399 lines
13 KiB
C++
399 lines
13 KiB
C++
/**************************************************************************/
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/* cluster_builder_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef CLUSTER_BUILDER_RD_H
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#define CLUSTER_BUILDER_RD_H
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#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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class ClusterBuilderSharedDataRD {
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friend class ClusterBuilderRD;
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RID sphere_vertex_buffer;
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RID sphere_vertex_array;
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RID sphere_index_buffer;
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RID sphere_index_array;
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float sphere_overfit = 0.0; // Because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area.
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RID cone_vertex_buffer;
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RID cone_vertex_array;
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RID cone_index_buffer;
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RID cone_index_array;
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float cone_overfit = 0.0; // Because an cone mesh is not a perfect cone, we need to enlarge it to cover the actual cone area.
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RID box_vertex_buffer;
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RID box_vertex_array;
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RID box_index_buffer;
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RID box_index_array;
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enum Divisor {
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DIVISOR_1,
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DIVISOR_2,
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DIVISOR_4,
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};
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struct ClusterRender {
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struct PushConstant {
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uint32_t base_index;
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterRenderShaderRD cluster_render_shader;
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RID shader_version;
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RID shader;
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enum PipelineVersion {
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PIPELINE_NORMAL,
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PIPELINE_MSAA,
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PIPELINE_MAX
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};
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RID shader_pipelines[PIPELINE_MAX];
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} cluster_render;
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struct ClusterStore {
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struct PushConstant {
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uint32_t cluster_render_data_size; // how much data for a single cluster takes
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uint32_t max_render_element_count_div_32; // divided by 32
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uint32_t cluster_screen_size[2];
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uint32_t render_element_count_div_32; // divided by 32
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uint32_t max_cluster_element_count_div_32; // divided by 32
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterStoreShaderRD cluster_store_shader;
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RID shader_version;
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RID shader;
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RID shader_pipeline;
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} cluster_store;
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struct ClusterDebug {
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struct PushConstant {
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uint32_t screen_size[2];
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uint32_t cluster_screen_size[2];
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uint32_t cluster_shift;
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uint32_t cluster_type;
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float z_near;
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float z_far;
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uint32_t orthogonal;
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uint32_t max_cluster_element_count_div_32;
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uint32_t pad1;
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uint32_t pad2;
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};
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ClusterDebugShaderRD cluster_debug_shader;
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RID shader_version;
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RID shader;
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RID shader_pipeline;
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} cluster_debug;
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public:
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ClusterBuilderSharedDataRD();
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~ClusterBuilderSharedDataRD();
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};
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class ClusterBuilderRD {
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public:
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static constexpr float WIDE_SPOT_ANGLE_THRESHOLD_DEG = 60.0f;
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enum LightType {
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum BoxType {
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BOX_TYPE_REFLECTION_PROBE,
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BOX_TYPE_DECAL,
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};
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enum ElementType {
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ELEMENT_TYPE_OMNI_LIGHT,
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ELEMENT_TYPE_SPOT_LIGHT,
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ELEMENT_TYPE_DECAL,
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ELEMENT_TYPE_REFLECTION_PROBE,
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ELEMENT_TYPE_MAX,
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};
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private:
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ClusterBuilderSharedDataRD *shared = nullptr;
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struct RenderElementData {
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uint32_t type; // 0-4
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uint32_t touches_near;
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uint32_t touches_far;
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uint32_t original_index;
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float transform_inv[12]; // Transposed transform for less space.
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float scale[3];
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uint32_t has_wide_spot_angle;
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}; // Keep aligned to 32 bytes.
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uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
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uint32_t max_elements_by_type = 0;
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RenderElementData *render_elements = nullptr;
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uint32_t render_element_count = 0;
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uint32_t render_element_max = 0;
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Transform3D view_xform;
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Projection adjusted_projection;
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Projection projection;
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float z_far = 0;
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float z_near = 0;
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bool camera_orthogonal = false;
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enum Divisor {
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DIVISOR_1,
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DIVISOR_2,
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DIVISOR_4,
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};
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uint32_t cluster_size = 32;
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#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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// Results in visual artifacts on macOS and iOS when using MSAA and subgroups.
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// Using subgroups and disabling MSAA is the optimal solution for now and also works
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// with MoltenVK.
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bool use_msaa = false;
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#else
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bool use_msaa = true;
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#endif
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Divisor divisor = DIVISOR_4;
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Size2i screen_size;
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Size2i cluster_screen_size;
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RID framebuffer;
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RID cluster_render_buffer; // Used for creating.
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RID cluster_buffer; // Used for rendering.
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RID element_buffer; // Used for storing, to hint element touches far plane or near plane.
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uint32_t cluster_render_buffer_size = 0;
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uint32_t cluster_buffer_size = 0;
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RID cluster_render_uniform_set;
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RID cluster_store_uniform_set;
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// Persistent data.
