rasterizer_scene_high_end_rd.cpp 119 KB

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  1. /*************************************************************************/
  2. /* rasterizer_scene_high_end_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_scene_high_end_rd.h"
  31. #include "core/project_settings.h"
  32. #include "servers/rendering/rendering_device.h"
  33. #include "servers/rendering/rendering_server_raster.h"
  34. /* SCENE SHADER */
  35. void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
  36. //compile
  37. code = p_code;
  38. valid = false;
  39. ubo_size = 0;
  40. uniforms.clear();
  41. uses_screen_texture = false;
  42. if (code == String()) {
  43. return; //just invalid, but no error
  44. }
  45. ShaderCompilerRD::GeneratedCode gen_code;
  46. int blend_mode = BLEND_MODE_MIX;
  47. int depth_testi = DEPTH_TEST_ENABLED;
  48. int cull = CULL_BACK;
  49. uses_point_size = false;
  50. uses_alpha = false;
  51. uses_blend_alpha = false;
  52. uses_depth_pre_pass = false;
  53. uses_discard = false;
  54. uses_roughness = false;
  55. uses_normal = false;
  56. bool wireframe = false;
  57. unshaded = false;
  58. uses_vertex = false;
  59. uses_sss = false;
  60. uses_transmittance = false;
  61. uses_screen_texture = false;
  62. uses_depth_texture = false;
  63. uses_normal_texture = false;
  64. uses_time = false;
  65. writes_modelview_or_projection = false;
  66. uses_world_coordinates = false;
  67. int depth_drawi = DEPTH_DRAW_OPAQUE;
  68. ShaderCompilerRD::IdentifierActions actions;
  69. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  70. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  71. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  72. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  73. actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
  74. actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
  75. actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
  76. actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
  77. actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
  78. actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
  79. actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
  80. actions.render_mode_flags["unshaded"] = &unshaded;
  81. actions.render_mode_flags["wireframe"] = &wireframe;
  82. actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
  83. actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
  84. actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
  85. actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
  86. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  87. actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
  88. actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
  89. actions.usage_flag_pointers["DISCARD"] = &uses_discard;
  90. actions.usage_flag_pointers["TIME"] = &uses_time;
  91. actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
  92. actions.usage_flag_pointers["NORMAL"] = &uses_normal;
  93. actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
  94. actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
  95. actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
  96. actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
  97. actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
  98. actions.write_flag_pointers["VERTEX"] = &uses_vertex;
  99. actions.uniforms = &uniforms;
  100. RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
  101. Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
  102. ERR_FAIL_COND(err != OK);
  103. if (version.is_null()) {
  104. version = scene_singleton->shader.scene_shader.version_create();
  105. }
  106. depth_draw = DepthDraw(depth_drawi);
  107. depth_test = DepthTest(depth_testi);
  108. #if 0
  109. print_line("**compiling shader:");
  110. print_line("**defines:\n");
  111. for (int i = 0; i < gen_code.defines.size(); i++) {
  112. print_line(gen_code.defines[i]);
  113. }
  114. print_line("\n**uniforms:\n" + gen_code.uniforms);
  115. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  116. print_line("\n**vertex_code:\n" + gen_code.vertex);
  117. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  118. print_line("\n**fragment_code:\n" + gen_code.fragment);
  119. print_line("\n**light_code:\n" + gen_code.light);
  120. #endif
  121. 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);
  122. ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
  123. ubo_size = gen_code.uniform_total_size;
  124. ubo_offsets = gen_code.uniform_offsets;
  125. texture_uniforms = gen_code.texture_uniforms;
  126. //blend modes
  127. RD::PipelineColorBlendState::Attachment blend_attachment;
  128. switch (blend_mode) {
  129. case BLEND_MODE_MIX: {
  130. blend_attachment.enable_blend = true;
  131. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  132. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  133. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  134. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  135. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  136. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  137. } break;
  138. case BLEND_MODE_ADD: {
  139. blend_attachment.enable_blend = true;
  140. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  141. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  142. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  143. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  144. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  145. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  146. uses_blend_alpha = true; //force alpha used because of blend
