Move clustered renderer functionality
This commit is contained in:
parent
ccdcb29df1
commit
dad40fa2df
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@ -4,4 +4,5 @@ Import("env")
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env.add_source_files(env.servers_sources, "*.cpp")
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SConscript("forward_clustered/SCsub")
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SConscript("shaders/SCsub")
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@ -0,0 +1,5 @@
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#!/usr/bin/env python
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Import("env")
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env.add_source_files(env.servers_sources, "*.cpp")
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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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/*************************************************************************/
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/* renderer_scene_render_forward_clustered.h */
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/* render_forward_clustered.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -32,12 +32,17 @@
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#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
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#include "core/templates/paged_allocator.h"
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#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
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class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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namespace RendererSceneRenderImplementation {
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class RenderForwardClustered : public RendererSceneRenderRD {
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friend SceneShaderForwardClustered;
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enum {
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SCENE_UNIFORM_SET = 0,
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RENDER_PASS_UNIFORM_SET = 1,
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@ -63,155 +68,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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/* Scene Shader */
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enum ShaderVersion {
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SHADER_VERSION_DEPTH_PASS,
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SHADER_VERSION_DEPTH_PASS_DP,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
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SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
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SHADER_VERSION_DEPTH_PASS_WITH_SDF,
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SHADER_VERSION_COLOR_PASS,
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SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
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SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_MAX
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};
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struct {
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SceneForwardClusteredShaderRD scene_shader;
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ShaderCompilerRD compiler;
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} shader;
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/* Material */
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struct ShaderData : public RendererStorageRD::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_ALPHA_TO_COVERAGE
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};
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enum DepthDraw {
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DEPTH_DRAW_DISABLED,
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS
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};
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enum DepthTest {
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DEPTH_TEST_DISABLED,
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DEPTH_TEST_ENABLED
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};
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enum Cull {
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CULL_DISABLED,
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CULL_FRONT,
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CULL_BACK
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};
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enum CullVariant {
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CULL_VARIANT_NORMAL,
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CULL_VARIANT_REVERSED,
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CULL_VARIANT_DOUBLE_SIDED,
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CULL_VARIANT_MAX
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};
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enum AlphaAntiAliasing {
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ALPHA_ANTIALIASING_OFF,
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ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
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ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
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};
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bool valid;
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RID version;
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uint32_t vertex_input_mask;
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PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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Map<StringName, RID> default_texture_params;
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DepthDraw depth_draw;
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DepthTest depth_test;
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bool uses_point_size;
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bool uses_alpha;
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bool uses_blend_alpha;
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bool uses_alpha_clip;
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bool uses_depth_pre_pass;
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bool uses_discard;
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bool uses_roughness;
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bool uses_normal;
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bool unshaded;
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bool uses_vertex;
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bool uses_sss;
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bool uses_transmittance;
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_normal_texture;
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bool uses_time;
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bool writes_modelview_or_projection;
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bool uses_world_coordinates;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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ShaderData();
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virtual ~ShaderData();
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};
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RendererStorageRD::ShaderData *_create_shader_func();
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static RendererStorageRD::ShaderData *_create_shader_funcs() {
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return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func();
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}
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struct MaterialData : public RendererStorageRD::MaterialData {
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uint64_t last_frame;
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ShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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RID next_pass;
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uint8_t priority;
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virtual void set_render_priority(int p_priority);
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virtual void set_next_pass(RID p_pass);
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~MaterialData();
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};
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RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
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static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
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return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
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}
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SceneShaderForwardClustered scene_shader;
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/* Framebuffer */
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struct RenderBufferDataForward : public RenderBufferData {
