/*************************************************************************/ /* renderer_scene_render_forward.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "renderer_scene_render_forward.h" #include "core/config/project_settings.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_default.h" /* SCENE SHADER */ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { //compile code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_screen_texture = false; if (code == String()) { return; //just invalid, but no error } ShaderCompilerRD::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; int cull = CULL_BACK; uses_point_size = false; uses_alpha = false; uses_blend_alpha = false; uses_depth_pre_pass = false; uses_discard = false; uses_roughness = false; uses_normal = false; bool wireframe = false; unshaded = false; uses_vertex = false; uses_sss = false; uses_transmittance = false; uses_screen_texture = false; uses_depth_texture = false; uses_normal_texture = false; uses_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; int depth_drawi = DEPTH_DRAW_OPAQUE; ShaderCompilerRD::IdentifierActions actions; actions.render_mode_values["blend_add"] = Pair(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair(&blend_mode, BLEND_MODE_MIX); actions.render_mode_values["blend_sub"] = Pair(&blend_mode, BLEND_MODE_SUB); actions.render_mode_values["blend_mul"] = Pair(&blend_mode, BLEND_MODE_MUL); actions.render_mode_values["alpha_to_coverage"] = Pair(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); actions.render_mode_values["alpha_to_coverage_and_one"] = Pair(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); actions.render_mode_values["depth_draw_never"] = Pair(&depth_drawi, DEPTH_DRAW_DISABLED); actions.render_mode_values["depth_draw_opaque"] = Pair(&depth_drawi, DEPTH_DRAW_OPAQUE); actions.render_mode_values["depth_draw_always"] = Pair(&depth_drawi, DEPTH_DRAW_ALWAYS); actions.render_mode_values["depth_test_disabled"] = Pair(&depth_testi, DEPTH_TEST_DISABLED); actions.render_mode_values["cull_disabled"] = Pair(&cull, CULL_DISABLED); actions.render_mode_values["cull_front"] = Pair(&cull, CULL_FRONT); actions.render_mode_values["cull_back"] = Pair(&cull, CULL_BACK); actions.render_mode_flags["unshaded"] = &unshaded; actions.render_mode_flags["wireframe"] = &wireframe; actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; 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.uniforms = &uniforms; RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); ERR_FAIL_COND(err != OK); if (version.is_null()) { version = scene_singleton->shader.scene_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 scene_singleton->shader.scene_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines); ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; ubo_offsets = gen_code.uniform_offsets; texture_uniforms = gen_code.texture_uniforms; //blend modes // 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(singleton)->shader.scene_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 = scene_singleton->shader.scene_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 RendererSceneRenderForward::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 RendererSceneRenderForward::ShaderData::get_param_list(List *p_param_list) const { Map order; for (Map::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::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 RendererSceneRenderForward::ShaderData::get_instance_param_list(List *p_param_list) const { for (Map::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 RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } return uniforms[p_param].texture_order >= 0; } bool RendererSceneRenderForward::ShaderData::is_animated() const { return false; } bool RendererSceneRenderForward::ShaderData::casts_shadows() const { return false; } Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector default_value = uniform.default_value; return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); } return Variant(); } RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const { RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; return scene_singleton->shader.scene_shader.version_get_native_source_code(version); } RendererSceneRenderForward::ShaderData::ShaderData() { valid = false; uses_screen_texture = false; } RendererSceneRenderForward::ShaderData::~ShaderData() { RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; ERR_FAIL_COND(!scene_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { scene_singleton->shader.scene_shader.version_free(version); } } RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); return shader_data; } void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) { priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits } void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) { next_pass = p_pass; } void RendererSceneRenderForward::MaterialData::update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::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 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, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); } RendererSceneRenderForward::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 *RendererSceneRenderForward::_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; } RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() { clear(); } void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() { if (!specular.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = width; tf.height = height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; if (msaa != RS::VIEWPORT_MSAA_DISABLED) { tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } specular = RD::get_singleton()->texture_create(tf, RD::TextureView()); if (msaa == RS::VIEWPORT_MSAA_DISABLED) { { Vector fb; fb.push_back(color); fb.push_back(specular); fb.push_back(depth); color_specular_fb = RD::get_singleton()->framebuffer_create(fb); } { Vector fb; fb.push_back(specular); specular_only_fb = RD::get_singleton()->framebuffer_create(fb); } } else { tf.samples = texture_samples; tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); { Vector fb; fb.push_back(color_msaa); fb.push_back(specular_msaa); fb.push_back(depth_msaa); color_specular_fb = RD::get_singleton()->framebuffer_create(fb); } { Vector fb; fb.push_back(specular_msaa); specular_only_fb = RD::get_singleton()->framebuffer_create(fb); } } } } void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() { if (!giprobe_buffer.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UINT; tf.width = width; tf.height = height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; if (msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::TextureFormat tf_aa = tf; tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; tf_aa.samples = texture_samples; giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); } else { tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); Vector fb; if (msaa != RS::VIEWPORT_MSAA_DISABLED) { fb.push_back(depth_msaa); fb.push_back(normal_roughness_buffer_msaa); fb.push_back(giprobe_buffer_msaa); } else { fb.push_back(depth); fb.push_back(normal_roughness_buffer); fb.push_back(giprobe_buffer); } depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb); } } void RendererSceneRenderForward::RenderBufferDataForward::clear() { if (giprobe_buffer != RID()) { RD::get_singleton()->free(giprobe_buffer); giprobe_buffer = RID(); if (giprobe_buffer_msaa.is_valid()) { RD::get_singleton()->free(giprobe_buffer_msaa); giprobe_buffer_msaa = RID(); } depth_normal_roughness_giprobe_fb = RID(); } if (color_msaa.is_valid()) { RD::get_singleton()->free(color_msaa); color_msaa = RID(); } if (depth_msaa.is_valid()) { RD::get_singleton()->free(depth_msaa); depth_msaa = RID(); } if (specular.is_valid()) { if (specular_msaa.is_valid()) { RD::get_singleton()->free(specular_msaa); specular_msaa = RID(); } RD::get_singleton()->free(specular); specular = RID(); } color = RID(); depth = RID(); color_specular_fb = RID(); specular_only_fb = RID(); color_fb = RID(); depth_fb = RID(); if (normal_roughness_buffer.is_valid()) { RD::get_singleton()->free(normal_roughness_buffer); if (normal_roughness_buffer_msaa.is_valid()) { RD::get_singleton()->free(normal_roughness_buffer_msaa); normal_roughness_buffer_msaa = RID(); } normal_roughness_buffer = RID(); depth_normal_roughness_fb = RID(); } if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) { RD::get_singleton()->free(render_sdfgi_uniform_set); } } void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { clear(); msaa = p_msaa; width = p_width; height = p_height; color = p_color_buffer; depth = p_depth_buffer; if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { { Vector fb; fb.push_back(p_color_buffer); fb.push_back(depth); color_fb = RD::get_singleton()->framebuffer_create(fb); } { Vector fb; fb.push_back(depth); depth_fb = RD::get_singleton()->framebuffer_create(fb); } } else { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = p_width; tf.height = p_height; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { RD::TEXTURE_SAMPLES_1, RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; tf.samples = texture_samples; color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); { Vector fb; fb.push_back(color_msaa); fb.push_back(depth_msaa); color_fb = RD::get_singleton()->framebuffer_create(fb); } { Vector fb; fb.push_back(depth_msaa); depth_fb = RD::get_singleton()->framebuffer_create(fb); } } } void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) { if (rb->normal_roughness_buffer.is_valid()) { return; } RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; tf.width = rb->width; tf.height = rb->height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; } else { tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) { Vector fb; fb.push_back(rb->depth); fb.push_back(rb->normal_roughness_buffer); rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb); } else { tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; tf.samples = rb->texture_samples; rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); Vector fb; fb.push_back(rb->depth_msaa); fb.push_back(rb->normal_roughness_buffer_msaa); rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb); } _render_buffers_clear_uniform_set(rb); } RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() { return memnew(RenderBufferDataForward); } bool RendererSceneRenderForward::free(RID p_rid) { if (RendererSceneRenderRD::free(p_rid)) { return true; } return false; } /// RENDERING /// template void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; //global scope bindings RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET); RID prev_material_uniform_set; RID prev_vertex_array_rd; RID prev_index_array_rd; RID prev_pipeline_rd; RID prev_xforms_uniform_set; bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP); SceneState::PushConstant push_constant; if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) { push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16; push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x); } else { push_constant.uv_offset = 0; } for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i]; const RenderElementInfo &element_info = p_params->element_info[i]; push_constant.base_index = i + p_params->element_offset; RID material_uniform_set; ShaderData *shader; void *mesh_surface; if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too material_uniform_set = surf->material_uniform_set_shadow; shader = surf->shader_shadow; mesh_surface = surf->surface_shadow; } else { material_uniform_set = surf->material_uniform_set; shader = surf->shader; mesh_surface = surf->surface; } if (!mesh_surface) { continue; } //find cull variant ShaderData::CullVariant cull_variant; if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) { cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED; } else { bool mirror = surf->owner->mirror; if (p_params->reverse_cull) { mirror = !mirror; } cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL; } RS::PrimitiveType primitive = surf->primitive; RID xforms_uniform_set = surf->owner->transforms_uniform_set; ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. switch (p_params->pass_mode) { case PASS_MODE_COLOR: case PASS_MODE_COLOR_TRANSPARENT: { if (element_info.uses_lightmap) { shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS; } else if (element_info.uses_forward_gi) { shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI; } else { shader_version = SHADER_VERSION_COLOR_PASS; } } break; case PASS_MODE_COLOR_SPECULAR: { if (element_info.uses_lightmap) { shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; } else { shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; } } break; case PASS_MODE_SHADOW: case PASS_MODE_DEPTH: { shader_version = SHADER_VERSION_DEPTH_PASS; } break; case PASS_MODE_SHADOW_DP: { shader_version = SHADER_VERSION_DEPTH_PASS_DP; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: { shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE; } break; case PASS_MODE_DEPTH_MATERIAL: { shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; } break; case PASS_MODE_SDF: { shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF; } break; } PipelineCacheRD *pipeline = nullptr; pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; RD::VertexFormatID vertex_format = -1; RID vertex_array_rd; RID index_array_rd; //skeleton and blend shape if (surf->owner->mesh_instance.is_valid()) { storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } else { storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index); if (prev_vertex_array_rd != vertex_array_rd) { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); prev_vertex_array_rd = vertex_array_rd; } if (prev_index_array_rd != index_array_rd) { if (index_array_rd.is_valid()) { RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd); } prev_index_array_rd = index_array_rd; } RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe); if (pipeline_rd != prev_pipeline_rd) { // checking with prev shader does not make so much sense, as // the pipeline may still be different. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd); prev_pipeline_rd = pipeline_rd; } if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET); prev_xforms_uniform_set = xforms_uniform_set; } if (material_uniform_set != prev_material_uniform_set) { //update uniform set if (material_uniform_set.is_valid()) { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); } prev_material_uniform_set = material_uniform_set; } RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant)); uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat; RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count); i += element_info.repeat - 1; //skip equal elements } } void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { //use template for faster performance (pass mode comparisons are inlined) switch (p_params->pass_mode) { case PASS_MODE_COLOR: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_COLOR_SPECULAR: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_COLOR_TRANSPARENT: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_SHADOW: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_SHADOW_DP: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_DEPTH: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_DEPTH_MATERIAL: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; case PASS_MODE_SDF: { _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); } break; } } void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { uint32_t render_total = p_params->element_count; uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads); _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); } void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector &p_storage_textures) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer); p_params->framebuffer_format = fb_format; if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures); RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params); RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures); _render_list(draw_list, fb_format, p_params, 0, p_params->element_count); RD::get_singleton()->draw_list_end(p_params->barrier); } } void RendererSceneRenderForward::_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, bool p_pancake_shadows, int p_index) { //CameraMatrix projection = p_cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down CameraMatrix correction; correction.set_depth_correction(p_flip_y); CameraMatrix projection = correction * p_cam_projection; //store camera into ubo RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix); RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix); RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); scene_state.ubo.z_far = p_zfar; scene_state.ubo.z_near = p_znear; scene_state.ubo.pancake_shadows = p_pancake_shadows; RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get(); scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get(); scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get(); scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get(); Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size); scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32; { uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1; uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1; scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32); scene_state.ubo.cluster_width = cluster_screen_width; } if (p_shadow_atlas.is_valid()) { Vector2 sas = shadow_atlas_get_size(p_shadow_atlas); scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; } { Vector2 dss = directional_shadow_get_size(); scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; } //time global variables scene_state.ubo.time = time; scene_state.ubo.gi_upscale_for_msaa = false; scene_state.ubo.volumetric_fog_enabled = false; scene_state.ubo.fog_enabled = false; if (p_render_buffers.is_valid()) { RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } if (render_buffers_has_volumetric_fog(p_render_buffers)) { scene_state.ubo.volumetric_fog_enabled = true; float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers); if (fog_end > 0.0) { scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end; } else { scene_state.ubo.volumetric_fog_inv_length = 1.0; } float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup if (fog_detail_spread > 0.0) { scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread; } else { scene_state.ubo.volumetric_fog_detail_spread = 1.0; } } } #if 0 