  147. } break;
  148. case BLEND_MODE_SUB: {
  149. blend_attachment.enable_blend = true;
  150. blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  151. blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  152. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  153. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  154. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  155. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  156. uses_blend_alpha = true; //force alpha used because of blend
  157. } break;
  158. case BLEND_MODE_MUL: {
  159. blend_attachment.enable_blend = true;
  160. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  161. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  162. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  163. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  164. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  165. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  166. uses_blend_alpha = true; //force alpha used because of blend
  167. } break;
  168. }
  169. RD::PipelineColorBlendState blend_state_blend;
  170. blend_state_blend.attachments.push_back(blend_attachment);
  171. RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
  172. RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
  173. RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
  174. RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
  175. //update pipelines
  176. RD::PipelineDepthStencilState depth_stencil_state;
  177. if (depth_test != DEPTH_TEST_DISABLED) {
  178. depth_stencil_state.enable_depth_test = true;
  179. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  180. depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
  181. }
  182. for (int i = 0; i < CULL_VARIANT_MAX; i++) {
  183. RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
  184. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
  185. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
  186. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
  187. };
  188. RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
  189. for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
  190. RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
  191. RD::RENDER_PRIMITIVE_POINTS,
  192. RD::RENDER_PRIMITIVE_LINES,
  193. RD::RENDER_PRIMITIVE_LINESTRIPS,
  194. RD::RENDER_PRIMITIVE_TRIANGLES,
  195. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  196. };
  197. RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
  198. for (int k = 0; k < SHADER_VERSION_MAX; k++) {
  199. RD::PipelineRasterizationState raster_state;
  200. raster_state.cull_mode = cull_mode_rd;
  201. raster_state.wireframe = wireframe;
  202. RD::PipelineColorBlendState blend_state;
  203. RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
  204. if (uses_alpha || uses_blend_alpha) {
  205. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  206. blend_state = blend_state_blend;
  207. if (depth_draw == DEPTH_DRAW_OPAQUE) {
  208. depth_stencil.enable_depth_write = false; //alpha does not draw depth
  209. }
  210. } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
  211. if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  212. //none, blend state contains nothing
  213. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  214. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  215. } else {
  216. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  217. }
  218. } else {
  219. pipelines[i][j][k].clear();
  220. continue; // do not use this version (will error if using it is attempted)
  221. }
  222. } else {
  223. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  224. blend_state = blend_state_opaque;
  225. } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  226. //none, leave empty
  227. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
  228. blend_state = blend_state_depth_normal_roughness;
  229. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
  230. blend_state = blend_state_depth_normal_roughness_giprobe;
  231. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  232. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  233. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
  234. blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
  235. } else {
  236. //specular write
  237. blend_state = blend_state_opaque_specular;
  238. depth_stencil.enable_depth_test = false;
  239. depth_stencil.enable_depth_write = false;
  240. }
  241. }
  242. RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
  243. pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
  244. }
  245. }
  246. }
  247. valid = true;
  248. }
  249. void RasterizerSceneHighEndRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  250. if (!p_texture.is_valid()) {
  251. default_texture_params.erase(p_name);
  252. } else {
  253. default_texture_params[p_name] = p_texture;
  254. }
  255. }
  256. void RasterizerSceneHighEndRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  257. Map<int, StringName> order;
  258. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  259. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  260. continue;
  261. }
  262. if (E->get().texture_order >= 0) {
  263. order[E->get().texture_order + 100000] = E->key();
