godot/servers/rendering/renderer_rd/renderer_scene_render_forwa...

3067 lines
122 KiB
C++

/*************************************************************************/
/* renderer_scene_render_forward.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "renderer_scene_render_forward.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
/* SCENE SHADER */
void RendererSceneRenderForward::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 alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
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_transmittance = 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["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
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;
RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
Error err = scene_singleton->shader.compiler.compile(RS::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
// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
}
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;
case BLEND_MODE_ALPHA_TO_COVERAGE: {
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_ZERO;
}
}
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);
RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = 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[CULL_VARIANT_MAX][3] = {
{ 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[i][cull];
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
RD::RenderPrimitive primitive_rd_table[RS::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++) {
if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
continue;
}
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;
RD::PipelineMultisampleState multisample_state;
if (uses_alpha || uses_blend_alpha) {
// only allow these flags to go through if we have some form of msaa
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
multisample_state.enable_alpha_to_coverage = true;
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
multisample_state.enable_alpha_to_coverage = true;
multisample_state.enable_alpha_to_one = true;
}
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || 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_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
//none, blend state contains nothing
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
} 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_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
blend_state = blend_state_opaque;
} else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
//none, leave empty
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
blend_state = blend_state_depth_normal_roughness;
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
blend_state = blend_state_depth_normal_roughness_giprobe;
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
} else {
//specular write
blend_state = blend_state_opaque_specular;
depth_stencil.enable_depth_test = false;
depth_stencil.enable_depth_write = false;
}
}
RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
}
}
}
valid = true;
}
void RendererSceneRenderForward::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 RendererSceneRenderForward::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().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
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);
}
}
void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E->get());
p.info.name = E->key(); //supply name
p.index = E->get().instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
p_param_list->push_back(p);
}
}
bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RendererSceneRenderForward::ShaderData::is_animated() const {
return false;
}
bool RendererSceneRenderForward::ShaderData::casts_shadows() const {
return false;
}
Variant RendererSceneRenderForward::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();
}
RendererSceneRenderForward::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
}
RendererSceneRenderForward::ShaderData::~ShaderData() {
RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::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);
}
}
RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
return shader_data;
}
void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) {
priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}
void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::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(), true);
}
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.uniform_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.uniform_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), MATERIAL_UNIFORM_SET);
}
RendererSceneRenderForward::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);
}
}
RendererStorageRD::MaterialData *RendererSceneRenderForward::_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;
}
RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() {
clear();
}
void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
if (!specular.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
Vector<RID> fb;
fb.push_back(color);
fb.push_back(specular);
fb.push_back(depth);
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(specular);
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
} else {
tf.samples = texture_samples;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(specular_msaa);
fb.push_back(depth_msaa);
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(specular_msaa);
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
}
}
