godot/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
2020-02-11 12:01:05 +01:00

2261 lines
85 KiB
C++

/*************************************************************************/
/* rasterizer_scene_forward_rd.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "rasterizer_scene_forward_rd.h"
#include "core/project_settings.h"
#include "servers/visual/rendering_device.h"
#include "servers/visual/visual_server_raster.h"
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
p_array[2] = p_mtx.basis.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.elements[0][1];
p_array[5] = p_mtx.basis.elements[1][1];
p_array[6] = p_mtx.basis.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.elements[0][2];
p_array[9] = p_mtx.basis.elements[1][2];
p_array[10] = p_mtx.basis.elements[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
p_array[2] = p_mtx.basis.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.elements[0][1];
p_array[5] = p_mtx.basis.elements[1][1];
p_array[6] = p_mtx.basis.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.elements[0][2];
p_array[9] = p_mtx.basis.elements[1][2];
p_array[10] = p_mtx.basis.elements[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
void RasterizerSceneForwardRD::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 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_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<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&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["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["NORMALMAP"] = &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;
RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
Error err = scene_singleton->shader.compiler.compile(VS::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
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;
}
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);
//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[3][CULL_VARIANT_MAX] = {
{ 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[cull][i];
for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
RD::RenderPrimitive primitive_rd_table[VS::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++) {
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;
if (uses_alpha || uses_blend_alpha) {
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || 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_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) {
if (k == SHADER_VERSION_DEPTH_PASS) {
//none, blend state contains nothing
} 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_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
blend_state = blend_state_opaque;
} else if (k == SHADER_VERSION_DEPTH_PASS) {
//none, leave empty
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
} else {
//specular write
blend_state = blend_state_opaque_specular;
}
}
RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
}
}
}
valid = true;
}
void RasterizerSceneForwardRD::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 RasterizerSceneForwardRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
pi.name = E->get();
p_param_list->push_back(pi);
}
}
bool RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RasterizerSceneForwardRD::ShaderData::is_animated() const {
return false;
}
bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const {
return false;
}
Variant RasterizerSceneForwardRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
return Variant();
}
RasterizerSceneForwardRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
}
RasterizerSceneForwardRD::ShaderData::~ShaderData() {
RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::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);
}
}
RasterizerStorageRD::ShaderData *RasterizerSceneForwardRD::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
return shader_data;
}
void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) {
priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}
void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::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());
}
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());
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.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.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), 2);
}
RasterizerSceneForwardRD::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);
}
}
RasterizerStorageRD::MaterialData *RasterizerSceneForwardRD::_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;
}
RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() {
clear();
}
void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
if (color_fb.is_valid()) {
RD::get_singleton()->free(color_fb);
color_fb = RID();
}
if (color.is_valid()) {
RD::get_singleton()->free(color);
color = RID();
}
if (depth.is_valid()) {
RD::get_singleton()->free(depth);
depth = RID();
}
}
void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
clear();
width = p_width;
height = p_height;
render_target = p_render_target;
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
color = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
{
RD::TextureFormat tf;
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.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(depth);
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(color);
