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@@ -29,3 +29,2005 @@
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/*************************************************************************/
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/*************************************************************************/
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#include "rasterizer_scene_forward_rd.h"
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#include "rasterizer_scene_forward_rd.h"
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+#include "core/project_settings.h"
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+#include "servers/visual/rendering_device.h"
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+#include "servers/visual/visual_server_raster.h"
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+
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+static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
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+ p_array[0] = p_mtx.basis.elements[0][0];
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+ p_array[1] = p_mtx.basis.elements[1][0];
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+ p_array[2] = p_mtx.basis.elements[2][0];
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+ p_array[3] = 0;
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+ p_array[4] = p_mtx.basis.elements[0][1];
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+ p_array[5] = p_mtx.basis.elements[1][1];
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+ p_array[6] = p_mtx.basis.elements[2][1];
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+ p_array[7] = 0;
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+ p_array[8] = p_mtx.basis.elements[0][2];
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+ p_array[9] = p_mtx.basis.elements[1][2];
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+ p_array[10] = p_mtx.basis.elements[2][2];
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+ p_array[11] = 0;
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+ p_array[12] = p_mtx.origin.x;
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+ p_array[13] = p_mtx.origin.y;
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+ p_array[14] = p_mtx.origin.z;
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+ p_array[15] = 1;
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+}
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+
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+static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
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+ p_array[0] = p_mtx.basis.elements[0][0];
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+ p_array[1] = p_mtx.basis.elements[1][0];
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+ p_array[2] = p_mtx.basis.elements[2][0];
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+ p_array[3] = 0;
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+ p_array[4] = p_mtx.basis.elements[0][1];
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+ p_array[5] = p_mtx.basis.elements[1][1];
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+ p_array[6] = p_mtx.basis.elements[2][1];
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+ p_array[7] = 0;
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+ p_array[8] = p_mtx.basis.elements[0][2];
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+ p_array[9] = p_mtx.basis.elements[1][2];
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+ p_array[10] = p_mtx.basis.elements[2][2];
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+ p_array[11] = 0;
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+}
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+
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+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
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+
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+ for (int i = 0; i < 4; i++) {
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+ for (int j = 0; j < 4; j++) {
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+
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+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
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+ }
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+ }
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+}
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+void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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+ //compile
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+
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+ code = p_code;
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+ valid = false;
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+ ubo_size = 0;
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+ uniforms.clear();
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+ uses_screen_texture = false;
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+
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+ if (code == String()) {
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+ return; //just invalid, but no error
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+ }
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+
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+ ShaderCompilerRD::GeneratedCode gen_code;
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+
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+ int blend_mode = BLEND_MODE_MIX;
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+ int depth_test = DEPTH_TEST_ENABLED;
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+ int cull = CULL_BACK;
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+
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+ uses_point_size = false;
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+ uses_alpha = false;
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+ uses_blend_alpha = false;
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+ uses_depth_pre_pass = false;
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+ uses_discard = false;
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+ uses_roughness = false;
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+ uses_normal = false;
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+ bool wireframe = false;
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+
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+ unshaded = false;
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+ uses_vertex = false;
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+ uses_sss = false;
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+ uses_screen_texture = false;
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+ uses_depth_texture = false;
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+ uses_normal_texture = false;
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+ uses_time = false;
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+ writes_modelview_or_projection = false;
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+ uses_world_coordinates = false;
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+
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+ int depth_drawi = DEPTH_DRAW_OPAQUE;
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+
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+ ShaderCompilerRD::IdentifierActions actions;
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+
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+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
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+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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+
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+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
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+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
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+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
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+
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+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test, DEPTH_TEST_DISABLED);
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+
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+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
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+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
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+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
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+
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+ actions.render_mode_flags["unshaded"] = &unshaded;
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+ actions.render_mode_flags["wireframe"] = &wireframe;
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+
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+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
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+
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+ actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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+
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+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
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+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
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+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
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+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
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+ actions.usage_flag_pointers["TIME"] = &uses_time;
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+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
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+ actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
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+
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+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
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+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
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+
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+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
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+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
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+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
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+
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+ actions.uniforms = &uniforms;
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+
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+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
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+
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+ Error err = scene_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
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+
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+ ERR_FAIL_COND(err != OK);
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+
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+ if (version.is_null()) {
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+ version = scene_singleton->shader.scene_shader.version_create();
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+ }
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+
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+ depth_draw = DepthDraw(depth_drawi);
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+
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+#if 0
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+ print_line("**compiling shader:");
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+ print_line("**defines:\n");
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+ for (int i = 0; i < gen_code.defines.size(); i++) {
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+ print_line(gen_code.defines[i]);
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+ }
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+ print_line("\n**uniforms:\n" + gen_code.uniforms);
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+ print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
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+ print_line("\n**vertex_code:\n" + gen_code.vertex);
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+ print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
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+ print_line("\n**fragment_code:\n" + gen_code.fragment);
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+ print_line("\n**light_code:\n" + gen_code.light);
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+#endif
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+ 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);
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+ ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
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+
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+ ubo_size = gen_code.uniform_total_size;
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+ ubo_offsets = gen_code.uniform_offsets;
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+ texture_uniforms = gen_code.texture_uniforms;
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+
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+ //blend modes
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+
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+ RD::PipelineColorBlendState::Attachment blend_attachment;
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+
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+ switch (blend_mode) {
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+ case BLEND_MODE_MIX: {
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+
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+ blend_attachment.enable_blend = true;
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+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
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+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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+
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+ } break;
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+ case BLEND_MODE_ADD: {
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+
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+ blend_attachment.enable_blend = true;
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+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
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+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
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+ uses_blend_alpha = true; //force alpha used because of blend
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+
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+ } break;
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+ case BLEND_MODE_SUB: {
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+
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+ blend_attachment.enable_blend = true;
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+ blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
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+ blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
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+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
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+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
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+ uses_blend_alpha = true; //force alpha used because of blend
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+
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+ } break;
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+ case BLEND_MODE_MUL: {
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+ blend_attachment.enable_blend = true;
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+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
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+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
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+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
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+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
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+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
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+ uses_blend_alpha = true; //force alpha used because of blend
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+ } break;
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+ }
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+
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+ RD::PipelineColorBlendState blend_state_blend;
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+ blend_state_blend.attachments.push_back(blend_attachment);
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+ RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
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+ RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
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+
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+ //update pipelines
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+
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+ RD::PipelineDepthStencilState depth_stencil_state;
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+
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+ if (depth_test != DEPTH_TEST_DISABLED) {
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+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
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+ depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
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+ }
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+
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+ bool first = true;
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+
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+ for (int i = 0; i < CULL_VARIANT_MAX; i++) {
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+
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+ RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
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+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
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+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
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+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
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+ };
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+
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+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[cull][i];
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+
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+ for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
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+
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+ RD::RenderPrimitive primitive_rd_table[VS::PRIMITIVE_MAX] = {
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+ RD::RENDER_PRIMITIVE_POINTS,
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+ RD::RENDER_PRIMITIVE_LINES,
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+ RD::RENDER_PRIMITIVE_LINESTRIPS,
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+ RD::RENDER_PRIMITIVE_TRIANGLES,
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+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
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+ };
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+
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+ RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
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+
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+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
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+
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+ RD::PipelineRasterizationState raster_state;
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+ raster_state.cull_mode = cull_mode_rd;
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+ raster_state.wireframe = wireframe;
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+
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+ RD::PipelineColorBlendState blend_state;
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+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
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+
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+ if (uses_alpha || uses_blend_alpha) {
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+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
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+ blend_state = blend_state_blend;
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+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
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+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
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+ }
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+ } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) {
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+ if (k == SHADER_VERSION_DEPTH_PASS) {
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+ //none, blend state contains nothing
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+ } else {
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+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
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+ }
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+ } else {
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+ pipelines[i][j][k].clear();
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+ continue; // do not use this version (will error if using it is attempted)
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+ }
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+ } else {
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+
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+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
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+ blend_state = blend_state_opaque;
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+ } else if (k == SHADER_VERSION_DEPTH_PASS) {
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+ //none, leave empty
|
|
|
|
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
|
|
|
|
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
|
|
|
|
+ } else {
|
|
|
|
+ //specular write
|
|
|
|
+ blend_state = blend_state_opaque_specular;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
|
|
|
|
+
|
|
|
|
+ if (first) {
|
|
|
|
+ //should be the same for all, so..