void RendererSceneRenderForward::RenderBufferDataForward::ensure_gi() {
if (!reflection_buffer.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
}
void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
if (!giprobe_buffer.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8_UINT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::TextureFormat tf_aa = tf;
tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf_aa.samples = texture_samples;
giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
fb.push_back(depth_msaa);
fb.push_back(normal_roughness_buffer_msaa);
fb.push_back(giprobe_buffer_msaa);
} else {
fb.push_back(depth);
fb.push_back(normal_roughness_buffer);
fb.push_back(giprobe_buffer);
}
depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
void RendererSceneRenderForward::RenderBufferDataForward::clear() {
if (ambient_buffer != RID() && ambient_buffer != color) {
RD::get_singleton()->free(ambient_buffer);
ambient_buffer = RID();
}
if (reflection_buffer != RID() && reflection_buffer != specular) {
RD::get_singleton()->free(reflection_buffer);
reflection_buffer = RID();
}
if (giprobe_buffer != RID()) {
RD::get_singleton()->free(giprobe_buffer);
giprobe_buffer = RID();
if (giprobe_buffer_msaa.is_valid()) {
RD::get_singleton()->free(giprobe_buffer_msaa);
giprobe_buffer_msaa = RID();
}
depth_normal_roughness_giprobe_fb = RID();
}
if (color_msaa.is_valid()) {
RD::get_singleton()->free(color_msaa);
color_msaa = RID();
}
if (depth_msaa.is_valid()) {
RD::get_singleton()->free(depth_msaa);
depth_msaa = RID();
}
if (specular.is_valid()) {
if (specular_msaa.is_valid()) {
RD::get_singleton()->free(specular_msaa);
specular_msaa = RID();
}
RD::get_singleton()->free(specular);
specular = RID();
}
color = RID();
depth = RID();
color_specular_fb = RID();
specular_only_fb = RID();
color_fb = RID();
depth_fb = RID();
if (normal_roughness_buffer.is_valid()) {
RD::get_singleton()->free(normal_roughness_buffer);
if (normal_roughness_buffer_msaa.is_valid()) {
RD::get_singleton()->free(normal_roughness_buffer_msaa);
normal_roughness_buffer_msaa = RID();
}
normal_roughness_buffer = RID();
depth_normal_roughness_fb = RID();
}
if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
RD::get_singleton()->free(render_sdfgi_uniform_set);
}
}
void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
clear();
msaa = p_msaa;
width = p_width;
height = p_height;
color = p_color_buffer;
depth = p_depth_buffer;
if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
fb.push_back(depth);
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(depth);
depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
} else {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = p_width;
tf.height = p_height;
tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
RD::TEXTURE_SAMPLES_1,
RD::TEXTURE_SAMPLES_2,
RD::TEXTURE_SAMPLES_4,
RD::TEXTURE_SAMPLES_8,
RD::TEXTURE_SAMPLES_16
};
texture_samples = ts[p_msaa];
tf.samples = texture_samples;
color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
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.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
{
Vector<RID> fb;
fb.push_back(color_msaa);
fb.push_back(depth_msaa);
color_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(depth_msaa);
depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
}
void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
if (rb->normal_roughness_buffer.is_valid()) {
return;
}
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
} else {
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.samples = rb->texture_samples;
rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth_msaa);
fb.push_back(rb->normal_roughness_buffer_msaa);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
}
_render_buffers_clear_uniform_set(rb);
}
RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() {
return memnew(RenderBufferDataForward);
}
bool RendererSceneRenderForward::free(RID p_rid) {
if (RendererSceneRenderRD::free(p_rid)) {
return true;
}
return false;
}
void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
uint32_t lightmap_captures_used = 0;
for (int i = 0; i < p_element_count; i++) {
const RenderList::Element *e = p_elements[i];
InstanceData &id = scene_state.instances[i];
bool store_transform = true;
id.flags = 0;
id.mask = e->instance->layer_mask;
id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
uint32_t stride;
if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
stride = 2;
} else {
stride = 3;
}
if (storage->multimesh_uses_colors(e->instance->base)) {
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
stride += 1;
}
if (storage->multimesh_uses_custom_data(e->instance->base)) {
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
stride += 1;
}
id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
} else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
uint32_t stride;
if (false) { // 2D particles
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
stride = 2;
} else {
stride = 3;
}
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
stride += 1;
id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
stride += 1;
id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
if (!storage->particles_is_using_local_coords(e->instance->base)) {
store_transform = false;
}
} else if (e->instance->base_type == RS::INSTANCE_MESH) {
if (e->instance->skeleton.is_valid()) {
id.flags |= INSTANCE_DATA_FLAG_SKELETON;
}
}
if (store_transform) {
RendererStorageRD::store_transform(e->instance->transform, id.transform);
RendererStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
} else {
RendererStorageRD::store_transform(Transform(), id.transform);
RendererStorageRD::store_transform(Transform(), id.normal_transform);
}
if (p_for_depth) {
id.gi_offset = 0xFFFFFFFF;
continue;
}
if (e->instance->lightmap) {
int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
if (lightmap_index >= 0) {
id.gi_offset = lightmap_index;
id.gi_offset |= e->instance->lightmap_slice_index << 12;
id.gi_offset |= e->instance->lightmap_cull_index << 20;
id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
}
} else {
id.gi_offset = 0xFFFFFFFF;
}
} else if (!e->instance->lightmap_sh.empty()) {
if (lightmap_captures_used < scene_state.max_lightmap_captures) {
const Color *src_capture = e->instance->lightmap_sh.ptr();
LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
for (int j = 0; j < 9; j++) {
lcd.sh[j * 4 + 0] = src_capture[j].r;
lcd.sh[j * 4 + 1] = src_capture[j].g;
lcd.sh[j * 4 + 2] = src_capture[j].b;
lcd.sh[j * 4 + 3] = src_capture[j].a;
}
id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
id.gi_offset = lightmap_captures_used;
lightmap_captures_used++;
}
} else {
if (p_has_opaque_gi) {
id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
}
if (!low_end && !e->instance->gi_probe_instances.empty()) {
uint32_t written = 0;
for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
RID probe = e->instance->gi_probe_instances[j];
uint32_t index = gi_probe_instance_get_render_index(probe);
if (written == 0) {
id.gi_offset = index;
id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
written = 1;
} else {
id.gi_offset = index << 16;
written = 2;
break;
}
}
if (written == 0) {
id.gi_offset = 0xFFFFFFFF;
} else if (written == 1) {
id.gi_offset |= 0xFFFF0000;
}
} else {
if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
}
id.gi_offset = 0xFFFFFFFF;
}
}
}
RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
if (lightmap_captures_used) {
RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
}
}
/// RENDERING ///
void RendererSceneRenderForward::_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_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) {
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, SCENE_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
MaterialData *prev_material = nullptr;
RID prev_vertex_array_rd;
RID prev_index_array_rd;
RID prev_pipeline_rd;
RID prev_xforms_uniform_set;
PushConstant push_constant;
zeromem(&push_constant, sizeof(PushConstant));
push_constant.bake_uv2_offset[0] = p_uv_offset.x;
push_constant.bake_uv2_offset[1] = p_uv_offset.y;
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;
RID xforms_uniform_set;
//find cull variant
ShaderData::CullVariant cull_variant;
if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::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
RS::PrimitiveType primitive;
switch (e->instance->base_type) {
case RS::INSTANCE_MESH: {
primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
if (e->instance->skeleton.is_valid()) {
xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
}
} break;
case RS::INSTANCE_MULTIMESH: {
RID mesh = storage->multimesh_get_mesh(e->instance->base);
ERR_CONTINUE(!mesh.is_valid()); //should be a bug
primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
} break;
case RS::INSTANCE_IMMEDIATE: {
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
ERR_CONTINUE(!mesh.is_valid()); //should be a bug
primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
}
}
ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
switch (p_pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
if (e->uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
} else if (e->uses_forward_gi) {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
shader_version = SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
if (e->uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
}
} break;
case PASS_MODE_SHADOW:
case PASS_MODE_DEPTH: {
shader_version = SHADER_VERSION_DEPTH_PASS;
} break;
case PASS_MODE_SHADOW_DP: {
shader_version = SHADER_VERSION_DEPTH_PASS_DP;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
} break;
case PASS_MODE_DEPTH_MATERIAL: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
} break;
case PASS_MODE_SDF: {
shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
} break;
}
PipelineCacheRD *pipeline = nullptr;
pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
RD::VertexFormatID vertex_format = -1;
RID vertex_array_rd;
RID index_array_rd;
switch (e->instance->base_type) {
case RS::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 RS::INSTANCE_MULTIMESH: {
RID mesh = storage->multimesh_get_mesh(e->instance->base);
ERR_CONTINUE(!mesh.is_valid()); //should be a bug
storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
} break;
case RS::INSTANCE_IMMEDIATE: {
ERR_CONTINUE(true); //should be a bug
} break;
case RS::INSTANCE_PARTICLES: {
RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
ERR_CONTINUE(!mesh.is_valid()); //should be a bug
storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
} 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, p_force_wireframe);
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 (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
prev_xforms_uniform_set = xforms_uniform_set;
}
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, MATERIAL_UNIFORM_SET);
}
prev_material = material;
}
push_constant.index = i;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