color_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() {
return memnew(RenderBufferDataForward);
}
bool RasterizerSceneForwardRD::free(RID p_rid) {
if (RasterizerSceneRD::free(p_rid)) {
return true;
}
return false;
}
/// INSTANCE DATA ///
void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) {
InstanceGeometryData *geom_data = memnew(InstanceGeometryData);
geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO));
geom_data->using_lightmap_gi = p_instance->lightmap.is_valid();
p_instance->custom_data = geom_data;
}
void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) {
InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
ERR_FAIL_COND(!geom_data);
RD::get_singleton()->free(geom_data->ubo);
//uniform sets are freed as dependencies
memdelete(geom_data);
p_instance->custom_data = nullptr;
}
void RasterizerSceneForwardRD::instance_custom_data_update_lights(InstanceBase *p_instance) {
//unused
}
void RasterizerSceneForwardRD::instance_custom_data_update_reflection_probes(InstanceBase *p_instance) {
//unused
}
void RasterizerSceneForwardRD::instance_custom_data_update_lightmap(InstanceBase *p_instance) {
InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
ERR_FAIL_COND(!geom_data);
geom_data->using_lightmap_gi = p_instance->lightmap.is_valid();
if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
RD::get_singleton()->free(geom_data->uniform_set_gi);
}
geom_data->uniform_set_gi = RID();
}
void RasterizerSceneForwardRD::instance_custom_data_update_gi_probes(InstanceBase *p_instance) {
InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
ERR_FAIL_COND(!geom_data);
geom_data->using_vct_gi = p_instance->gi_probe_instances.size();
if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
RD::get_singleton()->free(geom_data->uniform_set_gi);
}
geom_data->uniform_set_gi = RID();
}
void RasterizerSceneForwardRD::instance_custom_data_update_transform(InstanceBase *p_instance) {
InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
ERR_FAIL_COND(!geom_data);
geom_data->ubo_dirty = true;
}
/// RENDERING ///
void RasterizerSceneForwardRD::_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) {
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, 0);
MaterialData *prev_material = nullptr;
// ShaderData *prev_shader = nullptr;
RID prev_vertex_array_rd;
RID prev_index_array_rd;
RID prev_pipeline_rd;
PushConstant push_constant;
zeromem(&push_constant, sizeof(PushConstant));
for (int i = 0; i < p_element_count; i++) {
const RenderList::Element *e = p_elements[i];
MaterialData *material = e->material;
ShaderData *shader = material->shader_data;
//find cull variant
ShaderData::CullVariant cull_variant;
if (p_pass_mode == PASS_MODE_SHADOW && e->instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
} else {
bool mirror = e->instance->mirror;
if (p_reverse_cull) {
mirror = !mirror;
}
cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
}
//find primitive and vertex format
VS::PrimitiveType primitive;
switch (e->instance->base_type) {
case VS::INSTANCE_MESH: {
primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
} break;
case VS::INSTANCE_MULTIMESH: {
ERR_CONTINUE(true); //should be a bug
} break;
case VS::INSTANCE_IMMEDIATE: {
ERR_CONTINUE(true); //should be a bug
} break;
case VS::INSTANCE_PARTICLES: {
ERR_CONTINUE(true); //should be a bug
} break;
default: {
ERR_CONTINUE(true); //should be a bug
}
}
InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data;
ShaderVersion shader_version;
RID instance_uniform_set;
switch (p_pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
if (p_no_gi) {
instance_uniform_set = geom_data->uniform_set_base;
shader_version = SHADER_VERSION_COLOR_PASS;
} else if (geom_data->using_lightmap_gi) {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
} else if (geom_data->using_vct_gi) {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_VCT_COLOR_PASS;
} else {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
if (p_no_gi) {
instance_uniform_set = geom_data->uniform_set_base;
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else if (geom_data->using_lightmap_gi) {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else if (geom_data->using_vct_gi) {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
instance_uniform_set = geom_data->uniform_set_gi;
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
}
} break;
case PASS_MODE_SHADOW: {
shader_version = SHADER_VERSION_DEPTH_PASS;
instance_uniform_set = geom_data->uniform_set_base;
} break;
case PASS_MODE_DEPTH: {
shader_version = SHADER_VERSION_DEPTH_PASS;
instance_uniform_set = geom_data->uniform_set_base;
} break;
case PASS_MODE_DEPTH_NORMAL: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL;
instance_uniform_set = geom_data->uniform_set_base;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
instance_uniform_set = geom_data->uniform_set_base;
} break;
}
RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
RD::VertexFormatID vertex_format;
RID vertex_array_rd;
RID index_array_rd;
switch (e->instance->base_type) {
case VS::INSTANCE_MESH: {
storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
} break;
case VS::INSTANCE_MULTIMESH: {
ERR_CONTINUE(true); //should be a bug
} break;
case VS::INSTANCE_IMMEDIATE: {
ERR_CONTINUE(true); //should be a bug
} break;
case VS::INSTANCE_PARTICLES: {
ERR_CONTINUE(true); //should be a bug
} break;
default: {