  264. } else {
  265. order[E->get().order] = E->key();
  266. }
  267. }
  268. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  269. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  270. pi.name = E->get();
  271. p_param_list->push_back(pi);
  272. }
  273. }
  274. void RasterizerSceneHighEndRD::ShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
  275. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  276. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  277. continue;
  278. }
  279. RasterizerStorage::InstanceShaderParam p;
  280. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  281. p.info.name = E->key(); //supply name
  282. p.index = E->get().instance_index;
  283. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  284. p_param_list->push_back(p);
  285. }
  286. }
  287. bool RasterizerSceneHighEndRD::ShaderData::is_param_texture(const StringName &p_param) const {
  288. if (!uniforms.has(p_param)) {
  289. return false;
  290. }
  291. return uniforms[p_param].texture_order >= 0;
  292. }
  293. bool RasterizerSceneHighEndRD::ShaderData::is_animated() const {
  294. return false;
  295. }
  296. bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const {
  297. return false;
  298. }
  299. Variant RasterizerSceneHighEndRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  300. if (uniforms.has(p_parameter)) {
  301. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  302. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  303. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  304. }
  305. return Variant();
  306. }
  307. RasterizerSceneHighEndRD::ShaderData::ShaderData() {
  308. valid = false;
  309. uses_screen_texture = false;
  310. }
  311. RasterizerSceneHighEndRD::ShaderData::~ShaderData() {
  312. RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
  313. ERR_FAIL_COND(!scene_singleton);
  314. //pipeline variants will clear themselves if shader is gone
  315. if (version.is_valid()) {
  316. scene_singleton->shader.scene_shader.version_free(version);
  317. }
  318. }
  319. RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_shader_func() {
  320. ShaderData *shader_data = memnew(ShaderData);
  321. return shader_data;
  322. }
  323. void RasterizerSceneHighEndRD::MaterialData::set_render_priority(int p_priority) {
  324. priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  325. }
  326. void RasterizerSceneHighEndRD::MaterialData::set_next_pass(RID p_pass) {
  327. next_pass = p_pass;
  328. }
  329. void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  330. RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
  331. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  332. p_uniform_dirty = true;
  333. if (uniform_buffer.is_valid()) {
  334. RD::get_singleton()->free(uniform_buffer);
  335. uniform_buffer = RID();
  336. }
  337. ubo_data.resize(shader_data->ubo_size);
  338. if (ubo_data.size()) {
  339. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  340. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  341. }
  342. //clear previous uniform set
  343. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  344. RD::get_singleton()->free(uniform_set);
  345. uniform_set = RID();
  346. }
  347. }
  348. //check whether buffer changed
  349. if (p_uniform_dirty && ubo_data.size()) {
  350. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  351. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  352. }
  353. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  354. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  355. texture_cache.resize(tex_uniform_count);
  356. p_textures_dirty = true;
  357. //clear previous uniform set
  358. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  359. RD::get_singleton()->free(uniform_set);
  360. uniform_set = RID();
  361. }
  362. }
  363. if (p_textures_dirty && tex_uniform_count) {
  364. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  365. }
  366. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  367. // This material does not require an uniform set, so don't create it.
  368. return;
  369. }
  370. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  371. //no reason to update uniform set, only UBO (or nothing) was needed to update
  372. return;
  373. }
  374. Vector<RD::Uniform> uniforms;
  375. {
  376. if (shader_data->ubo_size) {
  377. RD::Uniform u;
  378. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  379. u.binding = 0;
  380. u.ids.push_back(uniform_buffer);
  381. uniforms.push_back(u);
  382. }
  383. const RID *textures = texture_cache.ptrw();
  384. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  385. RD::Uniform u;
  386. u.type = RD::UNIFORM_TYPE_TEXTURE;
  387. u.binding = 1 + i;
  388. u.ids.push_back(textures[i]);
  389. uniforms.push_back(u);
  390. }
  391. }
  392. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  393. }
  394. RasterizerSceneHighEndRD::MaterialData::~MaterialData() {
  395. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  396. RD::get_singleton()->free(uniform_set);
  397. }
  398. if (uniform_buffer.is_valid()) {
  399. RD::get_singleton()->free(uniform_buffer);
  400. }
  401. }
  402. RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_func(ShaderData *p_shader) {
  403. MaterialData *material_data = memnew(MaterialData);
  404. material_data->shader_data = p_shader;
  405. material_data->last_frame = false;
  406. //update will happen later anyway so do nothing.