switch (e->instance->base_type) {
case RS::INSTANCE_MESH: {
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
} break;
case RS::INSTANCE_MULTIMESH: {
uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
} break;
case RS::INSTANCE_IMMEDIATE: {
} break;
case RS::INSTANCE_PARTICLES: {
uint32_t instances = storage->particles_get_amount(e->instance->base);
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
} break;
default: {
ERR_CONTINUE(true); //should be a bug
}
}
}
}
void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const 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, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction;
correction.set_depth_correction(p_flip_y);
CameraMatrix projection = correction * p_cam_projection;
//store camera into ubo
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
scene_state.ubo.pancake_shadows = p_pancake_shadows;
RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
if (p_shadow_atlas.is_valid()) {
Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
}
{
Vector2 dss = directional_shadow_get_size();
scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
}
//time global variables
scene_state.ubo.time = time;
scene_state.ubo.gi_upscale_for_msaa = false;
scene_state.ubo.volumetric_fog_enabled = false;
scene_state.ubo.fog_enabled = false;
if (p_render_buffers.is_valid()) {
RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
if (render_buffers_has_volumetric_fog(p_render_buffers)) {
scene_state.ubo.volumetric_fog_enabled = true;
float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
if (fog_end > 0.0) {
scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
if (fog_detail_spread > 0.0) {
scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
}
}
#if 0
if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occ_bias = 0.0;
scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
c.position[0] = pos.x;
c.position[1] = pos.y;
c.position[2] = pos.z;
c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
c.probe_world_offset[0] = probe_ofs.x;
c.probe_world_offset[1] = probe_ofs.y;
c.probe_world_offset[2] = probe_ofs.z;
}
}
#endif
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.ambient_light_color_energy[0] = 1;
scene_state.ubo.ambient_light_color_energy[1] = 1;
scene_state.ubo.ambient_light_color_energy[2] = 1;
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
scene_state.ubo.ssao_enabled = false;
} else if (is_environment(p_environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_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 == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : 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_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;
RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
}
//specular
RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
scene_state.ubo.use_reflection_cubemap = true;
} else {
scene_state.ubo.use_reflection_cubemap = false;
}
scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
Color ao_color = environment_get_ao_color(p_environment).to_linear();
scene_state.ubo.ao_color[0] = ao_color.r;
scene_state.ubo.ao_color[1] = ao_color.g;
scene_state.ubo.ao_color[2] = ao_color.b;
scene_state.ubo.ao_color[3] = ao_color.a;
scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
} else {
if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
Color clear_color = p_default_bg_color;
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;
}
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
scene_state.ubo.ssao_enabled = false;
}
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
}
void RendererSceneRenderForward::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
RID m_src;
m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
m_src = overdraw_material;
} else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
m_src = default_material;
}
}
MaterialData *material = nullptr;
if (m_src.is_valid()) {
material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
material = nullptr;
}
}
if (!material) {
material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
m_src = default_material;
}
ERR_FAIL_COND(!material);
_add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
while (material->next_pass.is_valid()) {
material = (MaterialData *)storage->material_get_data(material->next_pass, RendererStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
break;
}
_add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
}
}
void RendererSceneRenderForward::_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, bool p_using_sdfgi) {
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 == RS::SHADOW_CASTING_SETTING_OFF) {
//conditions in which no depth pass should be processed
return;
}
if ((p_pass_mode != PASS_MODE_DEPTH_MATERIAL && p_pass_mode != PASS_MODE_SDF) && !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, RendererStorageRD::SHADER_TYPE_3D);
} else if ((p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
}
}
has_alpha = false;
}
has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
RenderList::Element *e = has_alpha ? 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) {
if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
//uniform set no longer valid, probably a texture changed
storage->material_force_update_textures(p_material_rid, RendererStorageRD::SHADER_TYPE_3D);
}
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->geometry_index = p_geometry_index;
e->material_index = e->material->index;