ERR_CONTINUE(true); //should be a bug
}
}
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);
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 (material != prev_material) {
//update uniform set
if (material->uniform_set.is_valid()) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 2);
}
prev_material = material;
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
switch (e->instance->base_type) {
case VS::INSTANCE_MESH: {
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
} break;
case VS::INSTANCE_MULTIMESH: {
} break;
case VS::INSTANCE_IMMEDIATE: {
} break;
case VS::INSTANCE_PARTICLES: {
} break;
default: {
ERR_CONTINUE(true); //should be a bug
}
}
}
}
void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
CameraMatrix projection = p_cam_projection;
projection.flip_y(); // Vulkan and modern APIs use Y-Down
//store camera into ubo
store_camera(projection, scene_state.ubo.projection_matrix);
store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
//time global variables
scene_state.ubo.time = time;
if (is_environment(p_environment)) {
VS::EnvironmentBG env_bg = environment_get_background(p_environment);
VS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_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 == VS::ENV_AMBIENT_SOURCE_BG && (env_bg == VS::ENV_BG_CLEAR_COLOR || env_bg == VS::ENV_BG_COLOR)) {
Color color = (p_render_target.is_valid() && env_bg == VS::ENV_BG_CLEAR_COLOR) ? storage->render_target_get_clear_request_color(p_render_target) : 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_ambient_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;
store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == VS::ENV_AMBIENT_SOURCE_BG && env_bg == VS::ENV_BG_SKY) || ambient_src == VS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == VS::ENV_AMBIENT_SOURCE_COLOR;
}
//specular
VS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
if ((ref_src == VS::ENV_REFLECTION_SOURCE_BG && env_bg == VS::ENV_BG_SKY) || ref_src == VS::ENV_REFLECTION_SOURCE_SKY) {
scene_state.ubo.use_reflection_cubemap = true;
} else {
scene_state.ubo.use_reflection_cubemap = false;
}
} else {
if (p_render_target.is_valid()) {
scene_state.ubo.use_ambient_light = true;
Color clear_color = storage->render_target_get_clear_request_color(p_render_target);
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;
} else {
scene_state.ubo.use_ambient_light = false;
}
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
}
#if 0
//bg and ambient
if (p_environment.is_valid()) {
state.ubo_data.bg_energy = env->bg_energy;
state.ubo_data.ambient_energy = env->ambient_energy;
Color linear_ambient_color = env->ambient_color.to_linear();
state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
Color bg_color;
switch (env->bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
bg_color = storage->frame.clear_request_color.to_linear();
} break;
case VS::ENV_BG_COLOR: {
bg_color = env->bg_color.to_linear();
} break;
default: {
bg_color = Color(0, 0, 0, 1);
} break;
}
state.ubo_data.bg_color[0] = bg_color.r;
state.ubo_data.bg_color[1] = bg_color.g;
state.ubo_data.bg_color[2] = bg_color.b;
state.ubo_data.bg_color[3] = bg_color.a;
//use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
//fog
Color linear_fog = env->fog_color.to_linear();
state.ubo_data.fog_color_enabled[0] = linear_fog.r;
state.ubo_data.fog_color_enabled[1] = linear_fog.g;
state.ubo_data.fog_color_enabled[2] = linear_fog.b;
state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
state.ubo_data.fog_density = linear_fog.a;
Color linear_sun = env->fog_sun_color.to_linear();
state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
state.ubo_data.fog_depth_begin = env->fog_depth_begin;
state.ubo_data.fog_depth_end = env->fog_depth_end;
state.ubo_data.fog_depth_curve = env->fog_depth_curve;
state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
state.ubo_data.fog_height_enabled = env->fog_height_enabled;
state.ubo_data.fog_height_min = env->fog_height_min;
state.ubo_data.fog_height_max = env->fog_height_max;
state.ubo_data.fog_height_curve = env->fog_height_curve;
} else {
state.ubo_data.bg_energy = 1.0;
state.ubo_data.ambient_energy = 1.0;
//use from clear color instead, since there is no ambient
Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
state.ubo_data.bg_color[0] = linear_ambient_color.r;
state.ubo_data.bg_color[1] = linear_ambient_color.g;
state.ubo_data.bg_color[2] = linear_ambient_color.b;
state.ubo_data.bg_color[3] = linear_ambient_color.a;
state.env_radiance_data.ambient_contribution = 0;
state.ubo_data.ambient_occlusion_affect_light = 0;
state.ubo_data.fog_color_enabled[3] = 0.0;
}
{
//directional shadow
state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
//fill up environment
store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#endif
RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
}
void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode) {
RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
/*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
m_src = default_overdraw_material;
}*/
MaterialData *material = NULL;
if (m_src.is_valid()) {
material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
material = NULL;
}
}
if (!material) {
material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
}
ERR_FAIL_COND(!material);
_add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