if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) { scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers); scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers); scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1; scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1; float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers); scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]); float occ_bias = 0.0; scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize; scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers); scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers); float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]); float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size; scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp; scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp; scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp; scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0]; //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) ); //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx; uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size(); scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size); scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size); scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0; scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0]; scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1]; scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0]; scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5; scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0; scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count); for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) { SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i]; Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i); pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error c.position[0] = pos.x; c.position[1] = pos.y; c.position[2] = pos.z; c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i); Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i); c.probe_world_offset[0] = probe_ofs.x; c.probe_world_offset[1] = probe_ofs.y; c.probe_world_offset[2] = probe_ofs.z; } } #endif if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { scene_state.ubo.use_ambient_light = true; scene_state.ubo.ambient_light_color_energy[0] = 1; scene_state.ubo.ambient_light_color_energy[1] = 1; scene_state.ubo.ambient_light_color_energy[2] = 1; scene_state.ubo.ambient_light_color_energy[3] = 1.0; scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ssao_enabled = false; } else if (is_environment(p_environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_environment); RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment); float bg_energy = environment_get_bg_energy(p_environment); scene_state.ubo.ambient_light_color_energy[3] = bg_energy; scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment); //ambient if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment); color = color.to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy; scene_state.ubo.use_ambient_light = true; scene_state.ubo.use_ambient_cubemap = false; } else { float energy = environment_get_ambient_light_energy(p_environment); Color color = environment_get_ambient_light_color(p_environment); color = color.to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; Basis sky_transform = environment_get_sky_orientation(p_environment); sky_transform = sky_transform.inverse() * p_cam_transform.basis; RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; } //specular RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment); if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { scene_state.ubo.use_reflection_cubemap = true; } else { scene_state.ubo.use_reflection_cubemap = false; } scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment); scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment); scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment); Color ao_color = environment_get_ao_color(p_environment).to_linear(); scene_state.ubo.ao_color[0] = ao_color.r; scene_state.ubo.ao_color[1] = ao_color.g; scene_state.ubo.ao_color[2] = ao_color.b; scene_state.ubo.ao_color[3] = ao_color.a; scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment); scene_state.ubo.fog_density = environment_get_fog_density(p_environment); scene_state.ubo.fog_height = environment_get_fog_height(p_environment); scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment); if (scene_state.ubo.fog_height_density >= 0.0001) { scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density; } scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment); Color fog_color = environment_get_fog_light_color(p_environment).to_linear(); float fog_energy = environment_get_fog_light_energy(p_environment); scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment); } else { if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) { scene_state.ubo.use_ambient_light = false; } else { scene_state.ubo.use_ambient_light = true; Color clear_color = p_default_bg_color; clear_color = clear_color.to_linear(); scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; scene_state.ubo.ambient_light_color_energy[3] = 1.0; } scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ssao_enabled = false; } scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); if (p_index >= (int)scene_state.uniform_buffers.size()) { uint32_t from = scene_state.uniform_buffers.size(); scene_state.uniform_buffers.resize(p_index + 1); render_pass_uniform_sets.resize(p_index + 1); for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); } } RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); } void RendererSceneRenderForward::_update_instance_data_buffer(RenderListType p_render_list) { if (scene_state.instance_data[p_render_list].size() > 0) { if (scene_state.instance_buffer[p_render_list] == RID() || scene_state.instance_buffer_size[p_render_list] < scene_state.instance_data[p_render_list].size()) { if (scene_state.instance_buffer[p_render_list] != RID()) { RD::get_singleton()->free(scene_state.instance_buffer[p_render_list]); } uint32_t new_size = nearest_power_of_2_templated(MAX(uint64_t(INSTANCE_DATA_BUFFER_MIN_SIZE), scene_state.instance_data[p_render_list].size())); scene_state.instance_buffer[p_render_list] = RD::get_singleton()->storage_buffer_create(new_size * sizeof(SceneState::InstanceData)); scene_state.instance_buffer_size[p_render_list] = new_size; } RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER); } } void RendererSceneRenderForward::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) { RenderList *rl = &render_list[p_render_list]; uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size(); scene_state.instance_data[p_render_list].resize(p_offset + element_total); rl->element_info.resize(p_offset + element_total); uint32_t repeats = 0; GeometryInstanceSurfaceDataCache *prev_surface = nullptr; for (uint32_t i = 0; i < element_total; i++) { GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset]; GeometryInstanceForward *inst = surface->owner; SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset]; if (inst->store_transform_cache) { RendererStorageRD::store_transform(inst->transform, instance_data.transform); } else { RendererStorageRD::store_transform(Transform(), instance_data.transform); } instance_data.flags = inst->flags_cache; instance_data.gi_offset = inst->gi_offset_cache; instance_data.layer_mask = inst->layer_mask; instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset); instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x; instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y; instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x; instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y; bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid(); if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2) { //this element is the same as the previous one, count repeats to draw it using instancing repeats++; } else { if (repeats > 0) { for (uint32_t j = 1; j <= repeats; j++) { rl->element_info[p_offset + i - j].repeat = j; } } repeats = 1; } RenderElementInfo &element_info = rl->element_info[p_offset + i]; element_info.lod_index = surface->sort.lod_index; element_info.uses_forward_gi = surface->sort.uses_forward_gi; element_info.uses_lightmap = surface->sort.uses_lightmap; if (cant_repeat) { prev_surface = nullptr; } else { prev_surface = surface; } } if (repeats > 0) { for (uint32_t j = 1; j <= repeats; j++) { rl->element_info[p_offset + element_total - j].repeat = j; } } if (p_update_buffer) { _update_instance_data_buffer(p_render_list); } } void RendererSceneRenderForward::_fill_render_list(RenderListType p_render_list, const PagedArray &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) { if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_sss = false; scene_state.used_screen_texture = false; scene_state.used_normal_texture = false; scene_state.used_depth_texture = false; } uint32_t lightmap_captures_used = 0; Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z)); near_plane.d += p_cam_projection.get_z_near(); float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; _update_dirty_geometry_instances(); if (!p_append) { rl->clear(); if (p_render_list == RENDER_LIST_OPAQUE) { render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too } } //fill list for (int i = 0; i < (int)p_instances.size(); i++) { GeometryInstanceForward *inst = static_cast(p_instances[i]); Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal); inst->depth = near_plane.distance_to(support_min); uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15); uint32_t flags = inst->base_flags; //fill flags if appropriate bool uses_lightmap = false; bool uses_gi = false; if (p_render_list == RENDER_LIST_OPAQUE) { //setup GI if (inst->lightmap_instance.is_valid()) { int32_t lightmap_cull_index = -1; for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) { if (scene_state.lightmap_ids[j] == inst->lightmap_instance) { lightmap_cull_index = j; break; } } if (lightmap_cull_index >= 0) { inst->gi_offset_cache = inst->lightmap_slice_index << 16; inst->gi_offset_cache |= lightmap_cull_index; flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP; if (scene_state.lightmap_has_sh[lightmap_cull_index]) { flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP; } uses_lightmap = true; } else { inst->gi_offset_cache = 0xFFFFFFFF; } } else if (inst->lightmap_sh) { if (lightmap_captures_used < scene_state.max_lightmap_captures) { const Color *src_capture = inst->lightmap_sh->sh; LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used]; for (int j = 0; j < 9; j++) { lcd.sh[j * 4 + 0] = src_capture[j].r; lcd.sh[j * 4 + 1] = src_capture[j].g; lcd.sh[j * 4 + 2] = src_capture[j].b; lcd.sh[j * 4 + 3] = src_capture[j].a; } flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE; inst->gi_offset_cache = lightmap_captures_used; lightmap_captures_used++; uses_lightmap = true; } } else if (!low_end) { if (p_using_opaque_gi) { flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS; } if (inst->gi_probes[0].is_valid()) { uint32_t probe0_index = 0xFFFF; uint32_t probe1_index = 0xFFFF; for (uint32_t j = 0; j < scene_state.giprobes_used; j++) { if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) { probe0_index = j; } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) { probe1_index = j; } } if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) { //0 must always exist if a probe exists SWAP(probe0_index, probe1_index); } inst->gi_offset_cache = probe0_index | (probe1_index << 16); flags |= INSTANCE_DATA_FLAG_USE_GIPROBE; uses_gi = true; } else { if (p_using_sdfgi && inst->can_sdfgi) { flags |= INSTANCE_DATA_FLAG_USE_SDFGI; uses_gi = true; } inst->gi_offset_cache = 0xFFFFFFFF; } } } inst->flags_cache = flags; GeometryInstanceSurfaceDataCache *surf = inst->surface_caches; while (surf) { surf->sort.uses_forward_gi = 0; surf->sort.uses_lightmap = 0; // LOD if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal); float distance_min = p_lod_plane.distance_to(lod_support_min); float distance_max = p_lod_plane.distance_to(lod_support_max); float distance = 0.0; if (distance_min * distance_max < 0.0) { //crossing plane distance = 0.0; } else if (distance_min >= 0.0) { distance = distance_min; } else if (distance_max <= 0.0) { distance = -distance_max; } surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold); } else { surf->sort.lod_index = 0; } // ADD Element if (p_pass_mode == PASS_MODE_COLOR) { if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) { render_list[RENDER_LIST_ALPHA].add_element(surf); if (uses_gi) { surf->sort.uses_forward_gi = 1; } } if (uses_lightmap) { surf->sort.uses_lightmap = 1; } if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) { scene_state.used_sss = true; } if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) { scene_state.used_screen_texture = true; } if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) { scene_state.used_normal_texture = true; } if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) { scene_state.used_depth_texture = true; } } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) { if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) { rl->add_element(surf); } } else { if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } } surf->sort.depth_layer = depth_layer; surf = surf->next; } } if (p_render_list == RENDER_LIST_OPAQUE && lightmap_captures_used) { RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, RD::BARRIER_MASK_RASTER); } } void RendererSceneRenderForward::_setup_giprobes(const PagedArray &p_giprobes) { scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES)); for (uint32_t i = 0; i < scene_state.giprobes_used; i++) { scene_state.giprobe_ids[i] = p_giprobes[i]; } } void RendererSceneRenderForward::_setup_lightmaps(const PagedArray &p_lightmaps, const Transform &p_cam_transform) { scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { if (i >= (int)scene_state.max_lightmaps) { break; } RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]); Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; to_lm = to_lm.inverse().transposed(); //will transform normals RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); scene_state.lightmap_ids[i] = p_lightmaps[i]; scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap); scene_state.lightmaps_used++; } if (scene_state.lightmaps_used > 0) { RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER); } } void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, const PagedArray &p_gi_probes, const PagedArray &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) { RenderBufferDataForward *render_buffer = nullptr; if (p_render_buffer.is_valid()) { render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer); } //first of all, make a new render pass //fill up ubo RENDER_TIMESTAMP("Setup 3D Scene"); float lod_distance_multiplier = p_cam_projection.get_lod_multiplier(); Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z)); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { p_screen_lod_threshold = 0.0; } //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size; Vector2 vp_he = p_cam_projection.get_viewport_half_extents(); scene_state.ubo.viewport_size[0] = vp_he.x; scene_state.ubo.viewport_size[1] = vp_he.y; scene_state.ubo.directional_light_count = 0; Size2i screen_size; RID opaque_framebuffer; RID opaque_specular_framebuffer; RID depth_framebuffer; RID alpha_framebuffer; PassMode depth_pass_mode = PASS_MODE_DEPTH; Vector depth_pass_clear; bool using_separate_specular = false; bool using_ssr = false; bool using_sdfgi = false; bool using_giprobe = false; if (render_buffer) { screen_size.x = render_buffer->width; screen_size.y = render_buffer->height; opaque_framebuffer = render_buffer->color_fb; if (!low_end && p_gi_probes.size() > 0) { using_giprobe = true; } if (!p_environment.is_valid() && using_giprobe) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE; } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) { if (environment_is_sdfgi_enabled(p_environment)) { depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe using_sdfgi = true; } else { depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } if (environment_is_ssr_enabled(p_environment)) { render_buffer->ensure_specular(); using_separate_specular = true; using_ssr = true; opaque_specular_framebuffer = render_buffer->color_specular_fb; } } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } switch (depth_pass_mode) { case PASS_MODE_DEPTH: { depth_framebuffer = render_buffer->depth_fb; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { _allocate_normal_roughness_texture(render_buffer); depth_framebuffer = render_buffer->depth_normal_roughness_fb; depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: { _allocate_normal_roughness_texture(render_buffer); render_buffer->ensure_giprobe(); depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb; depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); depth_pass_clear.push_back(Color(0, 0, 0, 0)); } break; default: { }; } alpha_framebuffer = opaque_framebuffer; } else if (p_reflection_probe.is_valid()) { uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe); screen_size.x = resolution; screen_size.y = resolution; opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass); depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass); alpha_framebuffer = opaque_framebuffer; if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) { p_environment = RID(); //no environment on interiors } } else { ERR_FAIL(); //bug? } RD::get_singleton()->draw_command_begin_label("Render Setup"); _setup_lightmaps(p_lightmaps, p_cam_transform); _setup_giprobes(p_gi_probes); _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold); render_list[RENDER_LIST_OPAQUE].sort_by_key(); render_list[RENDER_LIST_ALPHA].sort_by_depth(); _fill_instance_data(RENDER_LIST_OPAQUE); _fill_instance_data(RENDER_LIST_ALPHA); RD::get_singleton()->draw_command_end_label(); bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; if (using_sss) { using_separate_specular = true; render_buffer->ensure_specular(); using_separate_specular = true; opaque_specular_framebuffer = render_buffer->color_specular_fb; } RID radiance_texture; bool draw_sky = false; bool draw_sky_fog_only = false; Color clear_color; bool keep_color = false; if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (is_environment(p_environment)) { RS::EnvironmentBG bg_mode = environment_get_background(p_environment); float bg_energy = environment_get_bg_energy(p_environment); switch (bg_mode) { case RS::ENV_BG_CLEAR_COLOR: { clear_color = p_default_bg_color; clear_color.r *= bg_energy; clear_color.g *= bg_energy; clear_color.b *= bg_energy; if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) { draw_sky_fog_only = true; storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); } } break; case RS::ENV_BG_COLOR: { clear_color = environment_get_bg_color(p_environment); clear_color.r *= bg_energy; clear_color.g *= bg_energy; clear_color.b *= bg_energy; if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) { draw_sky_fog_only = true; storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); } } break; case RS::ENV_BG_SKY: { draw_sky = true; } break; case RS::ENV_BG_CANVAS: { keep_color = true; } break; case RS::ENV_BG_KEEP: { keep_color = true; } break; case RS::ENV_BG_CAMERA_FEED: { } break; default: { } } // setup sky if used for ambient, reflections, or background if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); CameraMatrix projection = p_cam_projection; if (p_reflection_probe.is_valid()) { CameraMatrix correction; correction.set_depth_correction(true); projection = correction * p_cam_projection; } _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size); RID sky = environment_get_sky(p_environment); if (sky.is_valid()) { _update_sky(p_environment, projection, p_cam_transform); radiance_texture = sky_get_radiance_texture_rd(sky); } else { // do not try to draw sky if invalid draw_sky = false; } RD::get_singleton()->draw_command_end_label(); } } else { clear_color = p_default_bg_color; } bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION; bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; bool depth_pre_pass = !low_end && depth_framebuffer.is_valid(); bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment); bool continue_depth = false; if (depth_pre_pass) { //depth pre pass bool needs_pre_resolve = _needs_post_prepass_render(using_sdfgi || using_giprobe); if (needs_pre_resolve) { RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)"); } else { RENDER_TIMESTAMP("Render Depth Pre-Pass"); } if (needs_pre_resolve) { //pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders. RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear); RD::get_singleton()->draw_list_end(); //start compute processes here, so they run at the same time as depth pre-pass _post_prepass_render(using_sdfgi || using_giprobe); } RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass"); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, RID(), RID(), RID(), RID(), RID(), PagedArray(), PagedArray()); bool finish_depth = using_ssao || using_sdfgi || using_giprobe; RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); if (needs_pre_resolve) { _pre_resolve_render(using_sdfgi || using_giprobe); } if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RENDER_TIMESTAMP("Resolve Depth Pre-Pass"); RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass"); if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) { if (needs_pre_resolve) { RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE); } static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 }; storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]); } else if (finish_depth) { RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth); } RD::get_singleton()->draw_command_end_label(); } continue_depth = !finish_depth; } _pre_opaque_render(using_ssao, using_sdfgi || using_giprobe, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->giprobe_buffer : RID()); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); scene_state.ubo.directional_light_count = _get_render_state_directional_light_count(); _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid()); RENDER_TIMESTAMP("Render Opaque Pass"); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true); bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss; bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss; { bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes); //regular forward for now Vector c; if (using_separate_specular) { Color cc = clear_color.to_linear(); cc.a = 0; //subsurf scatter must be 0 c.push_back(cc); c.push_back(Color(0, 0, 0, 0)); } else { c.push_back(clear_color.to_linear()); } RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer; RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold); _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE); RD::get_singleton()->draw_list_end(); } } RD::get_singleton()->draw_command_end_label(); if (debug_giprobes) { //debug giprobes bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); CameraMatrix dc; dc.set_depth_correction(true); CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); RD::get_singleton()->draw_command_begin_label("Debug GIProbes"); for (int i = 0; i < (int)p_gi_probes.size(); i++) { _debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0); } RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->draw_list_end(); } if (debug_sdfgi_probes) { //debug giprobes bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); CameraMatrix dc; dc.set_depth_correction(true); CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); RD::get_singleton()->draw_command_begin_label("Debug SDFGI"); _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm); RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->draw_list_end(); } if (draw_sky || draw_sky_fog_only) { RENDER_TIMESTAMP("Render Sky"); CameraMatrix projection = p_cam_projection; if (p_reflection_probe.is_valid()) { CameraMatrix correction; correction.set_depth_correction(true); projection = correction * p_cam_projection; } RD::get_singleton()->draw_command_begin_label("Draw Sky"); _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform); RD::get_singleton()->draw_command_end_label(); } if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); if (using_separate_specular) { RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular); } } if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth); } if (using_separate_specular) { if (using_sss) { RENDER_TIMESTAMP("Sub Surface Scattering"); RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering"); _process_sss(p_render_buffer, p_cam_projection); RD::get_singleton()->draw_command_end_label(); } if (using_ssr) { RENDER_TIMESTAMP("Screen Space Reflection"); RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections"); _process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED); RD::get_singleton()->draw_command_end_label(); } else { //just mix specular back RENDER_TIMESTAMP("Merge Specular"); storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID()); } } RENDER_TIMESTAMP("Render Transparent Pass"); RD::get_singleton()->draw_command_begin_label("Render Transparent Pass"); rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true); _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false); { RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->draw_command_begin_label("Resolve"); if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); _update_render_base_uniform_set(); render_list[RENDER_LIST_SECONDARY].clear(); scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } void RendererSceneRenderForward::_render_shadow_append(RID p_framebuffer, const PagedArray &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { p_screen_lod_threshold = 0.0; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size(); _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, false, false, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, true); uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from; render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size); _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false); { //regular forward for now bool flip_cull = p_use_dp_flip; if (p_flip_y) { flip_cull = !flip_cull; } shadow_pass.element_from = render_list_from; shadow_pass.element_count = render_list_size; shadow_pass.flip_cull = flip_cull; shadow_pass.pass_mode = pass_mode; shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; shadow_pass.screen_lod_threshold = p_screen_lod_threshold; shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE); shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE; shadow_pass.rect = p_rect; scene_state.shadow_passes.push_back(shadow_pass); } } void RendererSceneRenderForward::_render_shadow_process() { _update_instance_data_buffer(RENDER_LIST_SECONDARY); //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time) for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { //render passes need to be configured after instance buffer is done, since they need the latest version SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray(), PagedArray(), false, i); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_begin_label("Shadow Render"); for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector(), 1.0, 0, shadow_pass.rect); } if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) { RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray &p_instances) { RENDER_TIMESTAMP("Setup Render Collider Heightfield"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false); PassMode pass_mode = PASS_MODE_SHADOW; _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform); render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray(), PagedArray()); RENDER_TIMESTAMP("Render