/*************************************************************************/ /* rasterizer_scene_forward_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_SCENE_FORWARD_RD_H #define RASTERIZER_SCENE_FORWARD_RD_H #include "servers/visual/rasterizer_rd/rasterizer_scene_rd.h" #include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h" #include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shaders/scene_forward.glsl.gen.h" class RasterizerSceneForwardRD : public RasterizerSceneRD { /* Shader */ enum ShaderVersion { SHADER_VERSION_DEPTH_PASS, SHADER_VERSION_DEPTH_PASS_DP, SHADER_VERSION_DEPTH_PASS_WITH_NORMAL, SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, SHADER_VERSION_COLOR_PASS, SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_VCT_COLOR_PASS, SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_LIGHTMAP_COLOR_PASS, SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_MAX }; struct { SceneForwardShaderRD scene_shader; ShaderCompilerRD compiler; } shader; RasterizerStorageRD *storage; /* Material */ struct ShaderData : public RasterizerStorageRD::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; enum DepthDraw { DEPTH_DRAW_DISABLED, DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS }; enum DepthTest { DEPTH_TEST_DISABLED, DEPTH_TEST_ENABLED }; enum Cull { CULL_DISABLED, CULL_FRONT, CULL_BACK }; enum CullVariant { CULL_VARIANT_NORMAL, CULL_VARIANT_REVERSED, CULL_VARIANT_DOUBLE_SIDED, CULL_VARIANT_MAX }; bool valid; RID version; uint32_t vertex_input_mask; RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][VS::PRIMITIVE_MAX][SHADER_VERSION_MAX]; String path; Map uniforms; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; Map default_texture_params; DepthDraw depth_draw; DepthTest depth_test; bool uses_point_size; bool uses_alpha; bool uses_blend_alpha; bool uses_depth_pre_pass; bool uses_discard; bool uses_roughness; bool uses_normal; bool unshaded; bool uses_vertex; bool uses_sss; bool uses_screen_texture; bool uses_depth_texture; bool uses_normal_texture; bool uses_time; bool writes_modelview_or_projection; bool uses_world_coordinates; uint64_t last_pass = 0; uint32_t index = 0; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture); virtual void get_param_list(List *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; ShaderData(); virtual ~ShaderData(); }; RasterizerStorageRD::ShaderData *_create_shader_func(); static RasterizerStorageRD::ShaderData *_create_shader_funcs() { return static_cast(singleton)->_create_shader_func(); } struct MaterialData : public RasterizerStorageRD::MaterialData { uint64_t last_frame; ShaderData *shader_data; RID uniform_buffer; RID uniform_set; Vector texture_cache; Vector ubo_data; uint64_t last_pass = 0; uint32_t index = 0; RID next_pass; uint8_t priority; virtual void set_render_priority(int p_priority); virtual void set_next_pass(RID p_pass); virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~MaterialData(); }; RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) { return static_cast(singleton)->_create_material_func(static_cast(p_shader)); } /* Push Constant */ struct PushConstant { uint32_t index; uint32_t pad[3]; }; /* Framebuffer */ struct RenderBufferDataForward : public RenderBufferData { //for rendering, may be MSAAd RID color; RID depth; RID color_fb; RID color_only_fb; int width, height; RID render_target; void clear(); virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa); ~RenderBufferDataForward(); }; virtual RenderBufferData *_create_render_buffer_data(); RID shadow_sampler; RID render_base_uniform_set; void _setup_render_base_uniform_set(RID p_depth_buffer, RID p_color_buffer, RID p_normal_buffer, RID p_roughness_limit_buffer, RID p_radiance_cubemap, RID p_shadow_atlas, RID p_reflection_atlas); /* Scene State UBO */ struct ReflectionData { //should always be 128 bytes float box_extents[3]; float index; float box_offset[3]; uint32_t mask; float params[4]; // intensity, 0, interior , boxproject float ambient[4]; // ambient color, energy float local_matrix[16]; // up to here for spot and omni, rest is for directional }; struct LightData { float position[3]; float inv_radius; float direction[3]; uint16_t attenuation_energy[2]; //16 bits attenuation, then energy uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm) uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float) uint32_t mask; uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm) float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv float shadow_matrix[16]; }; struct DirectionalLightData { float direction[3]; float energy; float color[3]; float specular; float shadow_color[3]; uint32_t mask; uint32_t blend_splits; uint32_t shadow_enabled; float fade_from; float fade_to; float shadow_split_offsets[4]; float shadow_matrices[4][16]; }; struct InstanceData { float transform[16]; float normal_transform[16]; uint32_t flags; uint32_t instance_ofs; //instance_offset in instancing/skeleton buffer uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap) uint32_t