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struct RenderBufferDataForwardClustered : public RenderBufferData {
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//for rendering, may be MSAAd
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RID color;
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@ -244,13 +105,12 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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void clear();
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
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~RenderBufferDataForward();
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~RenderBufferDataForwardClustered();
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};
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virtual RenderBufferData *_create_render_buffer_data();
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void _allocate_normal_roughness_texture(RenderBufferDataForward *rb);
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void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
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RID shadow_sampler;
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RID render_base_uniform_set;
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LocalVector<RID> render_pass_uniform_sets;
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RID sdfgi_pass_uniform_set;
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@ -258,7 +118,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
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virtual void _base_uniforms_changed();
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void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
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void _render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb);
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virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
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@ -488,19 +348,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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} scene_state;
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static RendererSceneRenderForwardClustered *singleton;
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RID default_shader;
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RID default_material;
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RID overdraw_material_shader;
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RID overdraw_material;
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RID wireframe_material_shader;
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RID wireframe_material;
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RID default_shader_rd;
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RID default_shader_sdfgi_rd;
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RID default_vec4_xform_buffer;
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RID default_vec4_xform_uniform_set;
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static RenderForwardClustered *singleton;
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void _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 Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, 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 = false, bool p_pancake_shadows = false, int p_index = 0);
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void _setup_giprobes(const PagedArray<RID> &p_giprobes);
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@ -578,11 +426,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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void *surface = nullptr;
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RID material_uniform_set;
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ShaderData *shader = nullptr;
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SceneShaderForwardClustered::ShaderData *shader = nullptr;
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void *surface_shadow = nullptr;
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RID material_uniform_set_shadow;
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ShaderData *shader_shadow = nullptr;
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SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr;
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GeometryInstanceSurfaceDataCache *next = nullptr;
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GeometryInstanceForwardClustered *owner = nullptr;
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@ -650,14 +498,12 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
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PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
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PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
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void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
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void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
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void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
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void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
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void _geometry_instance_update(GeometryInstance *p_geometry_instance);
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void _update_dirty_geometry_instances();
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bool low_end = false;
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/* Render List */
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struct RenderList {
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@ -760,7 +606,8 @@ public:
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virtual bool free(RID p_rid);
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RendererSceneRenderForwardClustered(RendererStorageRD *p_storage);
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~RendererSceneRenderForwardClustered();
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RenderForwardClustered(RendererStorageRD *p_storage);
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~RenderForwardClustered();
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};
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} // namespace RendererSceneRenderImplementation
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#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
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@ -0,0 +1,807 @@
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/*************************************************************************/
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/* scene_shader_forward_clustered.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene_shader_forward_clustered.h"
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#include "core/config/project_settings.h"
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#include "render_forward_clustered.h"
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using namespace RendererSceneRenderImplementation;
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void SceneShaderForwardClustered::ShaderData::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 == String()) {
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return; //just invalid, but no error
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}
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ShaderCompilerRD::GeneratedCode gen_code;
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int blend_mode = BLEND_MODE_MIX;
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int depth_testi = DEPTH_TEST_ENABLED;
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int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
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int cull = CULL_BACK;
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uses_point_size = false;
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uses_alpha = 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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bool wireframe = false;
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unshaded = false;
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uses_vertex = 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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int depth_drawi = DEPTH_DRAW_OPAQUE;
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ShaderCompilerRD::IdentifierActions actions;
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actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
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actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
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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);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
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actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
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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;