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void _clear();
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struct StateUniform {
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float projection[16];
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float inv_z_far;
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uint32_t screen_to_clusters_shift; // Shift to obtain coordinates in block indices.
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uint32_t cluster_screen_width;
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uint32_t cluster_data_size; // How much data is needed for a single cluster.
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uint32_t cluster_depth_offset;
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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};
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RID state_uniform;
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RID debug_uniform_set;
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public:
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void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
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void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
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_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
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if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
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return; // Max number elements reached.
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}
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if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) {
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return; // Max number elements reached.
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}
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RenderElementData &e = render_elements[render_element_count];
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Transform3D xform = view_xform * p_transform;
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float radius = xform.basis.get_uniform_scale();
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if (radius < 0.98 || radius > 1.02) {
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xform.basis.orthonormalize();
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}
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radius *= p_radius;
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if (p_type == LIGHT_TYPE_OMNI) {
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radius *= shared->sphere_overfit; // Overfit icosphere.
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float depth = -xform.origin.z;
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if (camera_orthogonal) {
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e.touches_near = (depth - radius) < z_near;
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} else {
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// Contains camera inside light.
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float radius2 = radius * shared->sphere_overfit; // Overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex)
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e.touches_near = xform.origin.length_squared() < radius2 * radius2;
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}
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e.touches_far = (depth + radius) > z_far;
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e.scale[0] = radius;
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e.scale[1] = radius;
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e.scale[2] = radius;
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e.type = ELEMENT_TYPE_OMNI_LIGHT;
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e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
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RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
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cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
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} else /*LIGHT_TYPE_SPOT */ {
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radius *= shared->cone_overfit; // Overfit icosphere
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real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
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// Approximate, probably better to use a cone support function.
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float max_d = -1e20;
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float min_d = 1e20;
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#define CONE_MINMAX(m_x, m_y) \
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{ \
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float d = -xform.xform(Vector3(len * m_x, len * m_y, -radius)).z; \
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min_d = MIN(d, min_d); \
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max_d = MAX(d, max_d); \
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}
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CONE_MINMAX(1, 1);
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CONE_MINMAX(-1, 1);
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CONE_MINMAX(-1, -1);
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CONE_MINMAX(1, -1);
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if (camera_orthogonal) {
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e.touches_near = min_d < z_near;
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} else {
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Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin);
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float dist = base_plane.distance_to(Vector3());
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if (dist >= 0 && dist < radius) {
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// Contains camera inside light, check angle.
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float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
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e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
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} else {
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e.touches_near = false;
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}
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}
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e.touches_far = max_d > z_far;
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// If the spot angle is above the threshold, use a sphere instead of a cone for building the clusters
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// since the cone gets too flat/large (spot angle close to 90 degrees) or
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// can't even cover the affected area of the light (spot angle above 90 degrees).
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if (p_spot_aperture > WIDE_SPOT_ANGLE_THRESHOLD_DEG) {
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e.scale[0] = radius;
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e.scale[1] = radius;
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e.scale[2] = radius;
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e.has_wide_spot_angle = true;
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} else {
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e.scale[0] = len * shared->cone_overfit;
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e.scale[1] = len * shared->cone_overfit;
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e.scale[2] = radius;
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e.has_wide_spot_angle = false;
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}
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e.type = ELEMENT_TYPE_SPOT_LIGHT;
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e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; // Use omni light since they share index.
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RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
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cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
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}
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render_element_count++;
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}
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_FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_size) {
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if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
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return; // Max number elements reached.
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}
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if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
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return; // Max number elements reached.
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}
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RenderElementData &e = render_elements[render_element_count];
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Transform3D xform = view_xform * p_transform;
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// Extract scale and scale the matrix by it, makes things simpler.
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Vector3 scale = p_half_size;
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for (uint32_t i = 0; i < 3; i++) {
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float s = xform.basis.rows[i].length();
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scale[i] *= s;
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xform.basis.rows[i] /= s;
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};
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float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
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float depth = -xform.origin.z;
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if (camera_orthogonal) {
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e.touches_near = depth - box_depth < z_near;
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} else {
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// Contains camera inside box.
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Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs();
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e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z;
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}
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e.touches_far = depth + box_depth > z_far;
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e.scale[0] = scale.x;
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e.scale[1] = scale.y;
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e.scale[2] = scale.z;
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e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
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e.original_index = cluster_count_by_type[e.type];
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RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
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cluster_count_by_type[e.type]++;
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render_element_count++;
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}
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void bake_cluster();
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void debug(ElementType p_element);
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RID get_cluster_buffer() const;
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uint32_t get_cluster_size() const;
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uint32_t get_max_cluster_elements() const;
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void set_shared(ClusterBuilderSharedDataRD *p_shared);
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ClusterBuilderRD();
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~ClusterBuilderRD();
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};
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#endif // CLUSTER_BUILDER_RD_H
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