e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty();
e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
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) {
RenderingServerDefault::redraw_request();
}
}
void RendererSceneRenderForward::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi) {
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;
uint32_t geometry_index = 0;
//fill list
for (int i = 0; i < p_cull_count; i++) {
InstanceBase *inst = p_cull_result[i];
//add geometry for drawing
switch (inst->base_type) {
case RS::INSTANCE_MESH: {
const RID *materials = nullptr;
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];
uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
_add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
}
//mesh->last_pass=frame;
} break;
case RS::INSTANCE_MULTIMESH: {
if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
//not visible, 0 instances
continue;
}
RID mesh = storage->multimesh_get_mesh(inst->base);
if (!mesh.is_valid()) {
continue;
}
const RID *materials = nullptr;
uint32_t surface_count;
materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (!materials) {
continue; //nothing to do
}
for (uint32_t j = 0; j < surface_count; j++) {
uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
_add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
}
} break;
#if 0
case RS::INSTANCE_IMMEDIATE: {
RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
ERR_CONTINUE(!immediate);
_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
} break;
#endif
case RS::INSTANCE_PARTICLES: {
int draw_passes = storage->particles_get_draw_passes(inst->base);
for (int j = 0; j < draw_passes; j++) {
RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
if (!mesh.is_valid())
continue;
const RID *materials = nullptr;
uint32_t surface_count;
materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (!materials) {
continue; //nothing to do
}
for (uint32_t k = 0; k < surface_count; k++) {
uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
_add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
}
}
} break;
default: {
}
}
}
}
void RendererSceneRenderForward::_setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform) {
uint32_t lightmaps_used = 0;
for (int i = 0; i < p_lightmap_cull_count; i++) {
if (i >= (int)scene_state.max_lightmaps) {
break;
}
InstanceBase *lm = p_lightmap_cull_result[i];
Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
lm->lightmap_cull_index = i;
lightmaps_used++;
}
if (lightmaps_used > 0) {
RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
}
}
void RendererSceneRenderForward::_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, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_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) {
RenderBufferDataForward *render_buffer = nullptr;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
}
//first of all, make a new render pass
render_pass++;
//fill up ubo
RENDER_TIMESTAMP("Setup 3D Scene");
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;
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;
scene_state.ubo.directional_light_count = p_directional_light_count;
Size2 screen_pixel_size;
Size2i screen_size;
RID opaque_framebuffer;
RID opaque_specular_framebuffer;
RID depth_framebuffer;
RID alpha_framebuffer;
PassMode depth_pass_mode = PASS_MODE_DEPTH;
Vector<Color> depth_pass_clear;
bool using_separate_specular = false;
bool using_ssr = false;
bool using_sdfgi = false;
bool using_giprobe = false;
if (render_buffer) {
screen_pixel_size.width = 1.0 / render_buffer->width;
screen_pixel_size.height = 1.0 / render_buffer->height;
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
opaque_framebuffer = render_buffer->color_fb;
if (!low_end && p_gi_probe_cull_count > 0) {
using_giprobe = true;
render_buffer->ensure_gi();
}
if (!p_environment.is_valid() && using_giprobe) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
} else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
if (environment_is_sdfgi_enabled(p_environment)) {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
using_sdfgi = true;
render_buffer->ensure_gi();
} else {
depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
if (environment_is_ssr_enabled(p_environment)) {
render_buffer->ensure_specular();
using_separate_specular = true;
using_ssr = true;
opaque_specular_framebuffer = render_buffer->color_specular_fb;
}
} else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
switch (depth_pass_mode) {
case PASS_MODE_DEPTH: {
depth_framebuffer = render_buffer->depth_fb;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
_allocate_normal_roughness_texture(render_buffer);
depth_framebuffer = render_buffer->depth_normal_roughness_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
_allocate_normal_roughness_texture(render_buffer);
render_buffer->ensure_giprobe();
depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
depth_pass_clear.push_back(Color(0, 0, 0, 0));
} break;
default: {
};
}
alpha_framebuffer = opaque_framebuffer;
} else if (p_reflection_probe.is_valid()) {
uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
screen_pixel_size.width = 1.0 / resolution;
screen_pixel_size.height = 1.0 / resolution;
screen_size.x = resolution;
screen_size.y = resolution;
opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
alpha_framebuffer = opaque_framebuffer;
if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
p_environment = RID(); //no environment on interiors
}
} else {
ERR_FAIL(); //bug?
