657 lines
20 KiB
C++
657 lines
20 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_high_end_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_SCENE_HIGHEND_RD_H
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#define RASTERIZER_SCENE_HIGHEND_RD_H
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#include "servers/rendering/rasterizer_rd/light_cluster_builder.h"
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#include "servers/rendering/rasterizer_rd/rasterizer_scene_rd.h"
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#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
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#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
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#include "servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl.gen.h"
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class RasterizerSceneHighEndRD : public RasterizerSceneRD {
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enum {
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SCENE_UNIFORM_SET = 0,
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RADIANCE_UNIFORM_SET = 1,
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VIEW_DEPENDANT_UNIFORM_SET = 2,
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RENDER_BUFFERS_UNIFORM_SET = 3,
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TRANSFORMS_UNIFORM_SET = 4,
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MATERIAL_UNIFORM_SET = 5
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};
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/* Scene Shader */
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enum ShaderVersion {
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SHADER_VERSION_DEPTH_PASS,
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SHADER_VERSION_DEPTH_PASS_DP,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
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SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
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SHADER_VERSION_COLOR_PASS,
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SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_VCT_COLOR_PASS,
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SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_MAX
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};
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struct {
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SceneHighEndShaderRD scene_shader;
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ShaderCompilerRD compiler;
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} shader;
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RasterizerStorageRD *storage;
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/* Material */
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struct ShaderData : public RasterizerStorageRD::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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};
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enum DepthDraw {
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DEPTH_DRAW_DISABLED,
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS
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};
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enum DepthTest {
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DEPTH_TEST_DISABLED,
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DEPTH_TEST_ENABLED
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};
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enum Cull {
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CULL_DISABLED,
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CULL_FRONT,
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CULL_BACK
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};
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enum CullVariant {
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CULL_VARIANT_NORMAL,
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CULL_VARIANT_REVERSED,
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CULL_VARIANT_DOUBLE_SIDED,
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CULL_VARIANT_MAX
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};
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bool valid;
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RID version;
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uint32_t vertex_input_mask;
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RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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Map<StringName, RID> default_texture_params;
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DepthDraw depth_draw;
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DepthTest depth_test;
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bool uses_point_size;
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bool uses_alpha;
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bool uses_blend_alpha;
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bool uses_depth_pre_pass;
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bool uses_discard;
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bool uses_roughness;
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bool uses_normal;
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bool unshaded;
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bool uses_vertex;
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bool uses_sss;
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bool uses_transmittance;
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_normal_texture;
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bool uses_time;
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bool writes_modelview_or_projection;
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bool uses_world_coordinates;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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ShaderData();
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virtual ~ShaderData();
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};
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RasterizerStorageRD::ShaderData *_create_shader_func();
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static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
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return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_shader_func();
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}
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struct MaterialData : public RasterizerStorageRD::MaterialData {
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uint64_t last_frame;
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ShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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RID next_pass;
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uint8_t priority;
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virtual void set_render_priority(int p_priority);
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virtual void set_next_pass(RID p_pass);
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~MaterialData();
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};
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RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
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static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
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return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
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}
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/* Push Constant */
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struct PushConstant {
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uint32_t index;
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uint32_t pad[3];
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};
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/* Framebuffer */
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struct RenderBufferDataHighEnd : public RenderBufferData {
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//for rendering, may be MSAAd
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RID color;
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RID depth;
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RID specular;
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RID normal_buffer;
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RID roughness_buffer;
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RS::ViewportMSAA msaa;
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RD::TextureSamples texture_samples;
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RID color_msaa;
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RID depth_msaa;
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RID specular_msaa;
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RID normal_buffer_msaa;
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RID roughness_buffer_msaa;
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RID depth_fb;
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RID depth_normal_fb;
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RID depth_normal_roughness_fb;
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RID color_fb;
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RID color_specular_fb;
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RID specular_only_fb;
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int width, height;
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void ensure_specular();
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void clear();
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