Collider Heightfield"); { //regular forward for now RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, rp_uniform_set); _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering Material"); RD::get_singleton()->draw_command_begin_label("Render Material"); _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform); render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray(), PagedArray()); RENDER_TIMESTAMP("Render Material"); { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set); //regular forward for now Vector clear; clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_uv2(const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = true; _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform()); render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray(), PagedArray()); RENDER_TIMESTAMP("Render Material"); { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, true); //regular forward for now Vector clear; clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; static const Vector2 uv_offsets[uv_offset_count] = { Vector2(-1, 1), Vector2(1, 1), Vector2(1, -1), Vector2(-1, -1), Vector2(-1, 0), Vector2(1, 0), Vector2(0, -1), Vector2(0, 1), Vector2(0, 0), }; for (int i = 0; i < uv_offset_count; i++) { Vector2 ofs = uv_offsets[i]; ofs.x /= p_region.size.width; ofs.y /= p_region.size.height; render_list_params.uv_offset = ofs; _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative } render_list_params.uv_offset = Vector2(); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { RENDER_TIMESTAMP("Render SDFGI"); RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); _update_render_base_uniform_set(); RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); ERR_FAIL_COND(!render_buffer); PassMode pass_mode = PASS_MODE_SDF; _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform()); render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); Vector3 half_extents = p_bounds.size * 0.5; Vector3 center = p_bounds.position + half_extents; Vector sbs; sbs.push_back(p_albedo_texture); sbs.push_back(p_emission_texture); sbs.push_back(p_emission_aniso_texture); sbs.push_back(p_geom_facing_texture); //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds); for (int i = 0; i < 3; i++) { scene_state.ubo.sdf_offset[i] = p_from[i]; scene_state.ubo.sdf_size[i] = p_size[i]; } for (int i = 0; i < 3; i++) { Vector3 axis; axis[i] = 1.0; Vector3 up, right; int right_axis = (i + 1) % 3; int up_axis = (i + 2) % 3; up[up_axis] = 1.0; right[right_axis] = 1.0; Size2i fb_size; fb_size.x = p_size[right_axis]; fb_size.y = p_size[up_axis]; Transform cam_xform; cam_xform.origin = center + axis * half_extents; cam_xform.basis.set_axis(0, right); cam_xform.basis.set_axis(1, up); cam_xform.basis.set_axis(2, axis); //print_line("pass: " + itos(i) + " xform " + cam_xform); float h_size = half_extents[right_axis]; float v_size = half_extents[up_axis]; float d_size = half_extents[i] * 2.0; CameraMatrix camera_proj; camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size)); Transform to_bounds; to_bounds.origin = p_bounds.position; to_bounds.basis.scale(p_bounds.size); RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds); _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0); RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); Map::Element *E = sdfgi_framebuffer_size_cache.find(fb_size); if (!E) { RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size); E = sdfgi_framebuffer_size_cache.insert(fb_size, fb); } RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, false); _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector(), 1.0, 0, Rect2(), sbs); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderForward::_base_uniforms_changed() { if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } render_base_uniform_set = RID(); } void RendererSceneRenderForward::_update_render_base_uniform_set() { if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) { if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } lightmap_texture_array_version = storage->lightmap_array_get_version(); Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 1; u.ids.resize(12); RID *ids_ptr = u.ids.ptrw(); ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); uniforms.push_back(u); } { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.ids.push_back(shadow_sampler); uniforms.push_back(u); } { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_spot_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture(); u.ids.push_back(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture_srgb(); u.ids.push_back(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_decal_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 12; u.ids.push_back(storage->global_variables_get_storage_buffer()); uniforms.push_back(u); } if (!low_end) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 13; u.ids.push_back(sdfgi_get_ubo()); uniforms.push_back(u); } render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET); } } RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray &p_gi_probes, const PagedArray &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) { //there should always be enough uniform buffers for render passes, otherwise bugs ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID()); RenderBufferDataForward *rb = nullptr; if (p_render_buffers.is_valid()) { rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); } //default render buffer and scene state uniform set Vector uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(scene_state.uniform_buffers[p_index]); uniforms.push_back(u); } { RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID instance_buffer = scene_state.instance_buffer[p_render_list]; if (instance_buffer == RID()) { instance_buffer = default_vec4_xform_buffer; // any buffer will do since its not used } u.ids.push_back(instance_buffer); uniforms.push_back(u); } { RID radiance_texture; if (p_radiance_texture.is_valid()) { radiance_texture = p_radiance_texture; } else { radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.push_back(radiance_texture); uniforms.push_back(u); } { RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID(); RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { u.ids.push_back(ref_texture); } else { u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); } uniforms.push_back(u); } { RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (p_shadow_atlas.is_valid()) { texture = shadow_atlas_get_texture(p_shadow_atlas); } if (!texture.is_valid()) { texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); } u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { u.ids.push_back(directional_shadow_get_texture()); } else { u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); } uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(scene_state.max_lightmaps); RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { if (i < p_lightmaps.size()) { RID base = lightmap_instance_get_lightmap(p_lightmaps[i]); RID texture = storage->lightmap_get_texture(base); RID rd_texture = storage->texture_get_rd_texture(texture); u.ids.write[i] = rd_texture; } else { u.ids.write[i] = default_tex; } } uniforms.push_back(u); } { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(MAX_GI_PROBES); RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_GI_PROBES; i++) { if (i < (int)p_gi_probes.size()) { RID tex = gi_probe_instance_get_texture(p_gi_probes[i]); if (!tex.is_valid()) { tex = default_tex; } u.ids.write[i] = tex; } else { u.ids.write[i] = default_tex; } } uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer; u.ids.push_back(cb); uniforms.push_back(u); } { RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID(); RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } if (!low_end) { { RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID(); RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID(); RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 14; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID(); RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 15; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID t; if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) { t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers); } else { t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } u.ids.push_back(t); uniforms.push_back(u); } { RD::Uniform u; u.binding = 16; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) { u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers)); } else { u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); } uniforms.push_back(u); } { RD::Uniform u; u.binding = 17; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 18; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog = RID(); if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) { vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers); if (vfog.is_null()) { vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); } } else { vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); } u.ids.push_back(vfog); uniforms.push_back(u); } } if (p_index >= (int)render_pass_uniform_sets.size()) { render_pass_uniform_sets.resize(p_index + 