|
|
|
|
+ vertex_input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_variant);
|
|
|
|
+ }
|
|
|
|
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ valid = true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
|
|
|
|
+ if (!p_texture.is_valid()) {
|
|
|
|
+ default_texture_params.erase(p_name);
|
|
|
|
+ } else {
|
|
|
|
+ default_texture_params[p_name] = p_texture;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+void RasterizerSceneForwardRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
|
|
|
+
|
|
|
|
+ Map<int, StringName> order;
|
|
|
|
+
|
|
|
|
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
|
|
|
|
+
|
|
|
|
+ if (E->get().texture_order >= 0) {
|
|
|
|
+ order[E->get().texture_order + 100000] = E->key();
|
|
|
|
+ } else {
|
|
|
|
+ order[E->get().order] = E->key();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
|
|
|
|
+
|
|
|
|
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
|
|
|
|
+ pi.name = E->get();
|
|
|
|
+ p_param_list->push_back(pi);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const {
|
|
|
|
+ if (!uniforms.has(p_param)) {
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return uniforms[p_param].texture_order >= 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool RasterizerSceneForwardRD::ShaderData::is_animated() const {
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const {
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+Variant RasterizerSceneForwardRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
|
|
|
|
+ if (uniforms.has(p_parameter)) {
|
|
|
|
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
|
|
|
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
|
|
|
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
|
|
|
|
+ }
|
|
|
|
+ return Variant();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD::ShaderData::ShaderData() {
|
|
|
|
+ valid = false;
|
|
|
|
+ uses_screen_texture = false;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD::ShaderData::~ShaderData() {
|
|
|
|
+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
|
|
|
|
+ ERR_FAIL_COND(!scene_singleton);
|
|
|
|
+ //pipeline variants will clear themselves if shader is gone
|
|
|
|
+ if (version.is_valid()) {
|
|
|
|
+ scene_singleton->shader.scene_shader.version_free(version);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerStorageRD::ShaderData *RasterizerSceneForwardRD::_create_shader_func() {
|
|
|
|
+ ShaderData *shader_data = memnew(ShaderData);
|
|
|
|
+ return shader_data;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) {
|
|
|
|
+ priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) {
|
|
|
|
+ next_pass = p_pass;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
|
|
|
+
|
|
|
|
+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
|
|
|
|
+
|
|
|
|
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
|
|
|
|
+ p_uniform_dirty = true;
|
|
|
|
+ if (uniform_buffer.is_valid()) {
|
|
|
|
+ RD::get_singleton()->free(uniform_buffer);
|
|
|
|
+ uniform_buffer = RID();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ ubo_data.resize(shader_data->ubo_size);
|
|
|
|
+ if (ubo_data.size()) {
|
|
|
|
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
|
|
|
|
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //clear previous uniform set
|
|
|
|
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
|
+ RD::get_singleton()->free(uniform_set);
|
|
|
|
+ uniform_set = RID();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //check whether buffer changed
|
|
|
|
+ if (p_uniform_dirty && ubo_data.size()) {
|
|
|
|
+
|
|
|
|
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
|
|
|
|
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
|
|
|
|
+
|
|
|
|
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
|
|
|
|
+ texture_cache.resize(tex_uniform_count);
|
|
|
|
+ p_textures_dirty = true;
|
|
|
|
+
|
|
|
|
+ //clear previous uniform set
|
|
|
|
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
|
+ RD::get_singleton()->free(uniform_set);
|
|
|
|
+ uniform_set = RID();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_textures_dirty && tex_uniform_count) {
|
|
|
|
+
|
|
|
|
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
|
|
|
|
+ // This material does not require an uniform set, so don't create it.
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
|
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Vector<RD::Uniform> uniforms;
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+
|
|
|
|
+ if (shader_data->ubo_size) {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
|
|
+ u.binding = 0;
|
|
|
|
+ u.ids.push_back(uniform_buffer);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ const RID *textures = texture_cache.ptrw();
|
|
|
|
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
|
+ u.binding = 1 + i;
|
|
|
|
+ u.ids.push_back(textures[i]);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), 3);
|
|
|
|
+}
|
|
|
|
+RasterizerSceneForwardRD::MaterialData::~MaterialData() {
|
|
|
|
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
|
+ RD::get_singleton()->free(uniform_set);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (uniform_buffer.is_valid()) {
|
|
|
|
+ RD::get_singleton()->free(uniform_buffer);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerStorageRD::MaterialData *RasterizerSceneForwardRD::_create_material_func(ShaderData *p_shader) {
|
|
|
|
+ MaterialData *material_data = memnew(MaterialData);
|
|
|
|
+ material_data->shader_data = p_shader;
|
|
|
|
+ material_data->last_frame = false;
|
|
|
|
+ //update will happen later anyway so do nothing.