}
_setup_lightmaps(p_lightmap_cull_result, p_lightmap_cull_count, p_cam_transform);
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi);
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss) {
using_separate_specular = true;
render_buffer->ensure_specular();
using_separate_specular = true;
opaque_specular_framebuffer = render_buffer->color_specular_fb;
}
RID radiance_texture;
bool draw_sky = false;
bool draw_sky_fog_only = false;
Color clear_color;
bool keep_color = false;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
float bg_energy = environment_get_bg_energy(p_environment);
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
draw_sky_fog_only = true;
storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
} break;
case RS::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;
if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
draw_sky_fog_only = true;
storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
keep_color = true;
} break;
case RS::ENV_BG_CAMERA_FEED: {
} break;
default: {
}
}
// setup sky if used for ambient, reflections, or background
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
_setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
_update_sky(p_environment, projection, p_cam_transform);
radiance_texture = sky_get_radiance_texture_rd(sky);
} else {
// do not try to draw sky if invalid
draw_sky = false;
}
}
} else {
clear_color = p_default_bg_color;
}
RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count);
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
bool continue_depth = false;
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
RD::get_singleton()->draw_list_end();
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
} else if (finish_depth) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
}
}
continue_depth = !finish_depth;
}
if (using_ssao) {
_process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
}
if (using_sdfgi || using_giprobe) {
_process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count);
}
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
//regular forward for now
Vector<Color> c;
if (using_separate_specular) {
Color cc = clear_color.to_linear();
cc.a = 0; //subsurf scatter must be 0
c.push_back(cc);
c.push_back(Color(0, 0, 0, 0));
} else {
c.push_back(clear_color.to_linear());
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
RD::get_singleton()->draw_list_end();
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
RD::get_singleton()->draw_list_end();
}
}
if (debug_giprobes) {
//debug giprobes
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
for (int i = 0; i < p_gi_probe_cull_count; i++) {
_debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
RD::get_singleton()->draw_list_end();
}
if (debug_sdfgi_probes) {
//debug giprobes
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
CameraMatrix dc;
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
_debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
RD::get_singleton()->draw_list_end();
}
if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
_draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
}
if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
if (using_separate_specular) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
}
}
if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
}
if (using_separate_specular) {
if (using_sss) {
RENDER_TIMESTAMP("Sub Surface Scattering");
_process_sss(p_render_buffer, p_cam_projection);
}
if (using_ssr) {
RENDER_TIMESTAMP("Screen Space Reflection");
_process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
}
}
RENDER_TIMESTAMP("Render Transparent Pass");
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
render_list.sort_by_reverse_depth_and_priority(true);
_fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
{
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
RD::get_singleton()->draw_list_end();
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
}
}
void RendererSceneRenderForward::_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) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
_update_render_base_uniform_set();
render_pass++;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
_setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
render_list.clear();
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
_fill_render_list(p_cull_result, p_cull_count, pass_mode);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
RENDER_TIMESTAMP("Render Shadow");
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
{
//regular forward for now
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set);
RD::get_singleton()->draw_list_end();
}
}
void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
RENDER_TIMESTAMP("Setup Render Collider Heightfield");
_update_render_base_uniform_set();
render_pass++;
scene_state.ubo.dual_paraboloid_side = 0;
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
render_list.clear();
PassMode pass_mode = PASS_MODE_SHADOW;
_fill_render_list(p_cull_result, p_cull_count, pass_mode);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
RENDER_TIMESTAMP("Render Collider Heightield");
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
{
//regular forward for now
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
RD::get_singleton()->draw_list_end();
}
}
void RendererSceneRenderForward::_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) {
RENDER_TIMESTAMP("Setup Rendering Material");
_update_render_base_uniform_set();
render_pass++;
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(p_cull_result, p_cull_count, pass_mode);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
{
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
RD::get_singleton()->draw_list_end();
}
}
void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
_update_render_base_uniform_set();
render_pass++;
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
_setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(p_cull_result, p_cull_count, pass_mode);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