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actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
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actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
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actions.usage_flag_pointers["DISCARD"] = &uses_discard;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
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actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
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actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
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actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
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actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
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actions.write_flag_pointers["VERTEX"] = &uses_vertex;
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actions.uniforms = &uniforms;
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SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
|
||||
Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
|
||||
|
||||
ERR_FAIL_COND(err != OK);
|
||||
|
||||
if (version.is_null()) {
|
||||
version = shader_singleton->shader.version_create();
|
||||
}
|
||||
|
||||
depth_draw = DepthDraw(depth_drawi);
|
||||
depth_test = DepthTest(depth_testi);
|
||||
|
||||
#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
|
||||
shader_singleton->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(!shader_singleton->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
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
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;
|
||||
case BLEND_MODE_ALPHA_TO_COVERAGE: {
|
||||
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_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
//update pipelines
|
||||
|
||||
RD::PipelineDepthStencilState depth_stencil_state;
|
||||
|
||||
if (depth_test != DEPTH_TEST_DISABLED) {
|
||||
depth_stencil_state.enable_depth_test = true;
|
||||
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
|
||||
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CULL_VARIANT_MAX; i++) {
|
||||
RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
|
||||
{ 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 }
|
||||
};
|
||||
|
||||
RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
|
||||
|
||||
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
|
||||
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
|
||||
RD::RENDER_PRIMITIVE_POINTS,
|
||||
RD::RENDER_PRIMITIVE_LINES,
|
||||
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLES,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
||||
};
|
||||
|
||||
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
|
||||
|
||||
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
|
||||
if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) {
|
||||
continue;
|
||||
}
|
||||
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;
|
||||
RD::PipelineMultisampleState multisample_state;
|
||||
|
||||
if (uses_alpha || uses_blend_alpha) {
|
||||
// only allow these flags to go through if we have some form of msaa
|
||||
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
multisample_state.enable_alpha_to_one = true;
|
||||
}
|
||||
|
||||
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
|
||||
blend_state = blend_state_blend;
|
||||
if (depth_draw == DEPTH_DRAW_OPAQUE) {
|
||||
depth_stencil.enable_depth_write = false; //alpha does not draw depth
|
||||
}
|
||||
} 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)) {
|
||||
if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
|
||||
//none, blend state contains nothing
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
|
||||
} else {
|
||||
blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
|
||||
}
|
||||
} else {
|
||||
pipelines[i][j][k].clear();
|
||||
continue; // do not use this version (will error if using it is attempted)
|
||||
}
|
||||
} else {
|
||||
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
|
||||
blend_state = blend_state_opaque;
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
|
||||
//none, leave empty
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
|
||||
blend_state = blend_state_depth_normal_roughness;
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
|
||||
blend_state = blend_state_depth_normal_roughness_giprobe;
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
|
||||
blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
|
||||
} else {
|
||||
//specular write
|
||||
blend_state = blend_state_opaque_specular;
|
||||
depth_stencil.enable_depth_test = false;
|
||||
depth_stencil.enable_depth_write = false;
|
||||
}
|
||||
}
|
||||
|
||||
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
|
||||
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid = true;
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
|
||||
if (!p_texture.is_valid()) {
|
||||
default_texture_params.erase(p_name);
|
||||
} else {
|
||||
default_texture_params[p_name] = p_texture;
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
||||
Map<int, StringName> order;
|
||||
|
||||
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
|
||||
if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
|
||||
continue;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::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;
|
||||
}
|
||||
|
||||
RendererStorage::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);
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneShaderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const {
|
||||
if (!uniforms.has(p_param)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return uniforms[p_param].texture_order >= 0;
|
||||
}
|
||||
|
||||
bool SceneShaderForwardClustered::ShaderData::is_animated() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
|
||||
if (uniforms.has(p_parameter)) {
|
||||
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
||||
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
||||
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
|
||||
}
|
||||
return Variant();
|
||||
}
|
||||
|
||||
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const {
|
||||
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
|
||||
|
||||
return shader_singleton->shader.version_get_native_source_code(version);
|
||||
}
|
||||
|
||||
SceneShaderForwardClustered::ShaderData::ShaderData() {
|
||||
valid = false;
|
||||
uses_screen_texture = false;
|
||||
}
|
||||
|
||||
SceneShaderForwardClustered::ShaderData::~ShaderData() {
|
||||
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
|
||||
ERR_FAIL_COND(!shader_singleton);
|
||||
//pipeline variants will clear themselves if shader is gone
|
||||
if (version.is_valid()) {
|
||||
shader_singleton->shader.version_free(version);
|
||||
}
|
||||
}
|
||||
|
||||
RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
|
||||
ShaderData *shader_data = memnew(ShaderData);
|
||||
return shader_data;
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) {
|
||||
priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
|
||||
next_pass = p_pass;
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
||||
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
|
||||
|
||||
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
|
||||
p_uniform_dirty = true;
|
||||
if (uniform_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(uniform_buffer);
|
||||
uniform_buffer = RID();
|
||||
}
|
||||
|
||||
ubo_data.resize(shader_data->ubo_size);
|
||||
if (ubo_data.size()) {
|
||||
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
|
||||
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
|
||||
}
|
||||
|
||||
//clear previous uniform set
|
||||
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
||||
RD::get_singleton()->free(uniform_set);
|
||||
uniform_set = RID();
|
||||
}
|
||||
}
|
||||
|
||||
//check whether buffer changed
|
||||
if (p_uniform_dirty && ubo_data.size()) {
|
||||
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
|
||||
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
|
||||
}
|
||||
|
||||
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) {
|
||||
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
|
||||
}
|
||||
|
||||
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.uniform_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.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.binding = 1 + i;
|
||||
u.ids.push_back(textures[i]);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
}
|
||||
|
||||
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET);
|
||||
}
|
||||
|
||||
SceneShaderForwardClustered::MaterialData::~MaterialData() {
|
||||
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
||||
RD::get_singleton()->free(uniform_set);
|
||||
}
|
||||
|
||||
if (uniform_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(uniform_buffer);
|
||||
}
|
||||
}
|
||||
|
||||
RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
|
||||
MaterialData *material_data = memnew(MaterialData);
|
||||
material_data->shader_data = p_shader;
|
||||
material_data->last_frame = false;
|
||||
//update will happen later anyway so do nothing.