|
|
|
|
+ return material_data;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() {
|
|
|
|
+ clear();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
|
|
|
|
+
|
|
|
|
+ if (color_fb.is_valid()) {
|
|
|
|
+ RD::get_singleton()->free(color_fb);
|
|
|
|
+ color_fb = RID();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (color.is_valid()) {
|
|
|
|
+ RD::get_singleton()->free(color);
|
|
|
|
+ color = RID();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (depth.is_valid()) {
|
|
|
|
+ RD::get_singleton()->free(depth);
|
|
|
|
+ depth = RID();
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
|
|
|
|
+ clear();
|
|
|
|
+
|
|
|
|
+ width = p_width;
|
|
|
|
+ height = p_height;
|
|
|
|
+
|
|
|
|
+ render_target = p_render_target;
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ RD::TextureFormat tf;
|
|
|
|
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
|
|
|
|
+ tf.width = p_width;
|
|
|
|
+ tf.height = p_height;
|
|
|
|
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
|
|
+
|
|
|
|
+ color = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::TextureFormat tf;
|
|
|
|
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
|
|
|
|
+ tf.width = p_width;
|
|
|
|
+ tf.height = p_height;
|
|
|
|
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
|
|
+
|
|
|
|
+ depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ Vector<RID> fb;
|
|
|
|
+ fb.push_back(color);
|
|
|
|
+ fb.push_back(depth);
|
|
|
|
+
|
|
|
|
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() {
|
|
|
|
+ return memnew(RenderBufferDataForward);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool RasterizerSceneForwardRD::free(RID p_rid) {
|
|
|
|
+ if (RasterizerSceneRD::free(p_rid)) {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+/// INSTANCE DATA ///
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) {
|
|
|
|
+ InstanceGeometryData *geom_data = memnew(InstanceGeometryData);
|
|
|
|
+ geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) {
|
|
|
|
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
|
|
|
|
+ ERR_FAIL_COND(!geom_data);
|
|
|
|
+ RD::get_singleton()->free(geom_data->ubo);
|
|
|
|
+ //uniform sets are freed as dependencies
|
|
|
|
+ memdelete(geom_data);
|
|
|
|
+ p_instance->custom_data = nullptr;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_custom_data_update_lights(InstanceBase *p_instance) {
|
|
|
|
+ //unused
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_custom_data_update_reflection_probes(InstanceBase *p_instance) {
|
|
|
|
+ //unused
|
|
|
|
+}
|
|
|
|
+void RasterizerSceneForwardRD::instance_custom_data_update_lightmap(InstanceBase *p_instance) {
|
|
|
|
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
|
|
|
|
+ ERR_FAIL_COND(!geom_data);
|
|
|
|
+
|
|
|
|
+ geom_data->using_lightmap_gi = p_instance->lightmap.is_valid();
|
|
|
|
+
|
|
|
|
+ if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
|
|
|
|
+ RD::get_singleton()->free(geom_data->uniform_set_gi);
|
|
|
|
+ }
|
|
|
|
+ geom_data->uniform_set_gi = RID();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_custom_data_update_gi_probes(InstanceBase *p_instance) {
|
|
|
|
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
|
|
|
|
+ ERR_FAIL_COND(!geom_data);
|
|
|
|
+
|
|
|
|
+ geom_data->using_vct_gi = p_instance->gi_probe_instances.size();
|
|
|
|
+
|
|
|
|
+ if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
|
|
|
|
+ RD::get_singleton()->free(geom_data->uniform_set_gi);
|
|
|
|
+ }
|
|
|
|
+ geom_data->uniform_set_gi = RID();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::instance_custom_data_update_transform(InstanceBase *p_instance) {
|
|
|
|
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
|
|
|
|
+ ERR_FAIL_COND(!geom_data);
|
|
|
|
+
|
|
|
|
+ geom_data->ubo_dirty = true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/// RENDERING ///
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_screen_uniform_set, bool p_no_gi) {
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+
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+ RD::DrawListID draw_list = p_draw_list;
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+ RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
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+
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+ //global scope bindings
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+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 0);
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+
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+ MaterialData *prev_material = nullptr;
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+ // ShaderData *prev_shader = nullptr;
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+
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+ RID prev_vertex_array_rd;
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+ RID prev_index_array_rd;
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+
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+ for (int i = 0; i < p_element_count; i++) {
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+
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+ const RenderList::Element *e = p_elements[i];
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+
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+ MaterialData *material = e->material;
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+ ShaderData *shader = material->shader_data;
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+
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+ //find cull variant
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+ ShaderData::CullVariant cull_variant;
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+
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+ if (p_pass_mode == PASS_MODE_SHADOW && e->instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
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+ cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
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+ } else {
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+ bool mirror = e->instance->mirror;
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+ if (p_reverse_cull) {
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+ mirror = !mirror;
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+ }
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+ cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
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+ }
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+
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+ //find primitive and vertex format
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+ VS::PrimitiveType primitive;
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+ RD::VertexFormatID vertex_format;
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+ RID vertex_array_rd;
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+ RID index_array_rd;
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+ RID prev_pipeline_rd;
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+
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+ switch (e->instance->base_type) {
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+ case VS::INSTANCE_MESH: {
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+ storage->mesh_get_arrays_primitive_and_format(e->instance->base, e->surface_index, shader->vertex_input_mask, primitive, vertex_array_rd, index_array_rd, vertex_format);
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+ } break;
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+ case VS::INSTANCE_MULTIMESH: {
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+
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+ } break;
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+ case VS::INSTANCE_IMMEDIATE: {
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+
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+ } break;
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+ case VS::INSTANCE_PARTICLES: {
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+
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+ } break;
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+ default: {
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+ ERR_CONTINUE(true); //should be a bug
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+ }
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+ }
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+
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+ if (prev_vertex_array_rd != vertex_array_rd) {
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+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
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+ prev_vertex_array_rd = vertex_array_rd;
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+ }
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+ if (prev_index_array_rd != index_array_rd) {
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+ if (index_array_rd.is_valid()) {
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+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
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+ }
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+ prev_index_array_rd = index_array_rd;
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+ }
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+
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+ InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data;
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+
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+ ShaderVersion shader_version;
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+ RID instance_uniform_set;
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+
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+ switch (p_pass_mode) {
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+ case PASS_MODE_COLOR:
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+ case PASS_MODE_COLOR_TRANSPARENT: {
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+
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+ if (p_no_gi) {
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ shader_version = SHADER_VERSION_COLOR_PASS;
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+ } else if (geom_data->using_lightmap_gi) {
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+ instance_uniform_set = geom_data->uniform_set_gi;
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+ shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
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+ } else if (geom_data->using_vct_gi) {
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+ instance_uniform_set = geom_data->uniform_set_gi;
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+ shader_version = SHADER_VERSION_VCT_COLOR_PASS;
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+ } else {
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ shader_version = SHADER_VERSION_COLOR_PASS;
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+ }
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+ } break;
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+ case PASS_MODE_COLOR_SPECULAR: {
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+ if (p_no_gi) {
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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+ } else if (geom_data->using_lightmap_gi) {
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+ instance_uniform_set = geom_data->uniform_set_gi;
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+ shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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+ } else if (geom_data->using_vct_gi) {
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+ instance_uniform_set = geom_data->uniform_set_gi;
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+ shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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+ } else {
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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+ }
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+ } break;
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+ case PASS_MODE_SHADOW: {
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+ shader_version = SHADER_VERSION_DEPTH_PASS;
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ } break;
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+ case PASS_MODE_DEPTH: {
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+ shader_version = SHADER_VERSION_DEPTH_PASS;
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+ instance_uniform_set = geom_data->uniform_set_base;
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|
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+ } break;
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+ case PASS_MODE_DEPTH_NORMAL: {
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+ shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL;
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ } break;
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+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
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+ shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
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+ instance_uniform_set = geom_data->uniform_set_base;
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+ } break;
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+ }
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+
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+ RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
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+
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+ pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
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+
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+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format);
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+
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+ if (pipeline_rd != prev_pipeline_rd) {
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|
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+ // checking with prev shader does not make so much sense, as
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+ // the pipeline may still be different.