  407. return material_data;
  408. }
  409. RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
  410. clear();
  411. }
  412. void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() {
  413. if (!specular.is_valid()) {
  414. RD::TextureFormat tf;
  415. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  416. tf.width = width;
  417. tf.height = height;
  418. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  419. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  420. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  421. } else {
  422. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  423. }
  424. specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
  425. if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
  426. {
  427. Vector<RID> fb;
  428. fb.push_back(color);
  429. fb.push_back(specular);
  430. fb.push_back(depth);
  431. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  432. }
  433. {
  434. Vector<RID> fb;
  435. fb.push_back(specular);
  436. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  437. }
  438. } else {
  439. tf.samples = texture_samples;
  440. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  441. specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  442. {
  443. Vector<RID> fb;
  444. fb.push_back(color_msaa);
  445. fb.push_back(specular_msaa);
  446. fb.push_back(depth_msaa);
  447. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  448. }
  449. {
  450. Vector<RID> fb;
  451. fb.push_back(specular_msaa);
  452. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  453. }
  454. }
  455. }
  456. }
  457. void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_gi() {
  458. if (!reflection_buffer.is_valid()) {
  459. RD::TextureFormat tf;
  460. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  461. tf.width = width;
  462. tf.height = height;
  463. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  464. reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  465. ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  466. }
  467. }
  468. void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_giprobe() {
  469. if (!giprobe_buffer.is_valid()) {
  470. RD::TextureFormat tf;
  471. tf.format = RD::DATA_FORMAT_R8G8_UINT;
  472. tf.width = width;
  473. tf.height = height;
  474. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  475. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  476. RD::TextureFormat tf_aa = tf;
  477. tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  478. tf_aa.samples = texture_samples;
  479. giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
  480. } else {
  481. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  482. }
  483. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  484. giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  485. Vector<RID> fb;
  486. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  487. fb.push_back(depth_msaa);
  488. fb.push_back(normal_roughness_buffer_msaa);
  489. fb.push_back(giprobe_buffer_msaa);
  490. } else {
  491. fb.push_back(depth);
  492. fb.push_back(normal_roughness_buffer);
  493. fb.push_back(giprobe_buffer);
  494. }
  495. depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
  496. }
  497. }
  498. void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
  499. if (ambient_buffer != RID() && ambient_buffer != color) {
  500. RD::get_singleton()->free(ambient_buffer);
  501. ambient_buffer = RID();
  502. }
  503. if (reflection_buffer != RID() && reflection_buffer != specular) {
  504. RD::get_singleton()->free(reflection_buffer);
  505. reflection_buffer = RID();
  506. }
  507. if (giprobe_buffer != RID()) {
  508. RD::get_singleton()->free(giprobe_buffer);
  509. giprobe_buffer = RID();
  510. if (giprobe_buffer_msaa.is_valid()) {
  511. RD::get_singleton()->free(giprobe_buffer_msaa);
  512. giprobe_buffer_msaa = RID();
  513. }
  514. depth_normal_roughness_giprobe_fb = RID();
  515. }
  516. if (color_msaa.is_valid()) {
  517. RD::get_singleton()->free(color_msaa);
  518. color_msaa = RID();
  519. }
  520. if (depth_msaa.is_valid()) {
  521. RD::get_singleton()->free(depth_msaa);
  522. depth_msaa = RID();
  523. }
  524. if (specular.is_valid()) {
  525. if (specular_msaa.is_valid()) {
  526. RD::get_singleton()->free(specular_msaa);
  527. specular_msaa = RID();
  528. }
  529. RD::get_singleton()->free(specular);
  530. specular = RID();
  531. }
  532. color = RID();
  533. depth = RID();
  534. color_specular_fb = RID();
  535. specular_only_fb = RID();
  536. color_fb = RID();
  537. depth_fb = RID();
  538. if (normal_roughness_buffer.is_valid()) {
  539. RD::get_singleton()->free(normal_roughness_buffer);
  540. if (normal_roughness_buffer_msaa.is_valid()) {
  541. RD::get_singleton()->free(normal_roughness_buffer_msaa);
  542. normal_roughness_buffer_msaa = RID();
  543. }
  544. normal_roughness_buffer = RID();
  545. depth_normal_roughness_fb = RID();
  546. }
  547. if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
  548. RD::get_singleton()->free(render_sdfgi_uniform_set);
  549. }
  550. }
  551. void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
  552. clear();
  553. msaa = p_msaa;
  554. width = p_width;
  555. height = p_height;
  556. color = p_color_buffer;
  557. depth = p_depth_buffer;
  558. if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
  559. {
  560. Vector<RID> fb;
  561. fb.push_back(p_color_buffer);
  562. fb.push_back(depth);
  563. color_fb = RD::get_singleton()->framebuffer_create(fb);
  564. }
  565. {
  566. Vector<RID> fb;
  567. fb.push_back(depth);
  568. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  569. }
  570. } else {
  571. RD::TextureFormat tf;
  572. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  573. tf.width = p_width;
  574. tf.height = p_height;
  575. tf.type = RD::TEXTURE_TYPE_2D;
  576. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  577. RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
