SceneShader compiling
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3bb8e6a9fe
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2bf8831dd6
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@ -708,6 +708,10 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
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//ERR_FAIL_COND(!rt);
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}
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///////////
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// Fill Light lists here
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//////////
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Color clear_color;
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if (p_render_buffers.is_valid()) {
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clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
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@ -1052,6 +1056,38 @@ RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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storage = p_storage;
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{
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String global_defines;
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global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
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material_storage->shaders.scene_shader.initialize(global_defines);
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scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
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material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
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}
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{
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//default material and shader
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scene_globals.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(scene_globals.default_shader);
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material_storage->shader_set_code(scene_globals.default_shader, R"(
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// Default 3D material shader (clustered).
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shader_type spatial;
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void vertex() {
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ROUGHNESS = 0.8;
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}
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void fragment() {
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ALBEDO = vec3(0.6);
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ROUGHNESS = 0.8;
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METALLIC = 0.2;
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}
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)");
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scene_globals.default_material = material_storage->material_allocate();
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material_storage->material_initialize(scene_globals.default_material);
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material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
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}
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{
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// Initialize Sky stuff
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sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
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@ -1060,9 +1096,9 @@ RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
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String global_defines;
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global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
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global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.initialize(global_defines);
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sky_globals.shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_create();
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.initialize(global_defines);
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sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
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material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
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}
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{
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@ -1149,6 +1185,9 @@ void sky() {
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}
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RasterizerSceneGLES3::~RasterizerSceneGLES3() {
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GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
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storage->free(scene_globals.default_material);
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storage->free(scene_globals.default_shader);
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
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storage->free(sky_globals.default_material);
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storage->free(sky_globals.default_shader);
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@ -91,9 +91,7 @@ private:
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RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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uint64_t scene_pass = 0;
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/* Sky */
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struct SkyGlobals {
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RID shader_current_version;
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RID shader_default_version;
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RID default_material;
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RID default_shader;
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@ -106,6 +104,12 @@ private:
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uint32_t ggx_samples = 128;
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} sky_globals;
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struct SceneGlobals {
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RID shader_default_version;
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RID default_material;
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RID default_shader;
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} scene_globals;
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protected:
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double time;
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double time_step = 0;
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@ -73,10 +73,11 @@ private:
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//versions
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CharString general_defines;
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// A version is a high-level construct which is a combination of built-in and user-defined shader code
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// Variants use #idefs to toggle behaviour on and off to change behaviour of the shader
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// A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version
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// Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader
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// All variants are compiled each time a new version is created
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// Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
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// Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler)
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// Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass)
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struct Version {
