godot/servers/rendering/renderer_rd/renderer_scene_render_forward.h
reduz 099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00

751 lines
27 KiB
C++

/*************************************************************************/
/* renderer_scene_render_forward.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h"
class RendererSceneRenderForward : public RendererSceneRenderRD {
enum {
SCENE_UNIFORM_SET = 0,
RENDER_PASS_UNIFORM_SET = 1,
TRANSFORMS_UNIFORM_SET = 2,
MATERIAL_UNIFORM_SET = 3
};
enum {
SDFGI_MAX_CASCADES = 8,
MAX_GI_PROBES = 8,
MAX_LIGHTMAPS = 8,
MAX_GI_PROBES_PER_INSTANCE = 2,
};
/* Scene Shader */
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
SHADER_VERSION_COLOR_PASS,
SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_MAX
};
struct {
SceneForwardShaderRD scene_shader;
ShaderCompilerRD compiler;
} shader;
RendererStorageRD *storage;
/* Material */
struct ShaderData : public RendererStorageRD::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_ALPHA_TO_COVERAGE
};
enum DepthDraw {
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS
};
enum DepthTest {
DEPTH_TEST_DISABLED,
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
CULL_VARIANT_DOUBLE_SIDED,
CULL_VARIANT_MAX
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
bool valid;
RID version;
uint32_t vertex_input_mask;
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
String path;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
Map<StringName, RID> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
bool uses_point_size;
bool uses_alpha;
bool uses_blend_alpha;
bool uses_alpha_clip;
bool uses_depth_pre_pass;
bool uses_discard;
bool uses_roughness;
bool uses_normal;
bool unshaded;
bool uses_vertex;
bool uses_sss;
bool uses_transmittance;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
uint64_t last_pass = 0;
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
ShaderData();
virtual ~ShaderData();
};
RendererStorageRD::ShaderData *_create_shader_func();
static RendererStorageRD::ShaderData *_create_shader_funcs() {
return static_cast<RendererSceneRenderForward *>(singleton)->_create_shader_func();
}
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
/* Framebuffer */
struct RenderBufferDataForward : public RenderBufferData {
//for rendering, may be MSAAd
RID color;
RID depth;
RID specular;
RID normal_roughness_buffer;
RID giprobe_buffer;
RID ambient_buffer;
RID reflection_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
RID color_msaa;
RID depth_msaa;
RID specular_msaa;
RID normal_roughness_buffer_msaa;
RID roughness_buffer_msaa;
RID giprobe_buffer_msaa;
RID depth_fb;
RID depth_normal_roughness_fb;
RID depth_normal_roughness_giprobe_fb;
RID color_fb;
RID color_specular_fb;
RID specular_only_fb;
int width, height;
RID render_sdfgi_uniform_set;
void ensure_specular();
void ensure_gi();
void ensure_giprobe();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
~RenderBufferDataForward();
};
virtual RenderBufferData *_create_render_buffer_data();
void _allocate_normal_roughness_texture(RenderBufferDataForward *rb);
RID shadow_sampler;
RID render_base_uniform_set;
RID render_pass_uniform_set;
RID sdfgi_pass_uniform_set;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed();
void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
struct LightmapData {
float normal_xform[12];
};
struct LightmapCaptureData {
float sh[9 * 4];
};
enum {
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
};
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];
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t cluster_type_size;
uint32_t max_cluster_element_count_div_32;
float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
uint32_t directional_penumbra_shadow_samples;
uint32_t directional_soft_shadow_samples;
uint32_t penumbra_shadow_samples;
uint32_t soft_shadow_samples;
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;
float z_near;
uint32_t ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t roughness_limiter_enabled;
float roughness_limiter_amount;
float roughness_limiter_limit;
uint32_t roughness_limiter_pad[2];
float ao_color[4];
float sdf_to_bounds[16];
int32_t sdf_offset[3];
uint32_t material_uv2_mode;
int32_t sdf_size[3];
uint32_t gi_upscale_for_msaa;
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
// Fog
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
};
UBO ubo;
RID uniform_buffer;
LightmapData lightmaps[MAX_LIGHTMAPS];
RID lightmap_ids[MAX_LIGHTMAPS];
bool lightmap_has_sh[MAX_LIGHTMAPS];
uint32_t lightmaps_used = 0;
uint32_t max_lightmaps;
RID lightmap_buffer;
LightmapCaptureData *lightmap_captures;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
RID giprobe_ids[MAX_GI_PROBES];
uint32_t giprobes_used = 0;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
bool used_sss = false;
} scene_state;
static RendererSceneRenderForward *singleton;
uint64_t render_pass;
double time;
RID default_shader;
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
RID wireframe_material_shader;
RID wireframe_material;
RID default_shader_rd;
RID default_shader_sdfgi_rd;
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
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_ROUGHNESS,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
PASS_MODE_DEPTH_MATERIAL,
PASS_MODE_SDF,
};
void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_giprobes(const PagedArray<RID> &p_giprobes);