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+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
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+ prev_pipeline_rd = pipeline_rd;
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+ }
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+
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+ if (material != prev_material) {
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|
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+ //update uniform set
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+ if (material->uniform_set.is_valid()) {
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+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 2);
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+ }
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+
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+ prev_material = material;
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+ }
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+
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+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3);
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+
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+ switch (e->instance->base_type) {
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+ case VS::INSTANCE_MESH: {
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|
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+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
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|
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+ } break;
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+ case VS::INSTANCE_MULTIMESH: {
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+
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|
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+ } break;
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|
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+ case VS::INSTANCE_IMMEDIATE: {
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|
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+
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|
|
+ } break;
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|
|
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+ case VS::INSTANCE_PARTICLES: {
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|
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+
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|
|
+ } break;
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|
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+ default: {
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|
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+ ERR_CONTINUE(true); //should be a bug
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|
|
+ }
|
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|
|
+ }
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|
|
|
+ }
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+}
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+
|
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|
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+void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
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|
|
+ Transform sky_orientation;
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+
|
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|
|
+ //store camera into ubo
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+ store_camera(p_cam_projection, scene_state.ubo.projection_matrix);
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|
|
+ store_camera(p_cam_projection.inverse(), scene_state.ubo.inv_projection_matrix);
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|
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+ store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
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|
|
+ store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
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+
|
|
|
|
+ //time global variables
|
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|
|
+ scene_state.ubo.time = time;
|
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+
|
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|
|
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
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+
|
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|
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+#if 0
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|
|
|
+ //bg and ambient
|
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|
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+ if (p_environment.is_valid()) {
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|
|
+
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|
|
|
+ state.ubo_data.bg_energy = env->bg_energy;
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|
|
+ state.ubo_data.ambient_energy = env->ambient_energy;
|
|
|
|
+ Color linear_ambient_color = env->ambient_color.to_linear();
|
|
|
|
+ state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
|
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|
|
+ state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
|
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|
|
+ state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
|
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|
|
+ state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
|
|
|
|
+
|
|
|
|
+ Color bg_color;
|
|
|
|
+
|
|
|
|
+ switch (env->bg_mode) {
|
|
|
|
+ case VS::ENV_BG_CLEAR_COLOR: {
|
|
|
|
+ bg_color = storage->frame.clear_request_color.to_linear();
|
|
|
|
+ } break;
|
|
|
|
+ case VS::ENV_BG_COLOR: {
|
|
|
|
+ bg_color = env->bg_color.to_linear();
|
|
|
|
+ } break;
|
|
|
|
+ default: {
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|
|
|
+ bg_color = Color(0, 0, 0, 1);
|
|
|
|
+ } break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ state.ubo_data.bg_color[0] = bg_color.r;
|
|
|
|
+ state.ubo_data.bg_color[1] = bg_color.g;
|
|
|
|
+ state.ubo_data.bg_color[2] = bg_color.b;
|
|
|
|
+ state.ubo_data.bg_color[3] = bg_color.a;
|
|
|
|
+
|
|
|
|
+ //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
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|
|
+ sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
|
|
|
|
+
|
|
|
|
+ state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
|
|
|
|
+ state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
|
|
|
|
+ state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
|
|
|
|
+
|
|
|
|
+ //fog
|
|
|
|
+
|
|
|
|
+ Color linear_fog = env->fog_color.to_linear();
|
|
|
|
+ state.ubo_data.fog_color_enabled[0] = linear_fog.r;
|
|
|
|
+ state.ubo_data.fog_color_enabled[1] = linear_fog.g;
|
|
|
|
+ state.ubo_data.fog_color_enabled[2] = linear_fog.b;
|
|
|
|
+ state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
|
|
|
|
+ state.ubo_data.fog_density = linear_fog.a;
|
|
|
|
+
|
|
|
|
+ Color linear_sun = env->fog_sun_color.to_linear();
|
|
|
|
+ state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
|
|
|
|
+ state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
|
|
|
|
+ state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
|
|
|
|
+ state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
|
|
|
|
+ state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
|
|
|
|
+ state.ubo_data.fog_depth_begin = env->fog_depth_begin;
|
|
|
|
+ state.ubo_data.fog_depth_end = env->fog_depth_end;
|
|
|
|
+ state.ubo_data.fog_depth_curve = env->fog_depth_curve;
|
|
|
|
+ state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
|
|
|
|
+ state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
|
|
|
|
+ state.ubo_data.fog_height_enabled = env->fog_height_enabled;
|
|
|
|
+ state.ubo_data.fog_height_min = env->fog_height_min;
|
|
|
|
+ state.ubo_data.fog_height_max = env->fog_height_max;
|
|
|
|
+ state.ubo_data.fog_height_curve = env->fog_height_curve;
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+ state.ubo_data.bg_energy = 1.0;