|
||||
return material_data;
|
||||
}
|
||||
|
||||
SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = nullptr;
|
||||
|
||||
SceneShaderForwardClustered::SceneShaderForwardClustered() {
|
||||
// there should be only one of these, contained within our RenderFM singleton.
|
||||
singleton = this;
|
||||
}
|
||||
|
||||
SceneShaderForwardClustered::~SceneShaderForwardClustered() {
|
||||
RD::get_singleton()->free(default_vec4_xform_buffer);
|
||||
RD::get_singleton()->free(shadow_sampler);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end) {
|
||||
storage = p_storage;
|
||||
|
||||
{
|
||||
Vector<String> shader_versions;
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
|
||||
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");
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
|
||||
shader_versions.push_back("");
|
||||
shader_versions.push_back("\n#define USE_FORWARD_GI\n");
|
||||
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.initialize(shader_versions, p_defines);
|
||||
|
||||
if (p_is_low_end) {
|
||||
//disable the high end versions
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
|
||||
}
|
||||
}
|
||||
|
||||
storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
|
||||
storage->material_set_data_request_function(RendererStorageRD::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";
|
||||
actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
|
||||
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";
|
||||
|
||||
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
|
||||
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
|
||||
actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
|
||||
actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
|
||||
|
||||
//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["NORMAL_MAP"] = "normal_map";
|
||||
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
|
||||
actions.renames["ALBEDO"] = "albedo";
|
||||
actions.renames["ALPHA"] = "alpha";
|
||||
actions.renames["METALLIC"] = "metallic";
|
||||
actions.renames["SPECULAR"] = "specular";
|
||||
actions.renames["ROUGHNESS"] = "roughness";
|
||||
actions.renames["RIM"] = "rim";
|
||||
actions.renames["RIM_TINT"] = "rim_tint";
|
||||
actions.renames["CLEARCOAT"] = "clearcoat";
|
||||
actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
|
||||
actions.renames["ANISOTROPY"] = "anisotropy";
|
||||
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
|
||||
actions.renames["SSS_STRENGTH"] = "sss_strength";
|
||||
actions.renames["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";
|
||||
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";
|
||||
actions.renames["SCREEN_TEXTURE"] = "color_buffer";
|
||||
actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
|
||||
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
|
||||
actions.renames["DEPTH"] = "gl_FragDepth";
|
||||
actions.renames["OUTPUT_IS_SRGB"] = "true";
|
||||
actions.renames["FOG"] = "custom_fog";
|
||||
actions.renames["RADIANCE"] = "custom_radiance";
|
||||
actions.renames["IRRADIANCE"] = "custom_irradiance";
|
||||
actions.renames["BONE_INDICES"] = "bone_attrib";
|
||||
actions.renames["BONE_WEIGHTS"] = "weight_attrib";
|
||||
actions.renames["CUSTOM0"] = "custom0_attrib";
|
||||
actions.renames["CUSTOM1"] = "custom1_attrib";
|
||||
actions.renames["CUSTOM2"] = "custom2_attrib";
|
||||
actions.renames["CUSTOM3"] = "custom3_attrib";
|
||||
|
||||
//for light
|
||||
actions.renames["VIEW"] = "view";
|
||||
actions.renames["LIGHT_COLOR"] = "light_color";
|
||||
actions.renames["LIGHT"] = "light";
|
||||
actions.renames["ATTENUATION"] = "attenuation";
|
||||
actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
|
||||
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
|
||||
actions.renames["SPECULAR_LIGHT"] = "specular_light";
|
||||
|
||||
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
|
||||
actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
|
||||
actions.usage_defines["BINORMAL"] = "@TANGENT";
|
||||
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
|
||||
actions.usage_defines["RIM_TINT"] = "@RIM";
|
||||
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
|
||||
actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
|
||||
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
|
||||
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
|
||||
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["BONE_INDICES"] = "#define BONES_USED\n";
|
||||
actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
|
||||
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
|
||||
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
|
||||
actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
|
||||
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
|
||||
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
|
||||
actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
|
||||
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
|
||||
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
|
||||