while (material->next_pass.is_valid()) {
material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid)
break;
_add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
}
}
void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode) {
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;
if (p_material->shader_data->uses_sss) {
scene_state.used_sss = true;
}
if (p_material->shader_data->uses_screen_texture) {
scene_state.used_screen_texture = true;
}
if (p_material->shader_data->uses_depth_texture) {
scene_state.used_depth_texture = true;
}
if (p_material->shader_data->uses_normal_texture) {
scene_state.used_normal_texture = true;
}
if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !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 || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
//conditions in which no depth pass should be processed
return;
}
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) {
//shader does not use discard and does not write a vertex position, use generic material
if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
} else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) {
p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
} else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
}
}
has_alpha = false;
}
RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element();
if (!e)
return;
e->instance = p_instance;
e->material = p_material;
e->surface_index = p_surface;
e->sort_key = 0;
if (e->material->last_pass != render_pass) {
e->material->last_pass = render_pass;
e->material->index = scene_state.current_material_index++;
if (e->material->shader_data->last_pass != render_pass) {
e->material->shader_data->last_pass = scene_state.current_material_index++;
e->material->shader_data->index = scene_state.current_shader_index++;
}
}
e->material_index = e->material->index;
e->shader_index = e->shader_index;
e->depth_layer = e->instance->depth_layer;
e->priority = p_material->priority;
if (p_material->shader_data->uses_time) {
VisualServerRaster::redraw_request();
}
}
void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) {
scene_state.current_shader_index = 0;
scene_state.current_material_index = 0;
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
scene_state.used_normal_texture = false;
scene_state.used_depth_texture = false;
//fill list
for (int i = 0; i < p_cull_count; i++) {
InstanceBase *inst = p_cull_result[i];
InstanceGeometryData *geom_data = (InstanceGeometryData *)inst->custom_data;
ERR_CONTINUE(!geom_data);
if (geom_data->ubo_dirty) {
//ubo marked dirty, must be updated
InstanceGeometryData::UBO ubo;
store_transform(inst->transform, ubo.transform);
store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform);
ubo.flags = 0;
ubo.pad[0] = 0;
ubo.pad[1] = 0;
ubo.pad[2] = 0;
RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true);
}
if (p_no_gi) {
if (geom_data->uniform_set_base.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_base)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(geom_data->ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
u.binding = 1;
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
uniforms.push_back(u);
}
geom_data->uniform_set_base = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
}
} else {
if (geom_data->uniform_set_gi.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(geom_data->ubo);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
u.binding = 1;
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
uniforms.push_back(u);
}
if (geom_data->using_lightmap_gi) {
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
#ifndef _MSC_VER
#warning Need to put actual lightmap or lightmap capture texture if exists
#endif
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
} else if (geom_data->using_vct_gi) {
#ifndef _MSC_VER
#warning Need to put actual vct textures here
#endif
}
geom_data->uniform_set_gi = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
}
}
//add geometry for drawing
switch (inst->base_type) {
case VS::INSTANCE_MESH: {
const RID *materials = NULL;
uint32_t surface_count;
materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
if (!materials) {
continue; //nothing to do
}
const RID *inst_materials = inst->materials.ptr();
for (uint32_t j = 0; j < surface_count; j++) {
RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
_add_geometry(inst, j, material, p_pass_mode);
}
//mesh->last_pass=frame;
} break;
#if 0
case VS::INSTANCE_MULTIMESH: {
RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base);
ERR_CONTINUE(!multi_mesh);
if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
continue;
RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh);
if (!mesh)
continue; //mesh not assigned
int ssize = mesh->surfaces.size();
for (int j = 0; j < ssize; j++) {
RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
_add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
}
} break;
case VS::INSTANCE_IMMEDIATE: {
RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
ERR_CONTINUE(!immediate);
_add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
} break;
case VS::INSTANCE_PARTICLES: {
RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
ERR_CONTINUE(!particles);
for (int j = 0; j < particles->draw_passes.size(); j++) {
RID pmesh = particles->draw_passes[j];
if (!pmesh.is_valid())
continue;
RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