|
|
|
|
+ state.ubo_data.ambient_energy = 1.0;
|
|
|
|
+ //use from clear color instead, since there is no ambient
|
|
|
|
+ Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
|
|
|
|
+ state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
|
|
|
|
+ state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
|
|
|
|
+ state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
|
|
|
|
+ state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
|
|
|
|
+
|
|
|
|
+ state.ubo_data.bg_color[0] = linear_ambient_color.r;
|
|
|
|
+ state.ubo_data.bg_color[1] = linear_ambient_color.g;
|
|
|
|
+ state.ubo_data.bg_color[2] = linear_ambient_color.b;
|
|
|
|
+ state.ubo_data.bg_color[3] = linear_ambient_color.a;
|
|
|
|
+
|
|
|
|
+ state.env_radiance_data.ambient_contribution = 0;
|
|
|
|
+ state.ubo_data.ambient_occlusion_affect_light = 0;
|
|
|
|
+
|
|
|
|
+ state.ubo_data.fog_color_enabled[3] = 0.0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ //directional shadow
|
|
|
|
+
|
|
|
|
+ state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
|
|
|
|
+ state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
|
|
|
|
+
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
|
|
|
|
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
+
|
|
|
|
+ //fill up environment
|
|
|
|
+
|
|
|
|
+ store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
|
|
|
|
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode) {
|
|
|
|
+
|
|
|
|
+ RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
|
|
|
|
+
|
|
|
|
+ /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
|
|
|
|
+ m_src = default_overdraw_material;
|
|
|
|
+ }*/
|
|
|
|
+
|
|
|
|
+ MaterialData *material = NULL;
|
|
|
|
+
|
|
|
|
+ if (m_src.is_valid()) {
|
|
|
|
+ material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ if (!material || !material->shader_data->valid) {
|
|
|
|
+ material = NULL;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!material) {
|
|
|
|
+ material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
|
+
|
|
|
|
+ _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
|
|
|
|
+
|
|
|
|
+ while (material->next_pass.is_valid()) {
|
|
|
|
+
|
|
|
|
+ material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ if (!material || !material->shader_data->valid)
|
|
|
|
+ break;
|
|
|
|
+ _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode) {
|
|
|
|
+
|
|
|
|
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
|
|
|
|
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
|
|
|
|
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
|
|
|
|
+ bool has_alpha = has_base_alpha || has_blend_alpha;
|
|
|
|
+
|
|
|
|
+ if (p_material->shader_data->uses_sss) {
|
|
|
|
+ scene_state.used_sss = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_material->shader_data->uses_screen_texture) {
|
|
|
|
+ scene_state.used_screen_texture = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_material->shader_data->uses_depth_texture) {
|
|
|
|
+ scene_state.used_depth_texture = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_material->shader_data->uses_normal_texture) {
|
|
|
|
+ scene_state.used_normal_texture = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
|
|
|
|
+
|
|
|
|
+ if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
|
|
|
|
+ //conditions in which no depth pass should be processed
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
|
|
|
|
+ //shader does not use discard and does not write a vertex position, use generic material
|
|
|
|
+ if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
|
|
|
|
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) {
|
|
|
|
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
|
|
|
|
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ has_alpha = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element();
|
|
|
|
+
|
|
|
|
+ if (!e)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ e->instance = p_instance;
|
|
|
|
+ e->material = p_material;
|
|
|
|
+ e->surface_index = p_surface;
|
|
|
|
+ e->sort_key = 0;
|
|
|
|
+
|
|
|
|
+ if (e->material->last_pass != render_pass) {
|
|
|
|
+ e->material->last_pass = render_pass;
|
|
|
|
+ e->material->index = scene_state.current_material_index++;
|
|
|
|
+ if (e->material->shader_data->last_pass != render_pass) {
|
|
|
|
+ e->material->shader_data->last_pass = scene_state.current_material_index++;
|
|
|
|
+ e->material->shader_data->index = scene_state.current_shader_index++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ e->material_index = e->material->index;
|
|
|
|
+ e->shader_index = e->shader_index;
|
|
|
|
+ e->depth_layer = e->instance->depth_layer;
|
|
|
|
+ e->priority = p_material->priority;
|
|
|
|
+
|
|
|
|
+ if (p_material->shader_data->uses_time) {
|
|
|
|
+ VisualServerRaster::redraw_request();
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) {
|
|
|
|
+
|
|
|
|
+ scene_state.current_shader_index = 0;
|
|
|
|
+ scene_state.current_material_index = 0;
|
|
|
|
+ scene_state.used_sss = false;
|
|
|
|
+ scene_state.used_screen_texture = false;
|
|
|
|
+ scene_state.used_normal_texture = false;
|
|
|
|
+ scene_state.used_depth_texture = false;
|
|
|
|
+
|
|
|
|
+ //fill list
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < p_cull_count; i++) {
|
|
|
|
+
|
|
|
|
+ InstanceBase *inst = p_cull_result[i];
|
|
|
|
+
|
|
|
|
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)inst->custom_data;
|
|
|
|
+
|
|
|
|
+ ERR_CONTINUE(!geom_data);
|
|
|
|
+
|
|
|
|
+ if (geom_data->ubo_dirty) {
|
|
|
|
+ //ubo marked dirty, must be updated
|
|
|
|
+ InstanceGeometryData::UBO ubo;
|
|
|
|
+ store_transform(inst->transform, ubo.transform);
|
|
|
|
+ store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform);
|
|
|
|
+ ubo.flags = 0;
|
|
|
|
+ ubo.pad[0];
|
|
|
|
+ ubo.pad[1];
|
|
|
|
+ ubo.pad[2];
|
|
|
|
+ RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (p_no_gi) {
|
|
|
|
+ if (geom_data->uniform_set_base.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_base)) {
|
|
|
|
+
|
|
|
|
+ Vector<RD::Uniform> uniforms;
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
|
|
+ u.binding = 0;
|
|
|
|
+ u.ids.push_back(geom_data->ubo);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
|
|
|
|
+ u.binding = 1;
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ geom_data->uniform_set_base = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ if (geom_data->uniform_set_gi.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
|
|
|
|
+
|
|
|
|
+ Vector<RD::Uniform> uniforms;
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
|
|
+ u.binding = 0;
|
|
|
|
+ u.ids.push_back(geom_data->ubo);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
|
|
|
|
+ u.binding = 1;
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (geom_data->using_lightmap_gi) {
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
|
+ u.binding = 2;
|
|
|
|
+#ifndef _MSC_VER
|
|
|
|
+#warning Need to put actual lightmap or lightmap capture texture if exists
|
|
|
|
+#endif
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ } else if (geom_data->using_vct_gi) {
|
|
|
|
+#ifndef _MSC_VER
|
|
|
|
+#warning Need to put actual vct textures here
|
|
|
|
+#endif
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ geom_data->uniform_set_gi = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //add geometry for drawing
|
|
|
|
+ switch (inst->base_type) {
|
|
|
|
+
|
|
|
|
+ case VS::INSTANCE_MESH: {
|
|
|
|
+
|
|
|
|
+ const RID *materials = NULL;
|
|
|
|
+ uint32_t surface_count;
|
|
|
|
+
|
|
|
|
+ materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
|
|
|
|
+ if (!materials) {
|
|
|
|
+ continue; //nothing to do
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ const RID *inst_materials = inst->materials.ptr();
|
|
|
|
+
|
|
|
|
+ for (uint32_t j = 0; j < surface_count; j++) {
|
|
|
|
+
|
|
|
|
+ RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
|
|
|
|
+
|
|
|
|
+ _add_geometry(inst, j, material, p_pass_mode);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //mesh->last_pass=frame;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+#if 0
|
|
|
|
+ case VS::INSTANCE_MULTIMESH: {
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base);
|
|
|
|
+ ERR_CONTINUE(!multi_mesh);
|
|
|
|
+
|
|
|
|
+ if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh);
|
|
|
|
+ if (!mesh)
|
|
|
|
+ continue; //mesh not assigned
|
|
|
|
+
|
|
|
|
+ int ssize = mesh->surfaces.size();
|
|
|
|
+
|
|
|
|
+ for (int j = 0; j < ssize; j++) {
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
|
|
|
|
+ _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case VS::INSTANCE_IMMEDIATE: {
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
|
|
|
|
+ ERR_CONTINUE(!immediate);
|
|
|
|
+
|
|
|
|
+ _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case VS::INSTANCE_PARTICLES: {
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
|
|
|
|
+ ERR_CONTINUE(!particles);
|
|
|
|
+
|
|
|
|
+ for (int j = 0; j < particles->draw_passes.size(); j++) {
|
|
|
|
+
|
|
|
|
+ RID pmesh = particles->draw_passes[j];
|
|
|
|
+ if (!pmesh.is_valid())
|
|
|
|
+ continue;
|
|
|
|
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
|
|
|
|
+ if (!mesh)
|
|
|
|
+ continue; //mesh not assigned
|
|
|
|
+
|
|
|
|
+ int ssize = mesh->surfaces.size();
|
|
|
|
+
|
|
|
|
+ for (int k = 0; k < ssize; k++) {
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
|
|
|
|
+ _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+#endif
|
|
|
|
+ default: {
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
|
|
|
|
+
|
|
|
|
+ RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
|
|
|
|
+
|
|
|
|
+ ERR_FAIL_COND(!render_buffer); //bug out for now
|
|
|
|
+
|
|
|
|
+ //first of all, make a new render pass
|
|
|
|
+ render_pass++;
|
|
|
|
+
|
|
|
|
+ //fill up ubo
|
|
|
|
+#if 0
|
|
|
|
+ storage->info.render.object_count += p_cull_count;
|
|
|
|
+
|
|
|
|
+ Environment *env = environment_owner.getornull(p_environment);
|
|
|
|
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
|
|
|
|
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
|
|
|
|
+
|
|
|
|
+ if (shadow_atlas && shadow_atlas->size) {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
|
|
|
|
+ scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
|
|
|
|
+ scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (reflection_atlas && reflection_atlas->size) {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+ if (p_reflection_probe.is_valid()) {
|
|
|
|
+ scene_state.ubo.reflection_multiplier = 0.0;
|
|
|
|
+ } else {
|
|
|
|
+ scene_state.ubo.reflection_multiplier = 1.0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
|
|
|
|
+
|
|
|
|
+ scene_state.ubo.shadow_z_offset = 0;
|
|
|
|
+ scene_state.ubo.shadow_z_slope_scale = 0;
|
|
|
|
+
|
|
|
|
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
|
|
|
|
+ scene_state.ubo.viewport_size[0] = vp_he.x;
|
|
|
|
+ scene_state.ubo.viewport_size[1] = vp_he.y;
|
|
|
|
+
|
|
|
|
+ if (render_buffer) {
|
|
|
|
+ scene_state.ubo.screen_pixel_size[0] = 1.0 / render_buffer->width;
|
|
|
|
+ scene_state.ubo.screen_pixel_size[1] = 1.0 / render_buffer->height;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid());
|
|
|
|
+#if 0
|
|
|
|
+ for (int i = 0; i < p_light_cull_count; i++) {
|
|
|
|
+
|
|
|
|
+ ERR_BREAK(i >= RenderList::MAX_LIGHTS);
|
|
|
|
+
|
|
|
|
+ LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]);
|
|
|
|
+ if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
|
|
|
|
+ state.used_contact_shadows = true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+#if 0
|
|
|
|
+ // Do depth prepass if it's explicitly enabled
|
|
|
|
+ bool use_depth_prepass = storage->config.use_depth_prepass;
|
|
|
|
+
|
|
|
|
+ // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
|
|
|
|
+ use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
|
|
|
|
+
|
|
|
|
+ // Never do depth prepass if effects are disabled or if we render overdraws
|
|
|
|
+ use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
|
|
|
|
+ use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
|
|
|
|
+
|
|
|
|
+ if (use_depth_prepass) {
|
|
|
|
+ //pre z pass
|
|
|
|
+
|
|
|
|
+ glDisable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_TRUE);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ glDisable(GL_SCISSOR_TEST);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
|
|
|
|
+ glDrawBuffers(0, NULL);
|
|
|
|
+
|
|
|
|
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
+
|
|
|
|
+ glColorMask(0, 0, 0, 0);
|
|
|
|
+ glClearDepth(1.0f);
|
|
|
|
+ glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
+
|
|
|
|
+ render_list.clear();
|
|
|
|
+ _fill_render_list(p_cull_result, p_cull_count, true, false);
|
|
|
|
+ render_list.sort_by_key(false);
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
|
|
|
|
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
|
|
|
|
+
|
|
|
|
+ glColorMask(1, 1, 1, 1);
|
|
|
|
+
|
|
|
|
+ if (state.used_contact_shadows) {
|
|
|
|
+
|
|
|
|
+ _prepare_depth_texture();
|
|
|
|
+ _bind_depth_texture();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ fb_cleared = true;
|
|
|
|
+ render_pass++;
|
|
|
|
+ state.used_depth_prepass = true;
|
|
|
|
+ } else {
|
|
|
|
+ state.used_depth_prepass = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
|
|
|
|
+ _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);
|
|
|
|
+
|
|
|
|
+ bool use_mrt = false;
|
|
|
|
+#endif
|
|
|
|
+ render_list.clear();
|
|
|
|
+ _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
|
|
|
|
+#if 0
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_TRUE);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ glDisable(GL_SCISSOR_TEST);
|
|
|
|
+
|
|
|
|
+ //rendering to a probe cubemap side
|
|
|
|
+ ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
|
|
|
|
+ GLuint current_fbo;
|
|
|
|
+
|
|
|
|
+ if (probe) {
|
|
|
|
+
|
|
|
|
+ ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas);
|
|
|
|
+ ERR_FAIL_COND(!ref_atlas);
|
|
|
|
+
|
|
|
|
+ int target_size = ref_atlas->size / ref_atlas->subdiv;
|
|
|
|
+
|
|
|
|
+ int cubemap_index = reflection_cubemaps.size() - 1;
|
|
|
|
+
|
|
|
|
+ for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
|
|
|
|
+ //find appropriate cubemap to render to
|
|
|
|
+ if (reflection_cubemaps[i].size > target_size * 2)
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ cubemap_index = i;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
|
|
|
|
+ use_mrt = false;
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
|
|
|
|
+
|
|
|
|
+ glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
|
|
|
|
+ //effects disabled and transparency also prevent using MRTs
|
|
|
|
+ use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
|
|
|
|
+ use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
|
|
|
|
+ use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
|
|
|
|
+ use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
|
|
|
|
+
|
|
|
|
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
+
|
|
|
|
+ if (use_mrt) {
|
|
|
|
+
|
|
|
|
+ current_fbo = storage->frame.current_rt->buffers.fbo;
|
|
|
|
+
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);
|
|
|
|
+
|
|
|
|
+ Vector<GLenum> draw_buffers;
|
|
|
|
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
|
|
|
|
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
|
|
|
|
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
|
|
|
|
+ if (state.used_sss) {
|
|
|
|
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
|
|
|
|
+ }
|
|
|
|
+ glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
|
|
|
|
+
|
|
|
|
+ Color black(0, 0, 0, 0);
|
|
|
|
+ glClearBufferfv(GL_COLOR, 1, black.components); // specular
|
|
|
|
+ glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
|
|
|
|
+ if (state.used_sss) {
|
|
|
|
+ glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt->buffers.active) {
|
|
|
|
+ current_fbo = storage->frame.current_rt->buffers.fbo;
|
|
|
|
+ } else {
|
|
|
|
+ current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
|
|
|
|
+
|
|
|
|
+ Vector<GLenum> draw_buffers;
|
|
|
|
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
|
|
|
|
+ glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!fb_cleared) {
|
|
|
|
+ glClearDepth(1.0f);
|
|
|
|
+ glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Color clear_color(0, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ RasterizerStorageGLES3::Sky *sky = NULL;
|
|
|
|
+ Ref<CameraFeed> feed;
|
|
|
|
+ GLuint env_radiance_tex = 0;
|
|
|
|
+
|
|
|
|
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
|
|
|
|
+ clear_color = Color(0, 0, 0, 0);
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
+ clear_color = Color(0, 0, 0, 0);
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+
|
|
|
|
+ } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
|
|
|
|
+
|
|
|
|
+ if (storage->frame.clear_request) {
|
|
|
|
+
|
|
|
|
+ clear_color = storage->frame.clear_request_color.to_linear();
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
|
|
|
|
+
|
|
|
|
+ clear_color = env->bg_color.to_linear();
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ } else if (env->bg_mode == VS::ENV_BG_COLOR) {
|
|
|
|
+
|
|
|
|
+ clear_color = env->bg_color.to_linear();
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ } else if (env->bg_mode == VS::ENV_BG_SKY) {
|
|
|
|
+
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+
|
|
|
|
+ } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
|
|
|
|
+
|
|
|
|
+ clear_color = env->bg_color.to_linear();
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+
|
|
|
|
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
|
|
|
|
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ } else {
|
|
|
|
+ storage->frame.clear_request = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
|
|
|
|
+ glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
|
|
|
|
+
|
|
|
|
+ if (env) {
|
|
|
|
+ switch (bg_mode) {
|
|
|
|
+ case VS::ENV_BG_COLOR_SKY:
|
|
|
|
+ case VS::ENV_BG_SKY:
|
|
|
|
+
|
|
|
|
+ sky = storage->sky_owner.getornull(env->sky);
|
|
|
|
+
|
|
|
|
+ if (sky) {
|
|
|
|
+ env_radiance_tex = sky->radiance;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case VS::ENV_BG_CANVAS:
|
|
|
|
+ //copy canvas to 3d buffer and convert it to linear
|
|
|
|
+
|
|
|
|
+ glDisable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_FALSE);
|
|
|
|
+ glDisable(GL_DEPTH_TEST);
|
|
|
|
+ glDisable(GL_CULL_FACE);
|
|
|
|
+
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.bind();
|
|
|
|
+
|
|
|
|
+ _copy_screen(true, true);
|
|
|
|
+
|
|
|
|
+ //turn off everything used
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
|
|
|
|
+
|
|
|
|
+ //restore
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_TRUE);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ glEnable(GL_CULL_FACE);
|
|
|
|
+ break;
|
|
|
|
+ case VS::ENV_BG_CAMERA_FEED:
|
|
|
|
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
|
|
|
|
+ // copy our camera feed to our background
|
|
|
|
+
|
|
|
|
+ glDisable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_FALSE);
|
|
|
|
+ glDisable(GL_DEPTH_TEST);
|
|
|
|
+ glDisable(GL_CULL_FACE);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
|
|
|
|
+
|
|
|
|
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
|
|
|
|
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
|
|
|
|
+
|
|
|
|
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
|
|
|
|
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
|
|
|
|
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
|
|
|
|
+
|
|
|
|
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
|
|
|
|
+
|
|
|
|
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
|
|
|
|
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
|
|
|
|
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
|
|
|
|
+
|
|
|
|
+ VS::get_singleton()->texture_bind(camera_Y, 0);
|
|
|
|
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ storage->shaders.copy.bind();
|
|
|
|
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
|
|
|
|
+
|
|
|
|
+ _copy_screen(true, true);
|
|
|
|
+
|
|
|
|
+ //turn off everything used
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
|
|
|
|
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
|
|
|
|
+
|
|
|
|
+ //restore
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_TRUE);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ glEnable(GL_CULL_FACE);
|
|
|
|
+ } else {
|
|
|
|
+ // don't have a feed, just show greenscreen :)
|
|
|
|
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ default: {
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (probe && probe->probe_ptr->interior) {
|
|
|
|
+ env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ state.texscreen_copied = false;
|
|
|
|
+
|
|
|
|
+ glBlendEquation(GL_FUNC_ADD);
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ } else {
|
|
|
|
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
+ glDisable(GL_BLEND);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ render_list.sort_by_key(false);
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ //regular forward for now
|
|
|
|
+ Vector<Color> c;
|
|
|
|
+ c.push_back(Color(0, 0, 0, 1));
|
|
|
|
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, c);
|
|
|
|
+
|
|
|
|
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr);
|
|
|
|
+ RD::get_singleton()->draw_list_end();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //_render_list
|
|
|
|
+#if 0
|
|
|
|
+ if (state.directional_light_count == 0) {
|
|
|
|
+ directional_light = NULL;
|
|
|
|
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL);
|
|
|
|
+ } else {
|
|
|
|
+ for (int i = 0; i < state.directional_light_count; i++) {
|
|
|
|
+ directional_light = directional_lights[i];
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ }
|
|
|
|
+ _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
|
|
|
|
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
|
|
|
|
+
|
|
|
|
+ if (use_mrt) {
|
|
|
|
+ GLenum gldb = GL_COLOR_ATTACHMENT0;
|
|
|
|
+ glDrawBuffers(1, &gldb);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ if (use_mrt) {
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ if (sky && sky->panorama.is_valid())
|
|
|
|
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
|
|
|
|
+ //glColorMask(1,1,1,1);
|
|
|
|
+
|
|
|
|
+ //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
|
|
|
|
+
|
|
|
|
+ if (use_mrt) {
|
|
|
|
+
|
|
|
|
+ _render_mrts(env, p_cam_projection);
|
|
|
|
+ } else {
|
|
|
|
+ // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
|
|
|
|
+ // - prepare screen texture for any geometry that uses a shader with screen texture
|
|
|
|
+ // - prepare depth texture for any geometry that uses a shader with depth texture
|
|
|
|
+
|
|
|
|
+ bool framebuffer_dirty = false;
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
|
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
|
|
|
|
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
|
|
|
|
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
|
+ _blur_effect_buffer();
|
|
|
|
+ framebuffer_dirty = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
|
|
|
|
+ _prepare_depth_texture();
|
|
|
|
+ framebuffer_dirty = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (framebuffer_dirty) {
|
|
|
|
+ // Restore framebuffer
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
|
|
|
|
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
|
|
|
|
+ _bind_depth_texture();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glEnable(GL_BLEND);
|
|
|
|
+ glDepthMask(GL_TRUE);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ glDisable(GL_SCISSOR_TEST);
|
|
|
|
+#endif
|
|
|
|
+ render_list.sort_by_reverse_depth_and_priority(true);
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
|
|
|
|
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr);
|
|
|
|
+ RD::get_singleton()->draw_list_end();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //_render_list
|
|
|
|
+#if 0
|
|
|
|
+ if (state.directional_light_count == 0) {
|
|
|
|
+ directional_light = NULL;
|
|
|
|
+ _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
|
|
|
|
+ } else {
|
|
|
|
+ for (int i = 0; i < state.directional_light_count; i++) {
|
|
|
|
+ directional_light = directional_lights[i];
|
|
|
|
+ _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
|
|
|
|
+ _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+ if (p_reflection_probe.is_valid()) {
|
|
|
|
+ //rendering a probe, do no more!