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Vector<StringName> texture_uniforms;
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CharString uniforms;
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@ -8,4 +8,5 @@ env.Depends("#drivers/gles3/shaders/copy.glsl.gen.h", "#core/math/transform_2d.h
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if "GLES3_GLSL" in env["BUILDERS"]:
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("copy.glsl")
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env.GLES3_GLSL("scene.glsl")
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env.GLES3_GLSL("sky.glsl")
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File diff suppressed because it is too large
Load Diff
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@ -1,5 +1,5 @@
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//TODO: only needed by GLES_OVER_GL
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#ifdef USE_GLES_OVER_GL
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uint float2half(uint f) {
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return ((f >> uint(16)) & uint(0x8000)) |
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((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
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@ -56,3 +56,4 @@ vec4 unpackSnorm4x8(uint p) {
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vec4 v = vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24)));
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return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0));
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}
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#endif
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@ -900,6 +900,42 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
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///////////////////////////////////////////////////////////////////////////
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// MaterialData
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// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
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static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
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GL_TEXTURE_2D, // TYPE_VOID,
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GL_TEXTURE_2D, // TYPE_BOOL,
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GL_TEXTURE_2D, // TYPE_BVEC2,
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GL_TEXTURE_2D, // TYPE_BVEC3,
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GL_TEXTURE_2D, // TYPE_BVEC4,
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GL_TEXTURE_2D, // TYPE_INT,
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GL_TEXTURE_2D, // TYPE_IVEC2,
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GL_TEXTURE_2D, // TYPE_IVEC3,
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GL_TEXTURE_2D, // TYPE_IVEC4,
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GL_TEXTURE_2D, // TYPE_UINT,
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GL_TEXTURE_2D, // TYPE_UVEC2,
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GL_TEXTURE_2D, // TYPE_UVEC3,
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GL_TEXTURE_2D, // TYPE_UVEC4,
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GL_TEXTURE_2D, // TYPE_FLOAT,
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GL_TEXTURE_2D, // TYPE_VEC2,
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GL_TEXTURE_2D, // TYPE_VEC3,
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GL_TEXTURE_2D, // TYPE_VEC4,
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GL_TEXTURE_2D, // TYPE_MAT2,
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GL_TEXTURE_2D, // TYPE_MAT3,
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GL_TEXTURE_2D, // TYPE_MAT4,
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GL_TEXTURE_2D, // TYPE_SAMPLER2D,
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GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
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GL_TEXTURE_2D, // TYPE_USAMPLER2D,
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GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
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GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
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GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
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GL_TEXTURE_3D, // TYPE_SAMPLER3D,
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GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
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GL_TEXTURE_3D, // TYPE_USAMPLER3D,
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GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
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GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
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GL_TEXTURE_2D, // TYPE_STRUCT
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};
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void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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bool uses_global_buffer = false;
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@ -1275,13 +1311,13 @@ MaterialStorage *MaterialStorage::get_singleton() {
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MaterialStorage::MaterialStorage() {
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singleton = this;
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shader_data_request_func[RS::SHADER_SPATIAL] = nullptr;
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shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
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shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
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shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
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shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
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shader_data_request_func[RS::SHADER_FOG] = nullptr;
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material_data_request_func[RS::SHADER_SPATIAL] = nullptr;
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material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
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material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
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material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
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material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
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@ -1365,16 +1401,12 @@ MaterialStorage::MaterialStorage() {
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
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actions.base_texture_binding_index = 0;
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actions.base_uniform_string = "";
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actions.global_buffer_array_variable = "";
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shaders.compiler_canvas.initialize(actions);
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}
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{
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// Setup Scene compiler
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/*
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//shader compiler
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ShaderCompiler::DefaultIdentifierActions actions;
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@ -1529,11 +1561,6 @@ MaterialStorage::MaterialStorage() {
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actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
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actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