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RID uniform_set;
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~RenderBufferDataHighEnd();
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};
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virtual RenderBufferData *_create_render_buffer_data();
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void _allocate_normal_texture(RenderBufferDataHighEnd *rb);
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void _allocate_roughness_texture(RenderBufferDataHighEnd *rb);
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RID shadow_sampler;
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RID render_base_uniform_set;
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RID view_dependant_uniform_set;
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virtual void _base_uniforms_changed();
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void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb);
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virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
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virtual RID _render_buffers_get_roughness_texture(RID p_render_buffers);
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
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void _update_render_base_uniform_set();
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void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas);
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void _update_render_buffers_uniform_set(RID p_render_buffers);
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/* Scene State UBO */
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struct ReflectionData { //should always be 128 bytes
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float box_extents[3];
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float index;
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float box_offset[3];
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uint32_t mask;
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float params[4]; // intensity, 0, interior , boxproject
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float ambient[4]; // ambient color, energy
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float local_matrix[16]; // up to here for spot and omni, rest is for directional
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};
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struct LightData {
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float position[3];
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float inv_radius;
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float direction[3];
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float size;
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uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
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uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
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uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
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uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
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float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
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float shadow_matrix[16];
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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float soft_shadow_size;
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float soft_shadow_scale;
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uint32_t mask;
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uint32_t pad[2];
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float projector_rect[4];
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};
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struct DirectionalLightData {
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float direction[3];
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float energy;
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float color[3];
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float size;
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float specular;
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uint32_t mask;
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float softshadow_angle;
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float soft_shadow_scale;
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uint32_t blend_splits;
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uint32_t shadow_enabled;
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float fade_from;
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float fade_to;
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float shadow_bias[4];
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float shadow_normal_bias[4];
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float shadow_transmittance_bias[4];
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float shadow_transmittance_z_scale[4];
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float shadow_range_begin[4];
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float shadow_split_offsets[4];
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float shadow_matrices[4][16];
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float shadow_color1[4];
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float shadow_color2[4];
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float shadow_color3[4];
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float shadow_color4[4];
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float uv_scale1[2];
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float uv_scale2[2];
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float uv_scale3[2];
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float uv_scale4[2];
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};
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struct GIProbeData {
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float xform[16];
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float bounds[3];
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float dynamic_range;
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float bias;
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float normal_bias;
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uint32_t blend_ambient;
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uint32_t texture_slot;
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float anisotropy_strength;
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float ao;
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float ao_size;
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uint32_t pad[1];
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};
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struct DecalData {
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float xform[16];
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float inv_extents[3];
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float albedo_mix;
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float albedo_rect[4];
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float normal_rect[4];
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float orm_rect[4];
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float emission_rect[4];
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float modulate[4];
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float emission_energy;
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uint32_t mask;
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float upper_fade;
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float lower_fade;
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float normal_xform[12];
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float normal[3];
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float normal_fade;
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};
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enum {
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INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
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INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
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INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
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INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
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INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
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};
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struct InstanceData {
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float transform[16];
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float normal_transform[16];
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uint32_t flags;
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uint32_t instance_uniforms_ofs; //instance_offset in instancing/skeleton buffer
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uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
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uint32_t mask;
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};
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struct SceneState {
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struct UBO {
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float projection_matrix[16];
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float inv_projection_matrix[16];
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float camera_matrix[16];
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float inv_camera_matrix[16];