{
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
const int uv_offset_count = 9;
static const Vector2 uv_offsets[uv_offset_count] = {
Vector2(-1, 1),
Vector2(1, 1),
Vector2(1, -1),
Vector2(-1, -1),
Vector2(-1, 0),
Vector2(1, 0),
Vector2(0, -1),
Vector2(0, 1),
Vector2(0, 0),
};
for (int i = 0; i < uv_offset_count; i++) {
Vector2 ofs = uv_offsets[i];
ofs.x /= p_region.size.width;
ofs.y /= p_region.size.height;
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true, ofs); //first wireframe, for pseudo conservative
}
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
RD::get_singleton()->draw_list_end();
}
}
void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
RENDER_TIMESTAMP("Render SDFGI");
_update_render_base_uniform_set();
RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
ERR_FAIL_COND(!render_buffer);
render_pass++;
render_list.clear();
PassMode pass_mode = PASS_MODE_SDF;
_fill_render_list(p_cull_result, p_cull_count, pass_mode);
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
Vector3 half_extents = p_bounds.size * 0.5;
Vector3 center = p_bounds.position + half_extents;
Vector<RID> sbs;
sbs.push_back(p_albedo_texture);
sbs.push_back(p_emission_texture);
sbs.push_back(p_emission_aniso_texture);
sbs.push_back(p_geom_facing_texture);
//print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
for (int i = 0; i < 3; i++) {
scene_state.ubo.sdf_offset[i] = p_from[i];
scene_state.ubo.sdf_size[i] = p_size[i];
}
for (int i = 0; i < 3; i++) {
Vector3 axis;
axis[i] = 1.0;
Vector3 up, right;
int right_axis = (i + 1) % 3;
int up_axis = (i + 2) % 3;
up[up_axis] = 1.0;
right[right_axis] = 1.0;
Size2i fb_size;
fb_size.x = p_size[right_axis];
fb_size.y = p_size[up_axis];
Transform cam_xform;
cam_xform.origin = center + axis * half_extents;
cam_xform.basis.set_axis(0, right);
cam_xform.basis.set_axis(1, up);
cam_xform.basis.set_axis(2, axis);
//print_line("pass: " + itos(i) + " xform " + cam_xform);
float h_size = half_extents[right_axis];
float v_size = half_extents[up_axis];
float d_size = half_extents[i] * 2.0;
CameraMatrix camera_proj;
camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
//print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
Transform to_bounds;
to_bounds.origin = p_bounds.position;
to_bounds.basis.scale(p_bounds.size);
RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
_setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
if (!E) {
RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
RD::get_singleton()->draw_list_end();
}
}
void RendererSceneRenderForward::_base_uniforms_changed() {
if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
render_base_uniform_set = RID();
}
void RendererSceneRenderForward::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
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);
}
lightmap_texture_array_version = storage->lightmap_array_get_version();
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.ids.resize(12);
RID *ids_ptr = u.ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.ids.push_back(shadow_sampler);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(scene_state.uniform_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.instance_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_positional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_reflection_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(get_directional_light_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids = storage->lightmap_array_get_textures();
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(get_cluster_builder_texture());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_cluster_builder_indices_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 18;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 19;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
if (!low_end) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 20;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
}
}
RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
}
RenderBufferDataForward *rb = nullptr;
if (p_render_buffers.is_valid()) {
rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
}
//default render buffer and scene state uniform set
Vector<RD::Uniform> uniforms;
{
RID radiance_texture;
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(radiance_texture);
uniforms.push_back(u);
}
{
RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
u.ids.push_back(ref_texture);
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
if (p_shadow_atlas.is_valid()) {
texture = shadow_atlas_get_texture(p_shadow_atlas);
}
if (!texture.is_valid()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
}
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
if (i < p_gi_probe_cull_count) {
RID tex = gi_probe_instance_get_texture(p_gi_probe_cull_result[i]);
if (!tex.is_valid()) {
tex = default_tex;
}
u.ids.write[i] = tex;
} else {
u.ids.write[i] = default_tex;
}
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = false && rb && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
if (!low_end) {
{
RD::Uniform u;
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
} else {
t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
u.ids.push_back(t);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb ? render_buffers_get_default_gi_probe_buffer() : render_buffers_get_gi_probe_buffer(p_render_buffers));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
if (vfog.is_null()) {
vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
} else {
vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.ids.push_back(vfog);
uniforms.push_back(u);
}
}
render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
return render_pass_uniform_set;
}
RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
RD::get_singleton()->free(sdfgi_pass_uniform_set);
}
Vector<RD::Uniform> uniforms;
{
// No radiance texture.
RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(radiance_texture);
uniforms.push_back(u);
}
{
// No reflection atlas.
RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(ref_texture);
uniforms.push_back(u);
}
{
// No shadow atlas.
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
// No GIProbes
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
u.ids.write[i] = default_tex;
}
uniforms.push_back(u);
}
// actual sdfgi stuff
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 4;
u.ids.push_back(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 5;
u.ids.push_back(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 6;
u.ids.push_back(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 7;
u.ids.push_back(p_geom_facing_texture);
uniforms.push_back(u);
}
sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
return sdfgi_pass_uniform_set;
}
void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
}
void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
_render_buffers_clear_uniform_set(rb);
}
RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
return rb->normal_roughness_buffer;
}
RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
return rb->ambient_buffer;
}
RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) {
RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
return rb->reflection_buffer;
}
RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;
void RendererSceneRenderForward::set_time(double p_time, double p_step) {
time = p_time;
RendererSceneRenderRD::set_time(p_time, p_step);
}
RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
low_end = is_low_end();
storage = p_storage;
/* SCENE SHADER */
{
String defines;
if (low_end) {
defines += "\n#define LOW_END_MODE \n";
}
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";
}
defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
{
//lightmaps
scene_state.max_lightmaps = storage->lightmap_array_get_size();
defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
}
{
//captures
scene_state.max_lightmap_captures = 2048;
scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
}
{
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\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 MODE_DUAL_PARABOLOID\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
shader_versions.push_back("");
shader_versions.push_back("\n#define USE_FORWARD_GI\n");
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\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);
if (is_low_end()) {
//disable the high end versions
shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
}
}
storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
storage->material_set_data_request_function(RendererStorageRD::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";
actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
//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["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
actions.renames["BACKLIGHT"] = "backlight";
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"] = "color_buffer";
actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "custom_fog";
actions.renames["RADIANCE"] = "custom_radiance";
actions.renames["IRRADIANCE"] = "custom_irradiance";
actions.renames["BONE_INDICES"] = "bone_attrib";
actions.renames["BONE_WEIGHTS"] = "weight_attrib";
actions.renames["CUSTOM0"] = "custom0_attrib";
actions.renames["CUSTOM1"] = "custom1_attrib";
actions.renames["CUSTOM2"] = "custom2_attrib";
actions.renames["CUSTOM3"] = "custom3_attrib";
//for light
actions.renames["VIEW"] = "view";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
actions.renames["SHADOW_ATTENUATION"] = "shadow_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["BONE_INDICES"] = "#define BONES_USED\n";
actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\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["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_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.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\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";
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\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.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
actions.global_buffer_array_variable = "global_variables.data";
actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
shader.compiler.initialize(actions);
}
//render list
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
render_list.init();
render_pass = 0;
{
scene_state.max_instances = render_list.max_elements;
scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
}
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, RendererStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
if (!low_end) {
default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
}
}
{
overdraw_material_shader = storage->shader_create();
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
overdraw_material = storage->material_create();
storage->material_set_shader(overdraw_material, overdraw_material_shader);
wireframe_material_shader = storage->shader_create();
storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
wireframe_material = storage->material_create();
storage->material_set_shader(wireframe_material, wireframe_material_shader);
}
{
default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(default_vec4_xform_buffer);
u.binding = 0;
uniforms.push_back(u);
default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
}
{
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.enable_compare = true;
sampler.compare_op = RD::COMPARE_OP_LESS;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
}
RendererSceneRenderForward::~RendererSceneRenderForward() {
directional_shadow_atlas_set_size(0);
//clear base uniform set if still valid
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
}
if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
RD::get_singleton()->free(sdfgi_pass_uniform_set);
}
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
storage->free(wireframe_material_shader);
storage->free(overdraw_material_shader);
storage->free(default_shader);
storage->free(wireframe_material);
storage->free(overdraw_material);
storage->free(default_material);
{
RD::get_singleton()->free(scene_state.uniform_buffer);
RD::get_singleton()->free(scene_state.instance_buffer);
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
memdelete_arr(scene_state.instances);
memdelete_arr(scene_state.lightmaps);
memdelete_arr(scene_state.lightmap_captures);
}
while (sdfgi_framebuffer_size_cache.front()) {
RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
}
}