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actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
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actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
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actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
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actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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@ -1541,19 +1568,10 @@ MaterialStorage::MaterialStorage() {
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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";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = RenderForwardClustered::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;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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actions.global_buffer_array_variable = "global_variables.data";
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actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
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compiler.initialize(actions);
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*/
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shaders.compiler_scene.initialize(actions);
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}
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{
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@ -1664,13 +1682,8 @@ ShaderCompiler::DefaultIdentifierActions actions;
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actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
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actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = 1;
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actions.base_varying_index = 10;
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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actions.global_buffer_array_variable = "global_variables";
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shaders.compiler_sky.initialize(actions);
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}
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@ -2914,42 +2927,6 @@ void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_par
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return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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}
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// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
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static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
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GL_TEXTURE_2D, // TYPE_VOID,
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GL_TEXTURE_2D, // TYPE_BOOL,
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GL_TEXTURE_2D, // TYPE_BVEC2,
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GL_TEXTURE_2D, // TYPE_BVEC3,
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GL_TEXTURE_2D, // TYPE_BVEC4,
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GL_TEXTURE_2D, // TYPE_INT,
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GL_TEXTURE_2D, // TYPE_IVEC2,
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GL_TEXTURE_2D, // TYPE_IVEC3,
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GL_TEXTURE_2D, // TYPE_IVEC4,
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GL_TEXTURE_2D, // TYPE_UINT,
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GL_TEXTURE_2D, // TYPE_UVEC2,
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GL_TEXTURE_2D, // TYPE_UVEC3,
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GL_TEXTURE_2D, // TYPE_UVEC4,
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GL_TEXTURE_2D, // TYPE_FLOAT,
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GL_TEXTURE_2D, // TYPE_VEC2,
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GL_TEXTURE_2D, // TYPE_VEC3,
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GL_TEXTURE_2D, // TYPE_VEC4,
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GL_TEXTURE_2D, // TYPE_MAT2,
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GL_TEXTURE_2D, // TYPE_MAT3,
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GL_TEXTURE_2D, // TYPE_MAT4,
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GL_TEXTURE_2D, // TYPE_SAMPLER2D,
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GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
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GL_TEXTURE_2D, // TYPE_USAMPLER2D,
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GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
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GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
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GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
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GL_TEXTURE_3D, // TYPE_SAMPLER3D,
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GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
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GL_TEXTURE_3D, // TYPE_USAMPLER3D,
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GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
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GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
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GL_TEXTURE_2D, // TYPE_STRUCT
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};
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void CanvasMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer);
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@ -2958,7 +2935,7 @@ void CanvasMaterialData::bind_uniforms() {
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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glActiveTexture(GL_TEXTURE1 + ti);
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glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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// Set sampler state here as the same texture can be used in multiple places with different flags
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@ -3203,4 +3180,297 @@ void SkyMaterialData::bind_uniforms() {
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Scene SHADER
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void SceneShaderData::set_code(const String &p_code) {
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//compile
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code = p_code;
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valid = false;
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ubo_size = 0;
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uniforms.clear();
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uses_screen_texture = false;
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if (code.is_empty()) {
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return; //just invalid, but no error
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}
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ShaderCompiler::GeneratedCode gen_code;
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int blend_modei = BLEND_MODE_MIX;
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int depth_testi = DEPTH_TEST_ENABLED;
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int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
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int cull_modei = CULL_BACK;
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int depth_drawi = DEPTH_DRAW_OPAQUE;
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uses_point_size = false;
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uses_alpha = false;
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uses_alpha_clip = false;
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uses_blend_alpha = false;
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uses_depth_pre_pass = false;
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uses_discard = false;