void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
struct GeometryInstanceSurfaceDataCache;
struct RenderListParameters {
GeometryInstanceSurfaceDataCache **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
PassMode pass_mode = PASS_MODE_COLOR;
bool no_gi = false;
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
float screen_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
pass_mode = p_pass_mode;
no_gi = p_no_gi;
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_lod_threshold = p_screen_lod_threshold;
}
};
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _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);
void _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);
LocalVector<RD::DrawListID> thread_draw_lists;
void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
void _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<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
uint32_t render_list_thread_threshold = 500;
void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceData;
struct GeometryInstanceForward;
struct GeometryInstanceLightmapSH {
Color sh[9];
};
// Cached data for drawing surfaces
struct GeometryInstanceSurfaceDataCache {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SUBSURFACE_SCATTERING = 2048,
FLAG_USES_SCREEN_TEXTURE = 4096,
FLAG_USES_DEPTH_TEXTURE = 8192,
FLAG_USES_NORMAL_TEXTURE = 16384,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
};
union {
struct {
uint32_t geometry_id;
uint32_t material_id;
uint32_t shader_id;
uint32_t surface_type : 4;
uint32_t uses_forward_gi : 1; //set during addition
uint32_t uses_lightmap : 1; //set during addition
uint32_t depth_layer : 4; //set during addition
uint32_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
void *surface = nullptr;
RID material_uniform_set;
ShaderData *shader = nullptr;
void *surface_shadow = nullptr;
RID material_uniform_set_shadow;
ShaderData *shader_shadow = nullptr;
GeometryInstanceSurfaceDataCache *next = nullptr;
GeometryInstanceForward *owner = nullptr;
};
struct GeometryInstanceForward : public GeometryInstance {
//used during rendering
bool mirror = false;
bool non_uniform_scale = false;
float lod_bias = 0.0;
float lod_model_scale = 1.0;
AABB transformed_aabb; //needed for LOD
float depth = 0;
struct PushConstant {
float transform[16];
uint32_t flags;
uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
uint32_t layer_mask;
float lightmap_uv_scale[4];
} push_constant;
RID transforms_uniform_set;
uint32_t instance_count = 0;
RID mesh_instance;
bool can_sdfgi = false;
//used during setup
uint32_t base_flags = 0;
RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
RID lightmap_instance;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
SelfList<GeometryInstanceForward> dirty_list_element;
struct Data {
//data used less often goes into regular heap
RID base;
RS::InstanceType base_type;
RID skeleton;
uint32_t layer_mask = 1;
Vector<RID> surface_materials;
RID material_override;
Transform transform;
AABB aabb;
int32_t shader_parameters_offset = -1;
bool use_dynamic_gi = false;
bool use_baked_light = false;
bool cast_double_sided_shaodows = false;
bool mirror = false;
Rect2 lightmap_uv_scale;
uint32_t lightmap_slice_index = 0;
bool dirty_dependencies = false;
RendererStorage::DependencyTracker dependency_tracker;
};
Data *data = nullptr;
GeometryInstanceForward() :
dirty_list_element(this) {}
};
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
void _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);
void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
bool low_end = false;
/* Render List */
struct RenderList {
int max_elements;
GeometryInstanceSurfaceDataCache **elements = nullptr;
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 GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key(bool p_alpha) {
SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> 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 GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth(bool p_alpha) { //used for shadows
SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> 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 GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
return;
}
elements[element_count] = p_element;
element_count++;
}
_FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
return;
}
int idx = max_elements - alpha_element_count - 1;
elements[idx] = p_element;
alpha_element_count++;
}
void init() {
element_count = 0;
alpha_element_count = 0;
elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements);
}
RenderList() {
max_elements = 0;
}
~RenderList() {
memdelete_arr(elements);
}
};
RenderList render_list;
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &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_lod_threshold);
virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &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 = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
public:
virtual GeometryInstance *geometry_instance_create(RID p_base);
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
virtual uint32_t geometry_instance_get_pair_mask();
virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
virtual void set_time(double p_time, double p_step);
virtual bool free(RID p_rid);
RendererSceneRenderForward(RendererStorageRD *p_storage);
~RendererSceneRenderForward();
};
#endif // RASTERIZER_SCENE_HIGHEND_RD_H