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ RasterizerEffectsRD *effects = storage->get_effects();
|
|
|
|
+ effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
|
|
|
|
+
|
|
|
|
+#if 0
|
|
|
|
+ _post_process(env, p_cam_projection);
|
|
|
|
+ // Needed only for debugging
|
|
|
|
+ /* if (shadow_atlas && storage->frame.current_rt) {
|
|
|
|
+
|
|
|
|
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
|
|
|
|
+ storage->canvas->canvas_begin();
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
|
|
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (storage->frame.current_rt) {
|
|
|
|
+
|
|
|
|
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
|
|
|
|
+ storage->canvas->canvas_begin();
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
|
|
|
|
+ //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
|
|
|
|
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (reflection_atlas && storage->frame.current_rt) {
|
|
|
|
+
|
|
|
|
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
|
|
|
|
+ storage->canvas->canvas_begin();
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
|
|
|
|
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (directional_shadow.fbo) {
|
|
|
|
+
|
|
|
|
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
|
|
|
|
+ storage->canvas->canvas_begin();
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
|
|
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( env_radiance_tex) {
|
|
|
|
+
|
|
|
|
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
|
|
|
|
+ storage->canvas->canvas_begin();
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+ }*/
|
|
|
|
+ //disable all stuff
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL;
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::set_scene_pass(uint64_t p_pass) {
|
|
|
|
+ scene_pass = p_pass;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RasterizerSceneForwardRD::set_time(double p_time) {
|
|
|
|
+ time = p_time;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) {
|
|
|
|
+ storage = p_storage;
|
|
|
|
+
|
|
|
|
+ /* SHADER */
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ String defines;
|
|
|
|
+
|
|
|
|
+ Vector<String> shader_versions;
|
|
|
|
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
|
|
|
|
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
|
|
|
|
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
|
|
|
|
+ shader_versions.push_back("");
|
|
|
|
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
|
|
|
|
+ shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n");
|
|
|
|
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\n");
|
|
|
|
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n");
|
|
|
|
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
|
|
|
|
+ shader.scene_shader.initialize(shader_versions, defines);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
|
|
|
|
+ storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs);
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ //shader compiler
|
|
|
|
+ ShaderCompilerRD::DefaultIdentifierActions actions;
|
|
|
|
+
|
|
|
|
+ actions.renames["WORLD_MATRIX"] = "world_matrix";
|
|
|
|
+ actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
|
|
|
|
+ actions.renames["INV_CAMERA_MATRIX"] = "scene_data.camera_inverse_matrix";
|
|
|
|
+ actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
|
|
|
|
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
|
|
|
|
+ actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
|
|
|
|
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
|
|
|
|
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
|
|
|
|
+
|
|
|
|
+ actions.renames["VERTEX"] = "vertex";
|
|
|
|
+ actions.renames["NORMAL"] = "normal";
|
|
|
|
+ actions.renames["TANGENT"] = "tangent";
|
|
|
|
+ actions.renames["BINORMAL"] = "binormal";
|
|
|
|
+ actions.renames["POSITION"] = "position";
|
|
|
|
+ actions.renames["UV"] = "uv_interp";
|
|
|
|
+ actions.renames["UV2"] = "uv2_interp";
|
|
|
|
+ actions.renames["COLOR"] = "color_interp";
|
|
|
|
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
|
|
|
|
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
|
|
|
|
+
|
|
|
|
+ //builtins
|
|
|
|
+
|
|
|
|
+ actions.renames["TIME"] = "scene_data.time";
|
|
|
|
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
|
|
|
|
+
|
|
|
|
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
|
|
|
|
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
|
|
|
|
+ actions.renames["NORMALMAP"] = "normalmap";
|
|
|
|
+ actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
|
|
|
|
+ actions.renames["ALBEDO"] = "albedo";
|
|
|
|
+ actions.renames["ALPHA"] = "alpha";
|
|
|
|
+ actions.renames["METALLIC"] = "metallic";
|
|
|
|
+ actions.renames["SPECULAR"] = "specular";
|
|
|
|
+ actions.renames["ROUGHNESS"] = "roughness";
|
|
|
|
+ actions.renames["RIM"] = "rim";
|
|
|
|
+ actions.renames["RIM_TINT"] = "rim_tint";
|
|
|
|
+ actions.renames["CLEARCOAT"] = "clearcoat";
|
|
|
|
+ actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
|
|
|
|
+ actions.renames["ANISOTROPY"] = "anisotropy";
|
|
|
|
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
|
|
|
|
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
|
|
|
|
+ actions.renames["TRANSMISSION"] = "transmission";
|
|
|
|
+ actions.renames["AO"] = "ao";
|
|
|
|
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
|
|
|
|
+ actions.renames["EMISSION"] = "emission";
|
|
|
|
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
|
|
|
|
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
|
|
|
|
+ actions.renames["SCREEN_UV"] = "screen_uv";
|
|
|
|
+ actions.renames["SCREEN_TEXTURE"] = "screen_texture";
|
|
|
|
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
|
|
|
|
+ actions.renames["NORMAL_TEXTURE"] = "normal_buffer";
|
|
|
|
+ actions.renames["DEPTH"] = "gl_FragDepth";
|
|
|
|
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
|
|
|
|
+
|
|
|
|
+ //for light
|
|
|
|
+ actions.renames["VIEW"] = "view";
|
|
|
|
+ actions.renames["LIGHT_COLOR"] = "light_color";
|
|
|
|
+ actions.renames["LIGHT"] = "light";
|
|
|
|
+ actions.renames["ATTENUATION"] = "attenuation";
|
|
|
|
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
|
|
|
|
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
|
|
|
|
+
|
|
|
|
+ actions.usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
|
|
|
|
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
|
|
|
|
+ actions.usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
|
|
|
|
+ actions.usage_defines["RIM_TINT"] = "@RIM";
|
|
|
|
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
|
|
|
|
+ actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
|
|
|
|
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
|
|
|
|
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
|
|
|
|
+ actions.usage_defines["AO"] = "#define ENABLE_AO\n";
|
|
|
|
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
|
|
|
|
+ actions.usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
|
|
|
|
+ actions.usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
|
|
|
|
+ actions.usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
|
|
|
|
+ actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
|
|
|
|
+ actions.usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
|
|
|
|
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
|
|
|
|
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
|
|
|
|
+
|
|
|
|
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
|
|
|
+ actions.usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
|
|
|
|
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
|
|
|
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
|
|
|
+
|
|
|
|
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
|
|
|
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
|
|
|
+
|
|
|
|
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
|
|
|
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
|
|
|
|
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
|
|
|
|
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
|
|
|
|
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
|
|
|
|
+
|
|
|
|
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
|
|
|
|
+
|
|
|
|
+ if (!force_lambert) {
|
|
|
|
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
|
|
|
|
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
|
|
|
|
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
|
|
|
|
+
|
|
|
|
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
|
|
|
|
+
|
|
|
|
+ if (!force_blinn) {
|
|
|
|
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
|
|
|
|
+ } else {
|
|
|
|
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
|
|
|
|
+ actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
|
|
|
|
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
|
|
|
|
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
|
|
|
|
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
|
|
|
|
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
|
|
|
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
|
|
|
+
|
|
|
|
+ actions.sampler_array_name = "material_samplers";
|
|
|
|
+ actions.base_texture_binding_index = 1;
|
|
|
|
+ actions.texture_layout_set = 2;
|
|
|
|
+ actions.base_uniform_string = "material.";
|
|
|
|
+
|
|
|
|
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
|
|
|
|
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
|
|
|
|
+
|
|
|
|
+ shader.compiler.initialize(actions);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //render list
|
|
|
|
+ render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)256000);
|
|
|
|
+ render_list.init();
|
|
|
|
+ scene_pass = 0;
|
|
|
|
+ render_pass = 0;
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ //default material and shader
|
|
|
|
+ default_shader = storage->shader_create();
|
|
|
|
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
|
|
|
|
+ default_material = storage->material_create();
|
|
|
|
+ storage->material_set_shader(default_material, default_shader);
|
|
|
|
+
|
|
|
|
+ MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
|
|
|
|
+ default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //default render buffer and scene state uniform set
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+ Vector<RD::Uniform> uniforms;
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.binding = 1;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.binding = 2;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.binding = 3;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
|
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
|
|
|
|
+
|
|
|
|
+ {
|
|
|
|
+
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
|
|
+ u.binding = 4;
|
|
|
|
+ u.ids.push_back(scene_state.uniform_buffer);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ RD::Uniform u;
|
|
|
|
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
|
|
|
|
+ u.binding = 5;
|
|
|
|
+ u.ids.resize(12);
|
|
|
|
+ RID *ids_ptr = u.ids.ptrw();
|
|
|
|
+ ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
+ ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
+ uniforms.push_back(u);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ default_render_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+RasterizerSceneForwardRD::~RasterizerSceneForwardRD() {
|
|
|
|
+}
|