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uses_roughness = false;
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uses_normal = false;
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wireframe = false;
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unshaded = false;
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uses_vertex = false;
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uses_position = false;
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uses_sss = false;
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uses_transmittance = false;
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uses_screen_texture = false;
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uses_depth_texture = false;
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uses_normal_texture = false;
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uses_time = false;
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writes_modelview_or_projection = false;
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uses_world_coordinates = false;
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uses_particle_trails = false;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
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actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
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actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
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actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
|
||||
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
|
||||
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
|
||||
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
|
||||
|
||||
actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
|
||||
actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
|
||||
|
||||
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);
|
||||
|
||||
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
|
||||
|
||||
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
|
||||
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
|
||||
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
|
||||
|
||||
actions.render_mode_flags["unshaded"] = &unshaded;
|
||||
actions.render_mode_flags["wireframe"] = &wireframe;
|
||||
actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
|
||||
|
||||
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
|
||||
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
|
||||
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
|
||||
|
||||
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
|
||||
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
|
||||
|
||||
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["NORMAL_MAP"] = &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.write_flag_pointers["POSITION"] = &uses_position;
|
||||
|
||||
actions.uniforms = &uniforms;
|
||||
|
||||
Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
|
||||
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
|
||||
|
||||
if (version.is_null()) {
|
||||
version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
|
||||
}
|
||||
|
||||
depth_draw = DepthDraw(depth_drawi);
|
||||
depth_test = DepthTest(depth_testi);
|
||||
cull_mode = Cull(cull_modei);
|
||||
blend_mode = BlendMode(blend_modei);
|
||||
alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
|
||||
|
||||
#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]);
|
||||
}
|
||||
|
||||
Map<String, String>::Element *el = gen_code.code.front();
|
||||
while (el) {
|
||||
print_line("\n**code " + el->key() + ":\n" + el->value());
|
||||
|
||||
el = el->next();
|
||||
}
|
||||
|
||||
print_line("\n**uniforms:\n" + gen_code.uniforms);
|
||||
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
|
||||
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
|
||||
#endif
|
||||
|
||||
Vector<StringName> texture_uniform_names;
|
||||
for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
|
||||
texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
|
||||
}
|
||||
|
||||
MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
|
||||
ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.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;
|
||||
|
||||
// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
|
||||
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
|
||||
blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
|
||||
}
|
||||
|
||||
valid = true;
|
||||
}
|
||||
|
||||
void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
|
||||
if (!p_texture.is_valid()) {
|
||||
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
|
||||
default_texture_params[p_name].erase(p_index);
|
||||
|
||||
if (default_texture_params[p_name].is_empty()) {
|
||||
default_texture_params.erase(p_name);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (!default_texture_params.has(p_name)) {
|
||||
default_texture_params[p_name] = Map<int, RID>();
|
||||
}
|
||||
default_texture_params[p_name][p_index] = p_texture;
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
||||
Map<int, StringName> order;
|
||||
|
||||
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
||||
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (E.value.texture_order >= 0) {
|
||||
order[E.value.texture_order + 100000] = E.key;
|
||||
} else {
|
||||
order[E.value.order] = E.key;
|
||||
}
|
||||
}
|
||||
|
||||
for (const KeyValue<int, StringName> &E : order) {
|
||||
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
|
||||
pi.name = E.value;
|
||||
p_param_list->push_back(pi);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
|
||||
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
||||
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
RendererMaterialStorage::InstanceShaderParam p;
|
||||
p.info = ShaderLanguage::uniform_to_property_info(E.value);
|
||||
p.info.name = E.key; //supply name
|
||||
p.index = E.value.instance_index;
|
||||
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
|
||||
p_param_list->push_back(p);
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneShaderData::is_param_texture(const StringName &p_param) const {
|
||||
if (!uniforms.has(p_param)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return uniforms[p_param].texture_order >= 0;
|
||||
}
|
||||
|
||||
bool SceneShaderData::is_animated() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneShaderData::casts_shadows() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
|
||||
if (uniforms.has(p_parameter)) {
|
||||
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
||||
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
||||
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
|
||||
}
|
||||
return Variant();
|
||||
}
|
||||
|
||||
RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
|
||||
return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
|
||||
}
|
||||
|
||||
SceneShaderData::SceneShaderData() {
|
||||
valid = false;
|
||||
uses_screen_texture = false;
|
||||
}
|
||||
|
||||
SceneShaderData::~SceneShaderData() {
|
||||
if (version.is_valid()) {
|
||||
MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
|
||||
}
|
||||
}
|
||||
|
||||
GLES3::ShaderData *GLES3::_create_scene_shader_func() {
|
||||
SceneShaderData *shader_data = memnew(SceneShaderData);
|
||||
return shader_data;
|
||||
}
|
||||
|
||||
void SceneMaterialData::set_render_priority(int p_priority) {
|
||||
priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
|
||||
}
|
||||
|
||||
void SceneMaterialData::set_next_pass(RID p_pass) {
|
||||
next_pass = p_pass;
|
||||
}
|
||||
|
||||
void SceneMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
||||
return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
|
||||
}
|
||||
|
||||
SceneMaterialData::~SceneMaterialData() {
|
||||
}
|
||||
|
||||
GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
|
||||
SceneMaterialData *material_data = memnew(SceneMaterialData);
|
||||
material_data->shader_data = static_cast<SceneShaderData *>(p_shader);
|
||||
//update will happen later anyway so do nothing.