  578. RD::TEXTURE_SAMPLES_1,
  579. RD::TEXTURE_SAMPLES_2,
  580. RD::TEXTURE_SAMPLES_4,
  581. RD::TEXTURE_SAMPLES_8,
  582. RD::TEXTURE_SAMPLES_16
  583. };
  584. texture_samples = ts[p_msaa];
  585. tf.samples = texture_samples;
  586. color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  587. 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;
  588. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  589. depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  590. {
  591. Vector<RID> fb;
  592. fb.push_back(color_msaa);
  593. fb.push_back(depth_msaa);
  594. color_fb = RD::get_singleton()->framebuffer_create(fb);
  595. }
  596. {
  597. Vector<RID> fb;
  598. fb.push_back(depth_msaa);
  599. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  600. }
  601. }
  602. }
  603. void RasterizerSceneHighEndRD::_allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb) {
  604. if (rb->normal_roughness_buffer.is_valid()) {
  605. return;
  606. }
  607. RD::TextureFormat tf;
  608. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  609. tf.width = rb->width;
  610. tf.height = rb->height;
  611. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  612. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  613. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  614. } else {
  615. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  616. }
  617. rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  618. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  619. Vector<RID> fb;
  620. fb.push_back(rb->depth);
  621. fb.push_back(rb->normal_roughness_buffer);
  622. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  623. } else {
  624. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  625. tf.samples = rb->texture_samples;
  626. rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  627. Vector<RID> fb;
  628. fb.push_back(rb->depth_msaa);
  629. fb.push_back(rb->normal_roughness_buffer_msaa);
  630. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  631. }
  632. _render_buffers_clear_uniform_set(rb);
  633. }
  634. RasterizerSceneRD::RenderBufferData *RasterizerSceneHighEndRD::_create_render_buffer_data() {
  635. return memnew(RenderBufferDataHighEnd);
  636. }
  637. bool RasterizerSceneHighEndRD::free(RID p_rid) {
  638. if (RasterizerSceneRD::free(p_rid)) {
  639. return true;
  640. }
  641. return false;
  642. }
  643. void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
  644. uint32_t lightmap_captures_used = 0;
  645. for (int i = 0; i < p_element_count; i++) {
  646. const RenderList::Element *e = p_elements[i];
  647. InstanceData &id = scene_state.instances[i];
  648. bool store_transform = true;
  649. id.flags = 0;
  650. id.mask = e->instance->layer_mask;
  651. id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
  652. if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
  653. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  654. uint32_t stride;
  655. if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
  656. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  657. stride = 2;
  658. } else {
  659. stride = 3;
  660. }
  661. if (storage->multimesh_uses_colors(e->instance->base)) {
  662. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  663. stride += 1;
  664. }
  665. if (storage->multimesh_uses_custom_data(e->instance->base)) {
  666. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  667. stride += 1;
  668. }
  669. id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  670. } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
  671. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  672. uint32_t stride;
  673. if (false) { // 2D particles
  674. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  675. stride = 2;
  676. } else {
  677. stride = 3;
  678. }
  679. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  680. stride += 1;
  681. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  682. stride += 1;
  683. id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  684. if (!storage->particles_is_using_local_coords(e->instance->base)) {
  685. store_transform = false;
  686. }
  687. } else if (e->instance->base_type == RS::INSTANCE_MESH) {
  688. if (e->instance->skeleton.is_valid()) {
  689. id.flags |= INSTANCE_DATA_FLAG_SKELETON;
  690. }
  691. }
  692. if (store_transform) {
  693. RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
  694. RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
  695. } else {
  696. RasterizerStorageRD::store_transform(Transform(), id.transform);
  697. RasterizerStorageRD::store_transform(Transform(), id.normal_transform);
  698. }
  699. if (p_for_depth) {
  700. id.gi_offset = 0xFFFFFFFF;
  701. continue;
  702. }
  703. if (e->instance->lightmap) {
  704. int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
  705. if (lightmap_index >= 0) {
  706. id.gi_offset = lightmap_index;
  707. id.gi_offset |= e->instance->lightmap_slice_index << 12;
  708. id.gi_offset |= e->instance->lightmap_cull_index << 20;
  709. id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
  710. id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
  711. id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
  712. id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
  713. id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
  714. if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
  715. id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
  716. }
  717. } else {
  718. id.gi_offset = 0xFFFFFFFF;
  719. }
  720. } else if (!e->instance->lightmap_sh.empty()) {
  721. if (lightmap_captures_used < scene_state.max_lightmap_captures) {
  722. const Color *src_capture = e->instance->lightmap_sh.ptr();
  723. LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
  724. for (int j = 0; j < 9; j++) {
  725. lcd.sh[j * 4 + 0] = src_capture[j].r;
  726. lcd.sh[j * 4 + 1] = src_capture[j].g;