mask; uint16_t reflection_probe_indices[8]; uint16_t omni_light_indices[8]; uint16_t spot_light_indices[8]; uint16_t decal_indices[8]; }; struct SceneState { struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; float camera_matrix[16]; float inv_camera_matrix[16]; float viewport_size[2]; float screen_pixel_size[2]; float shadow_z_offset; float shadow_z_slope_scale; float time; float reflection_multiplier; float ambient_light_color_energy[4]; float ambient_color_sky_mix; uint32_t use_ambient_light; uint32_t use_ambient_cubemap; uint32_t use_reflection_cubemap; float radiance_inverse_xform[12]; float shadow_atlas_pixel_size[2]; float directional_shadow_pixel_size[2]; uint32_t directional_light_count; float dual_paraboloid_side; float z_far; uint32_t pad[1]; }; UBO ubo; RID uniform_buffer; ReflectionData *reflections; uint32_t max_reflections; RID reflection_buffer; uint32_t max_reflection_probes_per_instance; LightData *lights; uint32_t max_lights; RID light_buffer; DirectionalLightData *directional_lights; uint32_t max_directional_lights; RID directional_light_buffer; RID instance_buffer; InstanceData *instances; uint32_t max_instances; bool used_screen_texture = false; bool used_normal_texture = false; bool used_depth_texture = false; bool used_sss = false; uint32_t current_shader_index = 0; uint32_t current_material_index = 0; } scene_state; /* Render List */ struct RenderList { int max_elements; struct Element { RasterizerScene::InstanceBase *instance; MaterialData *material; union { struct { //from least significant to most significant in sort, TODO: should be endian swapped on big endian uint64_t geometry_index : 20; uint64_t material_index : 15; uint64_t shader_index : 12; uint64_t uses_instancing : 1; uint64_t uses_vct : 1; uint64_t uses_lightmap : 1; uint64_t depth_layer : 4; uint64_t priority : 8; }; uint64_t sort_key; }; uint32_t surface_index; }; Element *base_elements; Element **elements; int element_count; int alpha_element_count; void clear() { element_count = 0; alpha_element_count = 0; } //should eventually be replaced by radix struct SortByKey { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { return A->sort_key < B->sort_key; } }; void sort_by_key(bool p_alpha) { SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } struct SortByDepth { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { return A->instance->depth < B->instance->depth; } }; void sort_by_depth(bool p_alpha) { //used for shadows SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } struct SortByReverseDepthAndPriority { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { uint32_t layer_A = uint32_t(A->priority); uint32_t layer_B = uint32_t(B->priority); if (layer_A == layer_B) { return A->instance->depth > B->instance->depth; } else { return layer_A < layer_B; } } }; void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } _FORCE_INLINE_ Element *add_element() { if (element_count + alpha_element_count >= max_elements) return NULL; elements[element_count] = &base_elements[element_count]; return elements[element_count++]; } _FORCE_INLINE_ Element *add_alpha_element() { if (element_count + alpha_element_count >= max_elements) return NULL; int idx = max_elements - alpha_element_count - 1; elements[idx] = &base_elements[idx]; alpha_element_count++; return elements[idx]; } void init() { element_count = 0; alpha_element_count = 0; elements = memnew_arr(Element *, max_elements); base_elements = memnew_arr(Element, max_elements); for (int i = 0; i < max_elements; i++) elements[i] = &base_elements[i]; // assign elements } RenderList() { max_elements = 0; } ~RenderList() { memdelete_arr(elements); memdelete_arr(base_elements); } }; RenderList render_list; static RasterizerSceneForwardRD *singleton; uint64_t render_pass; double time; RID default_shader; RID default_material; RID default_shader_rd; enum PassMode { PASS_MODE_COLOR, PASS_MODE_COLOR_SPECULAR, PASS_MODE_COLOR_TRANSPARENT, PASS_MODE_SHADOW, PASS_MODE_SHADOW_DP, PASS_MODE_DEPTH, PASS_MODE_DEPTH_NORMAL, PASS_MODE_DEPTH_NORMAL_ROUGHNESS, }; void _setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas); void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows); void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment); void _fill_instances(RenderList::Element **p_elements, int p_element_count); void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi); _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index); _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode, uint32_t p_geometry_index); void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi); void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha); protected: virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip); public: virtual void set_time(double p_time); virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {} virtual bool free(RID p_rid); RasterizerSceneForwardRD(RasterizerStorageRD *p_storage); ~RasterizerSceneForwardRD(); }; #endif // RASTERIZER_SCENE_FORWARD_RD_H