|
||||
return material_data;
|
||||
}
|
||||
|
||||
void SceneMaterialData::bind_uniforms() {
|
||||
// Bind Material Uniforms
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer);
|
||||
|
||||
RID *textures = texture_cache.ptrw();
|
||||
ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
|
||||
for (int ti = 0; ti < texture_cache.size(); ti++) {
|
||||
Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
|
||||
glActiveTexture(GL_TEXTURE0 + ti);
|
||||
glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
|
||||
|
||||
// Set sampler state here as the same texture can be used in multiple places with different flags
|
||||
// Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
|
||||
RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
|
||||
RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
|
||||
texture->gl_set_filter(filter);
|
||||
texture->gl_set_repeat(repeat);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !GLES3_ENABLED
|
||||
|
|
|
@ -45,15 +45,17 @@
|
|||
#include "drivers/gles3/shaders/copy.glsl.gen.h"
|
||||
|
||||
#include "../shaders/canvas.glsl.gen.h"
|
||||
#include "../shaders/scene.glsl.gen.h"
|
||||
#include "../shaders/sky.glsl.gen.h"
|
||||
|
||||
namespace GLES3 {
|
||||
|
||||
/* SHADER Structs */
|
||||
/* Shader Structs */
|
||||
|
||||
struct Shaders {
|
||||
CanvasShaderGLES3 canvas_shader;
|
||||
SkyShaderGLES3 sky_shader;
|
||||
SceneShaderGLES3 scene_shader;
|
||||
|
||||
ShaderCompiler compiler_canvas;
|
||||
ShaderCompiler compiler_scene;
|
||||
|
@ -141,7 +143,7 @@ struct Material {
|
|||
update_element(this) {}
|
||||
};
|
||||
|
||||
// CanvasItem Materials
|
||||
/* CanvasItem Materials */
|
||||
|
||||
struct CanvasShaderData : public ShaderData {
|
||||
enum BlendMode { //used internally
|
||||
|
@ -249,6 +251,126 @@ struct SkyMaterialData : public MaterialData {
|
|||
|
||||
MaterialData *_create_sky_material_func(ShaderData *p_shader);
|
||||
|
||||
/* Scene Materials */
|
||||
|
||||
struct SceneShaderData : public ShaderData {
|
||||
enum BlendMode { //used internally
|
||||
BLEND_MODE_MIX,
|
||||
BLEND_MODE_ADD,
|
||||
BLEND_MODE_SUB,
|
||||
BLEND_MODE_MUL,
|
||||
BLEND_MODE_ALPHA_TO_COVERAGE
|
||||
};
|
||||
|
||||
enum DepthDraw {
|
||||
DEPTH_DRAW_DISABLED,
|
||||
DEPTH_DRAW_OPAQUE,
|
||||
DEPTH_DRAW_ALWAYS
|
||||
};
|
||||
|
||||
enum DepthTest {
|
||||
DEPTH_TEST_DISABLED,
|
||||
DEPTH_TEST_ENABLED
|
||||
};
|
||||
|
||||
enum Cull {
|
||||
CULL_DISABLED,
|
||||
CULL_FRONT,
|
||||
CULL_BACK
|
||||
};
|
||||
|
||||
enum CullVariant {
|
||||
CULL_VARIANT_NORMAL,
|
||||
CULL_VARIANT_REVERSED,
|
||||
CULL_VARIANT_DOUBLE_SIDED,
|
||||
CULL_VARIANT_MAX
|
||||
|
||||
};
|
||||
|
||||
enum AlphaAntiAliasing {
|
||||
ALPHA_ANTIALIASING_OFF,
|
||||
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
|
||||
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
|
||||
};
|
||||
|
||||
bool valid;
|
||||
RID version;
|
||||
|
||||
String path;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
uint32_t ubo_size;
|
||||
|
||||
String code;
|
||||
Map<StringName, Map<int, RID>> default_texture_params;
|
||||
|
||||
BlendMode blend_mode;
|
||||
AlphaAntiAliasing alpha_antialiasing_mode;
|
||||
DepthDraw depth_draw;
|
||||
DepthTest depth_test;
|
||||
Cull cull_mode;
|
||||
|
||||
bool uses_point_size;
|
||||
bool uses_alpha;
|
||||
bool uses_blend_alpha;
|
||||
bool uses_alpha_clip;
|
||||
bool uses_depth_pre_pass;
|
||||
bool uses_discard;
|
||||
bool uses_roughness;
|
||||
bool uses_normal;
|
||||
bool uses_particle_trails;
|
||||
bool wireframe;
|
||||
|