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
|
||||
|
||||
actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
|
||||
actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
|
||||
actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
|
||||
actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
|
||||
|
||||
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
||||
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
|
||||
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
|
||||
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.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
|
||||
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
|
||||
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\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/shading/overrides/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";
|
||||
|
||||
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
|
||||
|
||||
bool force_blinn = GLOBAL_GET("rendering/shading/overrides/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";
|
||||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
|
||||
actions.sampler_array_name = "material_samplers";
|
||||
actions.base_texture_binding_index = 1;
|
||||
actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
|
||||
actions.base_uniform_string = "material.";
|
||||
actions.base_varying_index = 10;
|
||||
|
||||
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
|
||||
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
|
||||
actions.global_buffer_array_variable = "global_variables.data";
|
||||
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
|
||||
|
||||
compiler.initialize(actions);
|
||||
}
|
||||
|
||||
{
|
||||
//default material and shader
|
||||
default_shader = storage->shader_allocate();
|
||||
storage->shader_initialize(default_shader);
|
||||
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");
|
||||
default_material = storage->material_allocate();
|
||||
storage->material_initialize(default_material);
|
||||
storage->material_set_shader(default_material, default_shader);
|
||||
|
||||
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
|
||||
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
|
||||
if (!p_is_low_end) {
|
||||
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
overdraw_material_shader = storage->shader_allocate();
|
||||
storage->shader_initialize(overdraw_material_shader);
|
||||
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
|
||||
overdraw_material = storage->material_allocate();
|
||||
storage->material_initialize(overdraw_material);
|
||||
storage->material_set_shader(overdraw_material, overdraw_material_shader);
|
||||
|
||||
wireframe_material_shader = storage->shader_allocate();
|
||||
storage->shader_initialize(wireframe_material_shader);
|
||||
storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
|
||||
wireframe_material = storage->material_allocate();
|
||||
storage->material_initialize(wireframe_material);
|
||||
storage->material_set_shader(wireframe_material, wireframe_material_shader);
|
||||
}
|
||||
|
||||
{
|
||||
default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
|
||||
Vector<RD::Uniform> uniforms;
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
u.ids.push_back(default_vec4_xform_buffer);
|
||||
u.binding = 0;
|
||||
uniforms.push_back(u);
|
||||
|
||||
default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardClustered::TRANSFORMS_UNIFORM_SET);
|
||||
}
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,210 @@
|
|||
/*************************************************************************/
|
||||
/* scene_shader_forward_clustered.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RSSR_SCENE_SHADER_FC_H
|
||||
#define RSSR_SCENE_SHADER_FC_H
|
||||
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
|
||||
|
||||
namespace RendererSceneRenderImplementation {
|
||||
|
||||
class SceneShaderForwardClustered {
|
||||
private:
|
||||
static SceneShaderForwardClustered *singleton;
|
||||
|
||||
public:
|
||||
RendererStorageRD *storage;
|
||||
|
||||
enum ShaderVersion {
|
||||
SHADER_VERSION_DEPTH_PASS,
|
||||
SHADER_VERSION_DEPTH_PASS_DP,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
|
||||
SHADER_VERSION_COLOR_PASS,
|
||||
SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
|
||||
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
|
||||
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
|
||||
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
|
||||
SHADER_VERSION_MAX
|
||||
};
|
||||
|
||||
struct ShaderData : public RendererStorageRD::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;
|
||||
uint32_t vertex_input_mask;
|
||||
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
|
||||
|
||||
String path;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
uint32_t ubo_size;
|
||||
|
||||
String code;
|
||||
Map<StringName, RID> default_texture_params;
|
||||
|
||||
DepthDraw depth_draw;
|
||||
DepthTest depth_test;
|
||||
|
||||
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 unshaded;
|
||||
bool uses_vertex;
|
||||
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);
|
||||
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
||||
void get_instance_param_list(List<RendererStorage::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;
|
||||
|
||||
ShaderData();
|
||||
virtual ~ShaderData();
|
||||
};
|
||||
|
||||
RendererStorageRD::ShaderData *_create_shader_func();
|
||||
static RendererStorageRD::ShaderData *_create_shader_funcs() {
|
||||
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
|
||||
}
|
||||
|
||||
struct MaterialData : public RendererStorageRD::MaterialData {
|
||||
uint64_t last_frame;
|
||||
ShaderData *shader_data;
|
||||
RID uniform_buffer;
|
||||
RID uniform_set;
|
||||
Vector<RID> texture_cache;
|
||||
Vector<uint8_t> ubo_data;
|
||||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
RID next_pass;
|
||||
uint8_t priority;
|
||||
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 ~MaterialData();
|
||||
};
|
||||
|
||||
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
|
||||
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
|
||||
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
|
||||
}
|
||||
|
||||
SceneForwardClusteredShaderRD shader;
|
||||
ShaderCompilerRD compiler;
|
||||
|
||||
RID default_shader;
|
||||
RID default_material;
|
||||
RID overdraw_material_shader;
|
||||
RID overdraw_material;
|
||||
RID wireframe_material_shader;
|
||||
RID wireframe_material;
|
||||
RID default_shader_rd;
|
||||
RID default_shader_sdfgi_rd;
|
||||
|
||||
RID default_vec4_xform_buffer;
|
||||
RID default_vec4_xform_uniform_set;
|
||||
|
||||
RID shadow_sampler;
|
||||
|
||||
SceneShaderForwardClustered();
|
||||
~SceneShaderForwardClustered();
|
||||
|
||||
void init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end);
|
||||
};
|
||||
|
||||
} // namespace RendererSceneRenderImplementation
|
||||
#endif // !RSSR_SCENE_SHADER_FM_H
|
|
@ -175,5 +175,5 @@ RendererCompositorRD::RendererCompositorRD() {
|
|||
|
||||
storage = memnew(RendererStorageRD);
|
||||
canvas = memnew(RendererCanvasRenderRD(storage));
|
||||
scene = memnew(RendererSceneRenderForwardClustered(storage));
|
||||
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
|
||||
}
|
||||
|
|
|
@ -34,8 +34,8 @@
|
|||
#include "core/os/os.h"
|
||||
#include "core/templates/thread_work_pool.h"
|
||||
#include "servers/rendering/renderer_compositor.h"
|
||||
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
||||
|
||||
class RendererCompositorRD : public RendererCompositor {
|
||||
|
|
|
@ -2992,6 +2992,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
|
|||
}
|
||||
}
|
||||
default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * MAX_GIPROBES);
|
||||
half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
|
||||
}
|
||||
|
||||
void RendererSceneGIRD::free() {
|
||||
|
@ -3097,10 +3098,10 @@ void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_
|
|||
}
|
||||
|
||||
if (giprobes_changed) {
|
||||
if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
|
||||
RD::get_singleton()->free(rb->gi_uniform_set);
|
||||
if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
|
||||
RD::get_singleton()->free(rb->gi.uniform_set);
|
||||
}
|
||||
rb->gi_uniform_set = RID();
|
||||
rb->gi.uniform_set = RID();
|
||||
if (rb->volumetric_fog) {
|
||||
if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
|
||||
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
|
||||
|
@ -3125,7 +3126,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
|
|||
ERR_FAIL_COND(rb == nullptr);
|
||||
RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment);
|
||||
|
||||
if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != half_resolution) {
|
||||
if (rb->ambient_buffer.is_null() || rb->gi.using_half_size_gi != half_resolution) {
|
||||
if (rb->ambient_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(rb->ambient_buffer);
|
||||
RD::get_singleton()->free(rb->reflection_buffer);
|
||||
|
@ -3142,7 +3143,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
|
|||
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
|
||||
rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
rb->using_half_size_gi = half_resolution;
|
||||
rb->gi.using_half_size_gi = half_resolution;
|
||||
|
||||
p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
|
||||
}
|
||||
|
@ -3187,7 +3188,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
|
|||
push_constant.cam_rotation[10] = p_transform.basis[2][2];
|
||||
push_constant.cam_rotation[11] = 0;
|
||||
|
||||
if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
|
||||
if (rb->gi.uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
|
@ -3340,22 +3341,22 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
|
||||
rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
|
||||
}
|
||||
|
||||
Mode mode;
|
||||
|
||||
if (rb->using_half_size_gi) {
|
||||
if (rb->gi.using_half_size_gi) {
|
||||
mode = (use_sdfgi && use_giprobes) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_GIPROBE);
|
||||
} else {
|
||||
mode = (use_sdfgi && use_giprobes) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_GIPROBE);
|
||||
}
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
|
||||
|
||||
if (rb->using_half_size_gi) {
|
||||
if (rb->gi.using_half_size_gi) {
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
|
||||
} else {
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
|
||||
|
|
|
@ -561,6 +561,9 @@ public:
|
|||
RID full_buffer;
|
||||
RID full_dispatch;
|
||||
RID full_mask;
|
||||
|
||||
RID uniform_set;
|
||||
bool using_half_size_gi = false;
|
||||
};
|
||||
|
||||
struct SDFGIData {
|
||||
|
|
|
@ -522,9 +522,13 @@ RID RendererSceneRenderRD::reflection_atlas_create() {
|
|||
ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
|
||||
ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
|
||||
|
||||
ra.cluster_builder = memnew(ClusterBuilderRD);
|
||||
ra.cluster_builder->set_shared(&cluster_builder_shared);
|
||||
ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
|
||||
if (is_clustered_enabled()) {
|
||||
ra.cluster_builder = memnew(ClusterBuilderRD);
|
||||
ra.cluster_builder->set_shared(&cluster_builder_shared);
|
||||
ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
|
||||
} else {
|
||||
ra.cluster_builder = nullptr;
|
||||
}
|
||||
|
||||
return reflection_atlas_owner.make_rid(ra);
|
||||
}
|
||||
|
@ -537,7 +541,10 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
|
|||
return; //no changes
|
||||
}
|
||||
|
||||
ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
|
||||
if (ra->cluster_builder) {
|
||||
// only if we're using our cluster
|
||||
ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
|
||||
}
|
||||
|
||||
ra->size = p_reflection_size;
|
||||
ra->count = p_reflection_count;
|
||||
|
@ -2124,10 +2131,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
|
|||
rb->msaa = p_msaa;
|
||||
rb->screen_space_aa = p_screen_space_aa;
|
||||
rb->use_debanding = p_use_debanding;
|
||||
if (rb->cluster_builder == nullptr) {
|
||||
rb->cluster_builder = memnew(ClusterBuilderRD);
|
||||
|
||||
if (is_clustered_enabled()) {
|
||||
if (rb->cluster_builder == nullptr) {
|
||||
rb->cluster_builder = memnew(ClusterBuilderRD);
|
||||
}
|
||||
rb->cluster_builder->set_shared(&cluster_builder_shared);
|
||||
}
|
||||
rb->cluster_builder->set_shared(&cluster_builder_shared);
|
||||
|
||||
_free_render_buffer_data(rb);
|
||||
|
||||
|
@ -2170,7 +2180,9 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
|
|||
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
|
||||
_render_buffers_uniform_set_changed(p_render_buffers);
|
||||
|
||||
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
|
||||
if (is_clustered_enabled()) {
|
||||
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
|
||||
}
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
|
||||
|
@ -2943,6 +2955,7 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
|
|||
}
|
||||
|
||||
void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
|
||||
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
|
||||
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
|
||||
ERR_FAIL_COND(!rb);
|
||||
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
|
||||
|
@ -3505,7 +3518,9 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
|
|||
break;
|
||||
}
|
||||
}
|
||||
_update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
|
||||
if (is_volumetric_supported()) {
|
||||
_update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3578,8 +3593,8 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
|
|||
}
|
||||
|
||||
if (render_buffers_owner.owns(render_state.render_buffers)) {
|
||||
RenderBuffers *rs_rb = render_buffers_owner.getornull(render_state.render_buffers);
|
||||
current_cluster_builder = rs_rb->cluster_builder;
|
||||
// render_state.render_buffers == p_render_buffers so we can use our already retrieved rb
|
||||
current_cluster_builder = rb->cluster_builder;
|
||||
} else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) {
|
||||
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe);
|
||||
ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
|
||||
|
@ -3590,7 +3605,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
|
|||
current_cluster_builder = ra->cluster_builder;
|
||||
}
|
||||
} else {
|
||||
ERR_PRINT("No cluster builder, bug"); //should never happen, will crash
|
||||
ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
|
||||
current_cluster_builder = nullptr;
|
||||
}
|
||||
|
||||
|
@ -4077,7 +4092,23 @@ int RendererSceneRenderRD::get_max_directional_lights() const {
|
|||
}
|
||||
|
||||
bool RendererSceneRenderRD::is_low_end() const {
|
||||
return low_end;
|
||||
// by default we switch this on this (may be ignored in some implementations)
|
||||
return GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer");
|
||||
}
|
||||
|
||||
bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
|
||||
// usable by default (unless low end = true)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RendererSceneRenderRD::is_clustered_enabled() const {
|
||||
// used by default.