if (!mesh)
continue; //mesh not assigned
int ssize = mesh->surfaces.size();
for (int k = 0; k < ssize; k++) {
RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
_add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
}
}
} break;
#endif
default: {
}
}
}
}
void RasterizerSceneForwardRD::_draw_sky(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha) {
ERR_FAIL_COND(!is_environment(p_environment));
RID sky = environment_get_sky(p_environment);
ERR_FAIL_COND(!sky.is_valid());
RID panorama = sky_get_panorama_texture_rd(sky);
ERR_FAIL_COND(!panorama.is_valid());
Basis sky_transform = environment_get_sky_orientation(p_environment);
sky_transform.invert();
float multiplier = environment_get_bg_energy(p_environment);
float custom_fov = environment_get_sky_custom_fov(p_environment);
// Camera
CameraMatrix camera;
if (custom_fov) {
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
} else {
camera = p_projection;
}
sky_transform = p_transform.basis * sky_transform;
storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier);
}
void RasterizerSceneForwardRD::_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) {
RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
ERR_FAIL_COND(!render_buffer); //bug out for now
//first of all, make a new render pass
render_pass++;
//fill up ubo
#if 0
storage->info.render.object_count += p_cull_count;
Environment *env = environment_owner.getornull(p_environment);
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
if (shadow_atlas && shadow_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
}
if (reflection_atlas && reflection_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
}
#endif
if (p_reflection_probe.is_valid()) {
scene_state.ubo.reflection_multiplier = 0.0;
} else {
scene_state.ubo.reflection_multiplier = 1.0;
}
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
scene_state.ubo.shadow_z_offset = 0;
scene_state.ubo.shadow_z_slope_scale = 0;
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;
RID render_target;
if (render_buffer) {
scene_state.ubo.screen_pixel_size[0] = 1.0 / render_buffer->width;
scene_state.ubo.screen_pixel_size[1] = 1.0 / render_buffer->height;
render_target = render_buffer->render_target;
}
_setup_environment(render_target, p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid());
#if 0
for (int i = 0; i < p_light_cull_count; i++) {
ERR_BREAK(i >= RenderList::MAX_LIGHTS);
LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]);
if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
state.used_contact_shadows = true;
}
}
#endif
#if 0
// Do depth prepass if it's explicitly enabled
bool use_depth_prepass = storage->config.use_depth_prepass;
// If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
// Never do depth prepass if effects are disabled or if we render overdraws
use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
if (use_depth_prepass) {
//pre z pass
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glDrawBuffers(0, NULL);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, true, false);
render_list.sort_by_key(false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
glColorMask(1, 1, 1, 1);
if (state.used_contact_shadows) {
_prepare_depth_texture();
_bind_depth_texture();
}
fb_cleared = true;
render_pass++;
state.used_depth_prepass = true;
} else {
state.used_depth_prepass = false;
}
_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
_setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);
bool use_mrt = false;
#endif
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
#if 0
//
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
//rendering to a probe cubemap side
ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
GLuint current_fbo;
if (probe) {
ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas);
ERR_FAIL_COND(!ref_atlas);
int target_size = ref_atlas->size / ref_atlas->subdiv;
int cubemap_index = reflection_cubemaps.size() - 1;
for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
//find appropriate cubemap to render to
if (reflection_cubemaps[i].size > target_size * 2)
break;
cubemap_index = i;
}
current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
use_mrt = false;
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
} else {
use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
if (use_mrt) {
current_fbo = storage->frame.current_rt->buffers.fbo;
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);
Vector<GLenum> draw_buffers;
draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
if (state.used_sss) {
draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
}
glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
Color black(0, 0, 0, 0);
glClearBufferfv(GL_COLOR, 1, black.components); // specular
glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
if (state.used_sss) {
glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
}
} else {
if (storage->frame.current_rt->buffers.active) {
current_fbo = storage->frame.current_rt->buffers.fbo;
} else {
current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
}
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
Vector<GLenum> draw_buffers;
draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
}
}
if (!fb_cleared) {
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
Color clear_color(0, 0, 0, 0);
RasterizerStorageGLES3::Sky *sky = NULL;
Ref<CameraFeed> feed;
GLuint env_radiance_tex = 0;
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 0);
storage->frame.clear_request = false;
} else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
storage->frame.clear_request = false;
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
clear_color = storage->frame.clear_request_color.to_linear();
storage->frame.clear_request = false;
}
} else if (env->bg_mode == VS::ENV_BG_CANVAS) {
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_COLOR) {
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_SKY) {
storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
storage->frame.clear_request = false;
} else {
storage->frame.clear_request = false;
}
if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
if (env) {
switch (bg_mode) {
case VS::ENV_BG_COLOR_SKY:
case VS::ENV_BG_SKY:
sky = storage->sky_owner.getornull(env->sky);
if (sky) {
env_radiance_tex = sky->radiance;
}
break;
case VS::ENV_BG_CANVAS:
//copy canvas to 3d buffer and convert it to linear
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
storage->shaders.copy.bind();
_copy_screen(true, true);
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
//restore
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
case VS::ENV_BG_CAMERA_FEED:
if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
// copy our camera feed to our background
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
if (feed->get_datatype() == CameraFeed::FEED_RGB) {
RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
VS::get_singleton()->texture_bind(camera_RGBA, 0);
} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
VS::get_singleton()->texture_bind(camera_YCbCr, 0);
storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
VS::get_singleton()->texture_bind(camera_Y, 0);
VS::get_singleton()->texture_bind(camera_CbCr, 1);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
};
storage->shaders.copy.bind();
storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
_copy_screen(true, true);
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
//restore
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
} else {
// don't have a feed, just show greenscreen :)
clear_color = Color(0.0, 1.0, 0.0, 1.0);
}
break;
default: {
}
}
}
if (probe && probe->probe_ptr->interior) {
env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
}
state.texscreen_copied = false;
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
#endif
RID radiance_cubemap;
bool draw_sky = false;
Color clear_color;
bool keep_color = false;
if (is_environment(p_environment)) {
VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
float bg_energy = environment_get_bg_energy(p_environment);
switch (bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
clear_color = render_target.is_valid() ? storage->render_target_get_clear_request_color(render_target) : environment_get_bg_color(p_environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
} break;
case VS::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;
} break;
case VS::ENV_BG_SKY: {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
radiance_cubemap = sky_get_radiance_texture_rd(sky);
draw_sky = true;
}
} break;
case VS::ENV_BG_CANVAS: {
keep_color = true;
} break;
case VS::ENV_BG_KEEP: {
keep_color = true;
} break;
case VS::ENV_BG_CAMERA_FEED: {
} break;
}
} else {
if (render_target.is_valid()) {
clear_color = storage->render_target_get_clear_request_color(render_target);
}
}
_setup_render_base_uniform_set(RID(), RID(), RID(), RID(), radiance_cubemap);
render_list.sort_by_key(false);
bool can_continue = true; //unless the middle buffers are needed
bool using_separate_specular = false;
{
//regular forward for now
Vector<Color> c;
c.push_back(clear_color.to_linear());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, keep_color ? RD::INITIAL_ACTION_KEEP_COLOR : RD::INITIAL_ACTION_CLEAR, (can_continue || draw_sky) ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
RD::get_singleton()->draw_list_end();
}
if (draw_sky) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
_draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), p_environment, p_cam_projection, p_cam_transform, 1.0);
RD::get_singleton()->draw_list_end();
if (using_separate_specular && !can_continue) {
//can't continue, so close the buffers
//RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
//RD::get_singleton()->draw_list_end();
}
}
//_render_list
#if 0
if (state.directional_light_count == 0) {
directional_light = NULL;
_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL);
} else {
for (int i = 0; i < state.directional_light_count; i++) {
directional_light = directional_lights[i];
if (i > 0) {
glEnable(GL_BLEND);
}
_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL);
}
}
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
if (use_mrt) {
GLenum gldb = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &gldb);
}
if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
/*
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
*/
if (sky && sky->panorama.is_valid())
_draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
//state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
if (use_mrt) {
_render_mrts(env, p_cam_projection);
} else {
// Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
// - prepare screen texture for any geometry that uses a shader with screen texture