||||
bool unshaded;
|
||||
bool uses_vertex;
|
||||
bool uses_position;
|
||||
bool uses_sss;
|
||||
bool uses_transmittance;
|
||||
bool uses_screen_texture;
|
||||
bool uses_depth_texture;
|
||||
bool uses_normal_texture;
|
||||
bool uses_time;
|
||||
bool writes_modelview_or_projection;
|
||||
bool uses_world_coordinates;
|
||||
|
||||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
|
||||
virtual void set_code(const String &p_Code);
|
||||
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
|
||||
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
||||
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
|
||||
|
||||
virtual bool is_param_texture(const StringName &p_param) const;
|
||||
virtual bool is_animated() const;
|
||||
virtual bool casts_shadows() const;
|
||||
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
||||
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
||||
|
||||
SceneShaderData();
|
||||
virtual ~SceneShaderData();
|
||||
};
|
||||
|
||||
ShaderData *_create_scene_shader_func();
|
||||
|
||||
struct SceneMaterialData : public MaterialData {
|
||||
SceneShaderData *shader_data = nullptr;
|
||||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
RID next_pass;
|
||||
uint8_t priority = 0;
|
||||
virtual void set_render_priority(int p_priority);
|
||||
virtual void set_next_pass(RID p_pass);
|
||||
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
||||
virtual void bind_uniforms();
|
||||
virtual ~SceneMaterialData();
|
||||
};
|
||||
|
||||
MaterialData *_create_scene_material_func(ShaderData *p_shader);
|
||||
|
||||
/* Global variable structs */
|
||||
struct GlobalVariables {
|
||||
enum {
|
||||
|
|
|
@ -50,34 +50,4 @@ struct ReflectionData {
|
|||
// notes: for ambientblend, use distance to edge to blend between already existing global environment
|
||||
};
|
||||
|
||||
struct DirectionalLightData {
|
||||
mediump vec3 direction;
|
||||
mediump float energy;
|
||||
mediump vec3 color;
|
||||
mediump float size;
|
||||
mediump float specular;
|
||||
uint mask;
|
||||
highp float softshadow_angle;
|
||||
highp float soft_shadow_scale;
|
||||
bool blend_splits;
|
||||
bool shadow_enabled;
|
||||
highp float fade_from;
|
||||
highp float fade_to;
|
||||
uvec2 pad;
|
||||
uint bake_mode;
|
||||
mediump float shadow_volumetric_fog_fade;
|
||||
highp vec4 shadow_bias;
|
||||
highp vec4 shadow_normal_bias;
|
||||
highp vec4 shadow_transmittance_bias;
|
||||
highp vec4 shadow_z_range;
|
||||
highp vec4 shadow_range_begin;
|
||||
highp vec4 shadow_split_offsets;
|
||||
highp mat4 shadow_matrix1;
|
||||
highp mat4 shadow_matrix2;
|
||||
highp mat4 shadow_matrix3;
|
||||
highp mat4 shadow_matrix4;
|
||||
highp vec2 uv_scale1;
|
||||
highp vec2 uv_scale2;
|
||||
highp vec2 uv_scale3;
|
||||
highp vec2 uv_scale4;
|
||||
};
|
||||
uv_scale1
|
||||
|
|
|
@ -685,9 +685,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
|
|||
}
|
||||
|
||||
vcode += ";\n";
|
||||
|
||||
r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
|
||||
r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
|
||||
// GLSL ES 3.0 does not allow layout qualifiers for varyings
|
||||
if (!RS::get_singleton()->is_low_end()) {
|
||||
r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") ";
|
||||
r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") ";
|
||||
}
|
||||
r_gen_code.stage_globals[STAGE_VERTEX] += interp_mode + "out " + vcode;
|
||||
r_gen_code.stage_globals[STAGE_FRAGMENT] += interp_mode + "in " + vcode;
|
||||
|
||||
index += inc;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue