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