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RendererSceneRenderRD::is_volumetric_supported() const {
|
||||
// usable by default (unless low end = true)
|
||||
return true;
|
||||
}
|
||||
|
||||
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
||||
|
@ -4091,7 +4122,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
|||
|
||||
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
|
||||
|
||||
low_end = GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer");
|
||||
low_end = is_low_end();
|
||||
|
||||
if (textures_per_stage < 48) {
|
||||
low_end = true;
|
||||
|
@ -4103,7 +4134,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
|||
|
||||
/* GI */
|
||||
|
||||
if (!low_end) {
|
||||
if (!low_end && is_dynamic_gi_supported()) {
|
||||
gi.init(storage, &sky);
|
||||
}
|
||||
|
||||
|
@ -4141,7 +4172,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
|||
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
|
||||
}
|
||||
|
||||
if (!low_end) {
|
||||
if (!low_end && is_volumetric_supported()) {
|
||||
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
|
||||
Vector<String> volumetric_fog_modes;
|
||||
volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
|
||||
|
@ -4188,8 +4219,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
|
|||
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
|
||||
|
||||
cull_argument.set_page_pool(&cull_argument_pool);
|
||||
|
||||
gi.half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
|
||||
}
|
||||
|
||||
RendererSceneRenderRD::~RendererSceneRenderRD() {
|
||||
|
|
|
@ -51,6 +51,7 @@ protected:
|
|||
RendererStorageRD *storage;
|
||||
double time;
|
||||
double time_step = 0;
|
||||
bool low_end = false; // If true GI and Volumetric fog are disabled
|
||||
|
||||
struct RenderBufferData {
|
||||
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
|
||||
|
@ -383,9 +384,9 @@ private:
|
|||
RID texture; //main texture for rendering to, must be filled after done rendering
|
||||
RID depth_texture; //main depth texture
|
||||
|
||||
RID gi_uniform_set;
|
||||
RendererSceneGIRD::SDFGI *sdfgi = nullptr;
|
||||
VolumetricFog *volumetric_fog = nullptr;
|
||||
RendererSceneGIRD::RenderBuffersGI gi;
|
||||
|
||||
ClusterBuilderRD *cluster_builder = nullptr;
|
||||
|
||||
|
@ -428,9 +429,6 @@ private:
|
|||
|
||||
RID ambient_buffer;
|
||||
RID reflection_buffer;
|
||||
bool using_half_size_gi = false;
|
||||
|
||||
RendererSceneGIRD::RenderBuffersGI gi;
|
||||
};
|
||||
|
||||
/* GI */
|
||||
|
@ -719,7 +717,6 @@ private:
|
|||
*/
|
||||
|
||||
uint32_t max_cluster_elements = 512;
|
||||
bool low_end = false;
|
||||
|
||||
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
|
||||
|
||||
|
@ -1193,7 +1190,11 @@ public:
|
|||
|
||||
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
|
||||
|
||||
bool is_low_end() const;
|
||||
virtual bool is_low_end() const;
|
||||
|
||||
virtual bool is_dynamic_gi_supported() const;
|
||||
virtual bool is_clustered_enabled() const;
|
||||
virtual bool is_volumetric_supported() const;
|
||||
|
||||
RendererSceneRenderRD(RendererStorageRD *p_storage);
|
||||
~RendererSceneRenderRD();
|
||||
|
|
Loading…
Reference in New Issue