// - prepare depth texture for any geometry that uses a shader with depth texture
bool framebuffer_dirty = false;
if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
_blur_effect_buffer();
framebuffer_dirty = true;
}
if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
_prepare_depth_texture();
framebuffer_dirty = true;
}
if (framebuffer_dirty) {
// Restore framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
}
if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
_bind_depth_texture();
}
if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
#endif
render_list.sort_by_reverse_depth_and_priority(true);
{
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP_COLOR_AND_DEPTH, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
RD::get_singleton()->draw_list_end();
}
//_render_list
#if 0
if (state.directional_light_count == 0) {
directional_light = NULL;
_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
} else {
for (int i = 0; i < state.directional_light_count; i++) {
directional_light = directional_lights[i];
_setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
}
}
#endif
if (p_reflection_probe.is_valid()) {
//rendering a probe, do no more!
return;
}
RasterizerEffectsRD *effects = storage->get_effects();
effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
storage->render_target_disable_clear_request(render_buffer->render_target);
#if 0
_post_process(env, p_cam_projection);
// Needed only for debugging
/* if (shadow_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if (storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
}
if (reflection_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if (directional_shadow.fbo) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
if ( env_radiance_tex) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}*/
//disable all stuff
#endif
}
void RasterizerSceneForwardRD::_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) {
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);
}
//default render buffer and scene state uniform set
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_depth_buffer.is_valid() ? p_depth_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_color_buffer.is_valid() ? p_color_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_normal_buffer.is_valid() ? p_normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_roughness_limit_buffer.is_valid() ? p_roughness_limit_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_radiance_cubemap.is_valid() ? p_radiance_cubemap : storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
u.ids.resize(12);
RID *ids_ptr = u.ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(scene_state.uniform_buffer);
uniforms.push_back(u);
}
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
}
RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL;
void RasterizerSceneForwardRD::set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
}
void RasterizerSceneForwardRD::set_time(double p_time) {
time = p_time;
}
RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) :
RasterizerSceneRD(p_storage) {
singleton = this;
storage = p_storage;
/* SHADER */
{
String defines;
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";
}
Vector<String> shader_versions;
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
shader_versions.push_back("");
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n");
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\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);
}
storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
storage->material_set_data_request_function(RasterizerStorageRD::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";
//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["NORMALMAP"] = "normalmap";
actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
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["TRANSMISSION"] = "transmission";
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"] = "screen_texture";
actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
actions.renames["NORMAL_TEXTURE"] = "normal_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
//for light
actions.renames["VIEW"] = "view";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
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["NORMALMAP"] = "#define NORMALMAP_USED\n";
actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
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["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["TRANSMISSION"] = "#define TRANSMISSION_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.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";
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.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 2;
actions.base_uniform_string = "material.";
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
shader.compiler.initialize(actions);
}
//render list
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)256000);
render_list.init();
scene_pass = 0;
render_pass = 0;
scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
{
//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, RasterizerStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
}
}
RasterizerSceneForwardRD::~RasterizerSceneForwardRD() {
//clear base uniform set if still valid
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);
}
}