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float viewport_size[2];
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float screen_pixel_size[2];
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float time;
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float reflection_multiplier;
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uint32_t pancake_shadows;
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uint32_t pad;
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float directional_penumbra_shadow_kernel[128]; //32 vec4s
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float directional_soft_shadow_kernel[128];
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float penumbra_shadow_kernel[128];
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float soft_shadow_kernel[128];
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uint32_t directional_penumbra_shadow_samples;
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uint32_t directional_soft_shadow_samples;
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uint32_t penumbra_shadow_samples;
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uint32_t soft_shadow_samples;
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float ambient_light_color_energy[4];
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float ambient_color_sky_mix;
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uint32_t use_ambient_light;
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uint32_t use_ambient_cubemap;
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uint32_t use_reflection_cubemap;
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float radiance_inverse_xform[12];
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float shadow_atlas_pixel_size[2];
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float directional_shadow_pixel_size[2];
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uint32_t directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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uint32_t ssao_enabled;
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float ssao_light_affect;
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float ssao_ao_affect;
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uint32_t roughness_limiter_enabled;
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float ao_color[4];
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};
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UBO ubo;
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RID uniform_buffer;
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ReflectionData *reflections;
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uint32_t max_reflections;
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RID reflection_buffer;
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uint32_t max_reflection_probes_per_instance;
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GIProbeData *gi_probes;
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uint32_t max_gi_probes;
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RID gi_probe_buffer;
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uint32_t max_gi_probe_probes_per_instance;
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DecalData *decals;
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uint32_t max_decals;
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RID decal_buffer;
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LightData *lights;
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uint32_t max_lights;
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RID light_buffer;
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DirectionalLightData *directional_lights;
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uint32_t max_directional_lights;
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RID directional_light_buffer;
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RID instance_buffer;
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InstanceData *instances;
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uint32_t max_instances;
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bool used_screen_texture = false;
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bool used_normal_texture = false;
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bool used_depth_texture = false;
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bool used_sss = false;
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uint32_t current_shader_index = 0;
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uint32_t current_material_index = 0;
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} scene_state;
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/* Render List */
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struct RenderList {
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int max_elements;
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struct Element {
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RasterizerScene::InstanceBase *instance;
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MaterialData *material;
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union {
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struct {
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//from least significant to most significant in sort, TODO: should be endian swapped on big endian
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uint64_t geometry_index : 20;
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uint64_t material_index : 15;
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uint64_t shader_index : 12;
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uint64_t uses_instancing : 1;
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uint64_t uses_vct : 1;
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uint64_t uses_lightmap : 1;
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uint64_t depth_layer : 4;
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uint64_t priority : 8;
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};
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uint64_t sort_key;
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};
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uint32_t surface_index;
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};
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Element *base_elements;
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Element **elements;
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int element_count;
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int alpha_element_count;
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void clear() {
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element_count = 0;
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alpha_element_count = 0;
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}
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//should eventually be replaced by radix
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->sort_key < B->sort_key;
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}
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};
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void sort_by_key(bool p_alpha) {
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SortArray<Element *, SortByKey> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->instance->depth < B->instance->depth;
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}
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};
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void sort_by_depth(bool p_alpha) { //used for shadows
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SortArray<Element *, SortByDepth> sorter;
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if (p_alpha) {
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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 nullptr;
|
|
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 nullptr;
|
|
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 RasterizerSceneHighEndRD *singleton;
|
|
uint64_t render_pass;
|
|
double time;
|
|
RID default_shader;
|
|
RID default_material;
|
|
RID overdraw_material_shader;
|
|
RID overdraw_material;
|
|
RID wireframe_material_shader;
|
|
RID wireframe_material;
|
|
RID default_shader_rd;
|
|
RID default_radiance_uniform_set;
|
|
RID default_render_buffers_uniform_set;
|
|
|
|
RID default_vec4_xform_buffer;
|
|
RID default_vec4_xform_uniform_set;
|
|
|
|
LightClusterBuilder cluster_builder;
|
|
|
|
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,
|
|
PASS_MODE_DEPTH_MATERIAL,
|
|
};
|
|
|
|
void _setup_environment(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, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
|
|
void _setup_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_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
|
|
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 _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
|
|
|
|
void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth);
|
|
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, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set);
|
|
_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);
|
|
|
|
protected:
|
|
virtual void _render_scene(RID p_render_buffer, 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_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
|
|
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, bool p_use_pancake);
|
|
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
|
|
|
|
public:
|
|
virtual void set_time(double p_time, double p_step);
|
|
|
|
virtual bool free(RID p_rid);
|
|
|
|
RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage);
|
|
~RasterizerSceneHighEndRD();
|
|
};
|
|
#endif // RASTERIZER_SCENE_HIGHEND_RD_H
|