  727. lcd.sh[j * 4 + 2] = src_capture[j].b;
  728. lcd.sh[j * 4 + 3] = src_capture[j].a;
  729. }
  730. id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
  731. id.gi_offset = lightmap_captures_used;
  732. lightmap_captures_used++;
  733. }
  734. } else {
  735. if (p_has_opaque_gi) {
  736. id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
  737. }
  738. if (!e->instance->gi_probe_instances.empty()) {
  739. uint32_t written = 0;
  740. for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
  741. RID probe = e->instance->gi_probe_instances[j];
  742. uint32_t index = gi_probe_instance_get_render_index(probe);
  743. if (written == 0) {
  744. id.gi_offset = index;
  745. id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
  746. written = 1;
  747. } else {
  748. id.gi_offset = index << 16;
  749. written = 2;
  750. break;
  751. }
  752. }
  753. if (written == 0) {
  754. id.gi_offset = 0xFFFFFFFF;
  755. } else if (written == 1) {
  756. id.gi_offset |= 0xFFFF0000;
  757. }
  758. } else {
  759. if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
  760. id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
  761. }
  762. id.gi_offset = 0xFFFFFFFF;
  763. }
  764. }
  765. }
  766. RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
  767. if (lightmap_captures_used) {
  768. RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
  769. }
  770. }
  771. /// RENDERING ///
  772. void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) {
  773. RD::DrawListID draw_list = p_draw_list;
  774. RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
  775. //global scope bindings
  776. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
  777. if (p_radiance_uniform_set.is_valid()) {
  778. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET);
  779. } else {
  780. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET);
  781. }
  782. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET);
  783. if (p_render_buffers_uniform_set.is_valid()) {
  784. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
  785. } else {
  786. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
  787. }
  788. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
  789. MaterialData *prev_material = nullptr;
  790. RID prev_vertex_array_rd;
  791. RID prev_index_array_rd;
  792. RID prev_pipeline_rd;
  793. RID prev_xforms_uniform_set;
  794. PushConstant push_constant;
  795. zeromem(&push_constant, sizeof(PushConstant));
  796. push_constant.bake_uv2_offset[0] = p_uv_offset.x;
  797. push_constant.bake_uv2_offset[1] = p_uv_offset.y;
  798. for (int i = 0; i < p_element_count; i++) {
  799. const RenderList::Element *e = p_elements[i];
  800. MaterialData *material = e->material;
  801. ShaderData *shader = material->shader_data;
  802. RID xforms_uniform_set;
  803. //find cull variant
  804. ShaderData::CullVariant cull_variant;
  805. if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)) {
  806. cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
  807. } else {
  808. bool mirror = e->instance->mirror;
  809. if (p_reverse_cull) {
  810. mirror = !mirror;
  811. }
  812. cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
  813. }
  814. //find primitive and vertex format
  815. RS::PrimitiveType primitive;
  816. switch (e->instance->base_type) {
  817. case RS::INSTANCE_MESH: {
  818. primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
  819. if (e->instance->skeleton.is_valid()) {
  820. xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  821. }
  822. } break;
  823. case RS::INSTANCE_MULTIMESH: {
  824. RID mesh = storage->multimesh_get_mesh(e->instance->base);
  825. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  826. primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
  827. xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  828. } break;
  829. case RS::INSTANCE_IMMEDIATE: {
  830. ERR_CONTINUE(true); //should be a bug
  831. } break;
  832. case RS::INSTANCE_PARTICLES: {
  833. RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
  834. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  835. primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
  836. xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  837. } break;
  838. default: {
  839. ERR_CONTINUE(true); //should be a bug
  840. }
  841. }
  842. ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
  843. switch (p_pass_mode) {
  844. case PASS_MODE_COLOR:
  845. case PASS_MODE_COLOR_TRANSPARENT: {
  846. if (e->uses_lightmap) {
  847. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
  848. } else if (e->uses_forward_gi) {
  849. shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
  850. } else {
  851. shader_version = SHADER_VERSION_COLOR_PASS;
  852. }
  853. } break;
  854. case PASS_MODE_COLOR_SPECULAR: {
  855. if (e->uses_lightmap) {
  856. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  857. } else {
  858. shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  859. }
  860. } break;
  861. case PASS_MODE_SHADOW:
  862. case PASS_MODE_DEPTH: {
  863. shader_version = SHADER_VERSION_DEPTH_PASS;
  864. } break;
  865. case PASS_MODE_SHADOW_DP: {
  866. shader_version = SHADER_VERSION_DEPTH_PASS_DP;
  867. } break;
  868. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  869. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
  870. } break;
  871. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  872. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
  873. } break;
  874. case PASS_MODE_DEPTH_MATERIAL: {
  875. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
  876. } break;
  877. case PASS_MODE_SDF: {
  878. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
  879. } break;
  880. }
  881. RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
  882. pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
  883. RD::VertexFormatID vertex_format = -1;
  884. RID vertex_array_rd;
  885. RID index_array_rd;
  886. switch (e->instance->base_type) {
  887. case RS::INSTANCE_MESH: {
  888. storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
  889. } break;
  890. case RS::INSTANCE_MULTIMESH: {
  891. RID mesh = storage->multimesh_get_mesh(e->instance->base);
  892. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  893. storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
  894. } break;
  895. case RS::INSTANCE_IMMEDIATE: {
  896. ERR_CONTINUE(true); //should be a bug
  897. } break;
  898. case RS::INSTANCE_PARTICLES: {
  899. RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
  900. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  901. storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
  902. } break;
  903. default: {
  904. ERR_CONTINUE(true); //should be a bug
  905. }
  906. }
  907. if (prev_vertex_array_rd != vertex_array_rd) {
  908. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
  909. prev_vertex_array_rd = vertex_array_rd;
  910. }
  911. if (prev_index_array_rd != index_array_rd) {
  912. if (index_array_rd.is_valid()) {
  913. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
  914. }
  915. prev_index_array_rd = index_array_rd;
  916. }
  917. RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_force_wireframe);
  918. if (pipeline_rd != prev_pipeline_rd) {
  919. // checking with prev shader does not make so much sense, as
  920. // the pipeline may still be different.
  921. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
  922. prev_pipeline_rd = pipeline_rd;
  923. }
  924. if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
  925. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  926. prev_xforms_uniform_set = xforms_uniform_set;
  927. }
  928. if (material != prev_material) {
  929. //update uniform set
  930. if (material->uniform_set.is_valid()) {
  931. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET);
  932. }
  933. prev_material = material;
  934. }
  935. push_constant.index = i;
  936. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
  937. switch (e->instance->base_type) {
  938. case RS::INSTANCE_MESH: {
  939. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
  940. } break;
  941. case RS::INSTANCE_MULTIMESH: {
  942. uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
  943. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
  944. } break;
  945. case RS::INSTANCE_IMMEDIATE: {
  946. } break;
  947. case RS::INSTANCE_PARTICLES: {
  948. uint32_t instances = storage->particles_get_amount(e->instance->base);
  949. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
  950. } break;
  951. default: {
  952. ERR_CONTINUE(true); //should be a bug
  953. }
  954. }
  955. }
  956. }
  957. void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
  958. //CameraMatrix projection = p_cam_projection;
  959. //projection.flip_y(); // Vulkan and modern APIs use Y-Down
  960. CameraMatrix correction;
  961. correction.set_depth_correction(p_flip_y);
  962. CameraMatrix projection = correction * p_cam_projection;
  963. //store camera into ubo
  964. RasterizerStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
  965. RasterizerStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
  966. RasterizerStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
  967. RasterizerStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
  968. scene_state.ubo.z_far = p_zfar;
  969. scene_state.ubo.z_near = p_znear;
  970. scene_state.ubo.pancake_shadows = p_pancake_shadows;
  971. RasterizerStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
  972. RasterizerStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
  973. RasterizerStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
  974. RasterizerStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
  975. scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
  976. scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
  977. scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
  978. scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
  979. scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
  980. scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
  981. if (p_shadow_atlas.is_valid()) {
  982. Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
  983. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
  984. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
  985. }
  986. {
  987. Vector2 dss = directional_shadow_get_size();
  988. scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
  989. scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
  990. }
  991. //time global variables
  992. scene_state.ubo.time = time;
  993. scene_state.ubo.gi_upscale_for_msaa = false;
  994. scene_state.ubo.volumetric_fog_enabled = false;
  995. scene_state.ubo.fog_enabled = false;
  996. if (p_render_buffers.is_valid()) {
  997. RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  998. if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  999. scene_state.ubo.gi_upscale_for_msaa = true;
  1000. }
  1001. if (render_buffers_has_volumetric_fog(p_render_buffers)) {
  1002. scene_state.ubo.volumetric_fog_enabled = true;
  1003. float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
  1004. if (fog_end > 0.0) {
  1005. scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1006. } else {
  1007. scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1008. }
  1009. float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1010. if (fog_detail_spread > 0.0) {
  1011. scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1012. } else {
  1013. scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1014. }
  1015. }
  1016. }
  1017. #if 0
  1018. if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  1019. scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
  1020. scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
  1021. scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
