - > get ( ) ) , render_list . elements , render_list . element_count , true , pass_mode , true , RID ( ) , render_buffer - > render_sdfgi_uniform_set , 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 ( get_positional_light_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 6 ;
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u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . ids . push_back ( get_reflection_probe_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 7 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . ids . push_back ( get_directional_light_buffer ( ) ) ;
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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 ;
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u . ids . push_back ( get_decal_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 16 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . ids . push_back ( get_cluster_builder_texture ( ) ) ;
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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 ;
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u . ids . push_back ( get_cluster_builder_indices_buffer ( ) ) ;
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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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{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 20 ;
u . ids . push_back ( sdfgi_get_ubo ( ) ) ;
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 , RID * p_gi_probe_cull_result , int p_gi_probe_cull_count ) {
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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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{
RD : : Uniform u ;
u . binding = 2 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID default_tex = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ;
for ( int i = 0 ; i < MAX_GI_PROBES ; i + + ) {
if ( i < p_gi_probe_cull_count ) {
RID tex = gi_probe_instance_get_texture ( p_gi_probe_cull_result [ i ] ) ;
if ( ! tex . is_valid ( ) ) {
tex = default_tex ;
}
u . ids . push_back ( tex ) ;
} else {
u . ids . push_back ( default_tex ) ;
}
}
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_normal_texture ( RID p_render_buffers ) {
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RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
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return rb - > normal_roughness_buffer ;
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}
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RID RasterizerSceneHighEndRD : : _render_buffers_get_ambient_texture ( RID p_render_buffers ) {
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RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
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return rb - > ambient_buffer ;
}
RID RasterizerSceneHighEndRD : : _render_buffers_get_reflection_texture ( RID p_render_buffers ) {
RenderBufferDataHighEnd * rb = ( RenderBufferDataHighEnd * ) render_buffers_get_data ( p_render_buffers ) ;
return rb - > reflection_buffer ;
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}
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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 ;
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RID texture = rb - > normal_roughness_buffer . is_valid ( ) ? rb - > normal_roughness_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_NORMAL ) ;
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u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 4 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
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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 ) ;
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u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . binding = 5 ;
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u . type = RD : : UNIFORM_TYPE_TEXTURE ;
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RID texture = rb - > ambient_buffer . is_valid ( ) ? rb - > ambient_buffer : storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_BLACK ) ;
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u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
u . binding = 6 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = rb - > reflection_buffer . is_valid ( ) ? rb - > reflection_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 = 7 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID t ;
if ( render_buffers_is_sdfgi_enabled ( p_render_buffers ) ) {
t = render_buffers_get_sdfgi_irradiance_probes ( p_render_buffers ) ;
} else {
t = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE ) ;
}
u . ids . push_back ( t ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
if ( render_buffers_is_sdfgi_enabled ( p_render_buffers ) ) {
u . ids . push_back ( render_buffers_get_sdfgi_occlusion_texture ( p_render_buffers ) ) ;
} else {
u . ids . push_back ( storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
}
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( render_buffers_get_gi_probe_buffer ( p_render_buffers ) ) ;
uniforms . push_back ( u ) ;
}
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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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defines + = " \n #define SDFGI_OCT_SIZE " + itos ( sdfgi_get_lightprobe_octahedron_size ( ) ) + " \n " ;
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defines + = " \n #define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos ( get_max_directional_lights ( ) ) + " \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 ) ;
}
{
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_ROUGHNESS \n " ) ;
shader_versions . push_back ( " \n #define MODE_RENDER_DEPTH \n #define MODE_RENDER_NORMAL_ROUGHNESS \n #define MODE_RENDER_GIPROBE \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 ( " \n #define MODE_RENDER_DEPTH \n #define MODE_RENDER_SDF \n " ) ;
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shader_versions . push_back ( " " ) ;
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shader_versions . push_back ( " \n #define USE_FORWARD_GI \n " ) ;
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shader_versions . push_back ( " \n #define MODE_MULTIPLE_RENDER_TARGETS \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 " ;
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actions . renames [ " NORMAL_ROUGHNESS_TEXTURE " ] = " normal_roughness_buffer " ;
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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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default_shader_sdfgi_rd = shader . scene_shader . version_get_shader ( md - > shader_data - > version , SHADER_VERSION_DEPTH_PASS_WITH_SDF ) ;
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}
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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 ;
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for ( int i = 0 ; i < 7 ; i + + ) {
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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 ) ;
}
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{
RD : : Uniform u ;
u . binding = 7 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
RID texture = storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE ) ;
u . ids . push_back ( texture ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 8 ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . ids . push_back ( storage - > texture_rd_get_default ( RasterizerStorageRD : : DEFAULT_RD_TEXTURE_3D_WHITE ) ) ;
uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . binding = 9 ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . ids . push_back ( render_buffers_get_default_gi_probe_buffer ( ) ) ;
uniforms . push_back ( u ) ;
}
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default_render_buffers_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 ( ) {
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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 ) ;
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RD : : get_singleton ( ) - > free ( scene_state . lightmap_buffer ) ;
RD : : get_singleton ( ) - > free ( scene_state . lightmap_capture_buffer ) ;
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memdelete_arr ( scene_state . instances ) ;
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memdelete_arr ( scene_state . lightmaps ) ;
memdelete_arr ( scene_state . lightmap_captures ) ;
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}
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while ( sdfgi_framebuffer_size_cache . front ( ) ) {
RD : : get_singleton ( ) - > free ( sdfgi_framebuffer_size_cache . front ( ) - > get ( ) ) ;
sdfgi_framebuffer_size_cache . erase ( sdfgi_framebuffer_size_cache . front ( ) ) ;
}
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}