1); } if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) { RD::get_singleton()->free(render_pass_uniform_sets[p_index]); } render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET); return render_pass_uniform_sets[p_index]; } RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { RD::get_singleton()->free(sdfgi_pass_uniform_set); } Vector uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(scene_state.uniform_buffers[0]); uniforms.push_back(u); } { RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]); uniforms.push_back(u); } { // No radiance texture. RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.push_back(radiance_texture); uniforms.push_back(u); } { // No reflection atlas. RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.push_back(ref_texture); uniforms.push_back(u); } { // No shadow atlas. RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); u.ids.push_back(texture); uniforms.push_back(u); } { // No directional shadow atlas. RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); u.ids.push_back(texture); uniforms.push_back(u); } { // No Lightmaps RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(scene_state.max_lightmaps); RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { u.ids.write[i] = default_tex; } uniforms.push_back(u); } { // No GIProbes RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(MAX_GI_PROBES); RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_GI_PROBES; i++) { u.ids.write[i] = default_tex; } uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = default_vec4_xform_buffer; u.ids.push_back(cb); uniforms.push_back(u); } // actual sdfgi stuff { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; u.ids.push_back(p_albedo_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 10; u.ids.push_back(p_emission_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 11; u.ids.push_back(p_emission_aniso_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 12; u.ids.push_back(p_geom_facing_texture); uniforms.push_back(u); } sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET); return sdfgi_pass_uniform_set; } void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) { } void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) { RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); _render_buffers_clear_uniform_set(rb); } RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) { RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); return rb->normal_roughness_buffer; } RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr; void RendererSceneRenderForward::set_time(double p_time, double p_step) { time = p_time; RendererSceneRenderRD::set_time(p_time, p_step); } void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); if (ginstance->dirty_list_element.in_list()) { return; } //clear surface caches GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; geometry_instance_surface_alloc.free(surf); surf = next; } ginstance->surface_caches = nullptr; geometry_instance_dirty_list.add(&ginstance->dirty_list_element); } void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; bool has_alpha = has_base_alpha || has_blend_alpha; uint32_t flags = 0; if (p_material->shader_data->uses_sss) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING; } if (p_material->shader_data->uses_screen_texture) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE; } if (p_material->shader_data->uses_depth_texture) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE; } if (p_material->shader_data->uses_normal_texture) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE; } if (ginstance->data->cast_double_sided_shaodows) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS; } if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) { //material is only meant for alpha pass flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA; if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) { flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } } else { flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh); if (shadow_mesh.is_valid()) { surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface); } } else { material_shadow = p_material; } GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc(); sdcache->flags = flags; sdcache->shader = p_material->shader_data; sdcache->material_uniform_set = p_material->uniform_set; sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface); sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface); sdcache->surface_index = p_surface; if (ginstance->data->dirty_dependencies) { storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); } //shadow sdcache->shader_shadow = material_shadow->shader_data; sdcache->material_uniform_set_shadow = material_shadow->uniform_set; sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface; sdcache->owner = ginstance; sdcache->next = ginstance->surface_caches; ginstance->surface_caches = sdcache; //sortkey sdcache->sort.sort_key1 = 0; sdcache->sort.sort_key2 = 0; sdcache->sort.surface_index = p_surface; sdcache->sort.material_id_low = p_material_id & 0x3FFF; sdcache->sort.material_id_hi = p_material_id >> 14; sdcache->sort.shader_id = p_shader_id; sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway sdcache->sort.uses_forward_gi = ginstance->can_sdfgi; sdcache->sort.priority = p_material->priority; } void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; MaterialData *material = nullptr; if (m_src.is_valid()) { material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); if (!material || !material->shader_data->valid) { material = nullptr; } } if (material) { if (ginstance->data->dirty_dependencies) { storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); m_src = default_material; } ERR_FAIL_COND(!material); _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); while (material->next_pass.is_valid()) { RID next_pass = material->next_pass; material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); if (!material || !material->shader_data->valid) { break; } if (ginstance->data->dirty_dependencies) { storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); } _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); if (ginstance->data->dirty_dependencies) { ginstance->data->dependency_tracker.update_begin(); } //add geometry for drawing switch (ginstance->data->base_type) { case RS::INSTANCE_MESH: { const RID *materials = nullptr; uint32_t surface_count; RID mesh = ginstance->data->base; materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { //if no materials, no surfaces. const RID *inst_materials = ginstance->data->surface_materials.ptr(); uint32_t surf_mat_count = ginstance->data->surface_materials.size(); for (uint32_t j = 0; j < surface_count; j++) { RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j]; _geometry_instance_add_surface(ginstance, j, material, mesh); } } ginstance->instance_count = 1; } break; case RS::INSTANCE_MULTIMESH: { RID mesh = storage->multimesh_get_mesh(ginstance->data->base); if (mesh.is_valid()) { const RID *materials = nullptr; uint32_t surface_count; materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t j = 0; j < surface_count; j++) { _geometry_instance_add_surface(ginstance, j, materials[j], mesh); } } ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; #if 0 case RS::INSTANCE_IMMEDIATE: { RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base); ERR_CONTINUE(!immediate); _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass); } break; #endif case RS::INSTANCE_PARTICLES: { int draw_passes = storage->particles_get_draw_passes(ginstance->data->base); for (int j = 0; j < draw_passes; j++) { RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j); if (!mesh.is_valid()) continue; const RID *materials = nullptr; uint32_t surface_count; materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t k = 0; k < surface_count; k++) { _geometry_instance_add_surface(ginstance, k, materials[k], mesh); } } } ginstance->instance_count = storage->particles_get_amount(ginstance->data->base); } break; default: { } } //Fill push constant bool store_transform = true; if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; uint32_t stride; if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; stride = 2; } else { stride = 3; } if (storage->multimesh_uses_colors(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; stride += 1; } if (storage->multimesh_uses_custom_data(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; stride += 1; } ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT); ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; uint32_t stride; if (false) { // 2D particles ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; stride = 2; } else { stride = 3; } ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; stride += 1; ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; stride += 1; ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT); if (!storage->particles_is_using_local_coords(ginstance->data->base)) { store_transform = false; } ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_MESH) { if (storage->skeleton_is_valid(ginstance->data->skeleton)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON; ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET); if (ginstance->data->dirty_dependencies) { storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker); } } } ginstance->store_transform_cache = store_transform; ginstance->can_sdfgi = false; if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) { if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) { ginstance->can_sdfgi = true; } } if (ginstance->data->dirty_dependencies) { ginstance->data->dependency_tracker.update_end(); ginstance->data->dirty_dependencies = false; } ginstance->dirty_list_element.remove_from_list(); } void RendererSceneRenderForward::_update_dirty_geometry_instances() { while (geometry_instance_dirty_list.first()) { _geometry_instance_update(geometry_instance_dirty_list.first()->self()); } } void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { switch (p_notification) { case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: case RendererStorage::DEPENDENCY_CHANGED_MESH: case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { static_cast(singleton)->_geometry_instance_mark_dirty(static_cast(p_tracker->userdata)); } break; case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForward *ginstance = static_cast(p_tracker->userdata); if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->instance_count = static_cast(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { //rest of notifications of no interest } break; } } void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { static_cast(singleton)->_geometry_instance_mark_dirty(static_cast(p_tracker->userdata)); } RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) { RS::InstanceType type = storage->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc(); ginstance->data = memnew(GeometryInstanceForward::Data); ginstance->data->base = p_base; ginstance->data->base_type = type; ginstance->data->dependency_tracker.userdata = ginstance; ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed; ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted; _geometry_instance_mark_dirty(ginstance); return ginstance; } void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->skeleton = p_skeleton; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->material_override = p_override; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector &p_materials) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->surface_materials = p_materials; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->mesh_instance = p_mesh_instance; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->transform = p_transform; ginstance->mirror = p_transform.basis.determinant() < 0; ginstance->data->aabb = p_aabb; ginstance->transformed_aabb = p_transformed_aabb; Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); // handle non uniform scale here float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; ginstance->lod_model_scale = max_scale; } void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lod_bias = p_lod_bias; } void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_baked_light = p_enable; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_dynamic_gi = p_enable; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lightmap_instance = p_lightmap_instance; ginstance->lightmap_uv_scale = p_lightmap_uv_scale; ginstance->lightmap_slice_index = p_lightmap_slice_index; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_sh9) { if (ginstance->lightmap_sh == nullptr) { ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc(); } copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9); } else { if (ginstance->lightmap_sh != nullptr) { geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); ginstance->lightmap_sh = nullptr; } } _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->shader_parameters_offset = p_offset; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->cast_double_sided_shaodows = p_enable; _geometry_instance_mark_dirty(ginstance); } void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->layer_mask = p_layer_mask; } void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); } GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; geometry_instance_surface_alloc.free(surf); surf = next; } memdelete(ginstance->data); geometry_instance_alloc.free(ginstance); } uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_GI_PROBE); } void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { } void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { } void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { } Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) { GeometryInstanceForward *ginstance = static_cast(p_instance); ERR_FAIL_COND_V(!ginstance, Transform()); return ginstance->transform; } AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) { GeometryInstanceForward *ginstance = static_cast(p_instance); ERR_FAIL_COND_V(!ginstance, AABB()); return ginstance->data->aabb; } void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) { GeometryInstanceForward *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_gi_probe_instance_count > 0) { ginstance->gi_probes[0] = p_gi_probe_instances[0]; } else { ginstance->gi_probes[0] = RID(); } if (p_gi_probe_instance_count > 1) { ginstance->gi_probes[1] = p_gi_probe_instances[1]; } else { ginstance->gi_probes[1] = RID(); } } RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; low_end = is_low_end(); storage = p_storage; /* SCENE SHADER */ { String defines; if (low_end) { defines += "\n#define LOW_END_MODE \n"; } defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n"; if (is_using_radiance_cubemap_array()) { defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; } defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n"; defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n"; { //lightmaps scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS; defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n"; defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n"; scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps); } { //captures scene_state.max_lightmap_captures = 2048; scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures); scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures); } { defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } Vector 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.scene_shader.initialize(shader_versions, defines); if (is_low_end()) { //disable the high end versions shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false); shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false); shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false); shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); shader.scene_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/quality/shading/force_lambert_over_burley"); if (!force_lambert) { actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; } actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx"); if (!force_blinn) { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; } else { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; } actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; 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 = 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"; shader.compiler.initialize(actions); } { //default material and shader default_shader = storage->shader_create(); 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_create(); 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.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); if (!low_end) { default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); } } { overdraw_material_shader = storage->shader_create(); 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_create(); storage->material_set_shader(overdraw_material, overdraw_material_shader); wireframe_material_shader = storage->shader_create(); storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }"); wireframe_material = storage->material_create(); storage->material_set_shader(wireframe_material, wireframe_material_shader); } { default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); Vector 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, 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); } render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances"); } RendererSceneRenderForward::~RendererSceneRenderForward() { directional_shadow_atlas_set_size(0); //clear base uniform set if still valid for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) { if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) { RD::get_singleton()->free(render_pass_uniform_sets[i]); } } if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { RD::get_singleton()->free(sdfgi_pass_uniform_set); } 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); { for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { RD::get_singleton()->free(scene_state.uniform_buffers[i]); } RD::get_singleton()->free(scene_state.lightmap_buffer); RD::get_singleton()->free(scene_state.lightmap_capture_buffer); for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) { if (scene_state.instance_buffer[i] != RID()) { RD::get_singleton()->free(scene_state.instance_buffer[i]); } } memdelete_arr(scene_state.lightmap_captures); } while (sdfgi_framebuffer_size_cache.front()) { RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get()); sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front()); } }