  1022. scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  1023. scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  1024. float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
  1025. scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
  1026. float occ_bias = 0.0;
  1027. scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
  1028. scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
  1029. scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
  1030. float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
  1031. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  1032. scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
  1033. scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
  1034. scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
  1035. scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
  1036. //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
  1037. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  1038. uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
  1039. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
  1040. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
  1041. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
  1042. scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  1043. scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
  1044. scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  1045. scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
  1046. scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
  1047. scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
  1048. for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
  1049. SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
  1050. Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
  1051. pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
  1052. c.position[0] = pos.x;
  1053. c.position[1] = pos.y;
  1054. c.position[2] = pos.z;
  1055. c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
  1056. Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
  1057. c.probe_world_offset[0] = probe_ofs.x;
  1058. c.probe_world_offset[1] = probe_ofs.y;
  1059. c.probe_world_offset[2] = probe_ofs.z;
  1060. }
  1061. }
  1062. #endif
  1063. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  1064. scene_state.ubo.use_ambient_light = true;
  1065. scene_state.ubo.ambient_light_color_energy[0] = 1;
  1066. scene_state.ubo.ambient_light_color_energy[1] = 1;
  1067. scene_state.ubo.ambient_light_color_energy[2] = 1;
  1068. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1069. scene_state.ubo.use_ambient_cubemap = false;
  1070. scene_state.ubo.use_reflection_cubemap = false;
  1071. scene_state.ubo.ssao_enabled = false;
  1072. } else if (is_environment(p_environment)) {
  1073. RS::EnvironmentBG env_bg = environment_get_background(p_environment);
  1074. RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
  1075. float bg_energy = environment_get_bg_energy(p_environment);
  1076. scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
  1077. scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
  1078. //ambient
  1079. if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
  1080. Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
  1081. color = color.to_linear();
  1082. scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
  1083. scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
  1084. scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
  1085. scene_state.ubo.use_ambient_light = true;
  1086. scene_state.ubo.use_ambient_cubemap = false;
  1087. } else {
  1088. float energy = environment_get_ambient_light_energy(p_environment);
  1089. Color color = environment_get_ambient_light_color(p_environment);
  1090. color = color.to_linear();
  1091. scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
  1092. scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
  1093. scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
  1094. Basis sky_transform = environment_get_sky_orientation(p_environment);
  1095. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  1096. RasterizerStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
  1097. scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
  1098. scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
  1099. }
  1100. //specular
  1101. RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
  1102. if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
  1103. scene_state.ubo.use_reflection_cubemap = true;
  1104. } else {
  1105. scene_state.ubo.use_reflection_cubemap = false;
  1106. }
  1107. scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
  1108. scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
  1109. scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
  1110. Color ao_color = environment_get_ao_color(p_environment).to_linear();
  1111. scene_state.ubo.ao_color[0] = ao_color.r;
  1112. scene_state.ubo.ao_color[1] = ao_color.g;
  1113. scene_state.ubo.ao_color[2] = ao_color.b;
  1114. scene_state.ubo.ao_color[3] = ao_color.a;
  1115. scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
  1116. scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
  1117. scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
  1118. scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
  1119. if (scene_state.ubo.fog_height_density >= 0.0001) {
  1120. scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
  1121. }
  1122. Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
  1123. float fog_energy = environment_get_fog_light_energy(p_environment);
  1124. scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1125. scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1126. scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1127. scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
  1128. } else {
  1129. if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1130. scene_state.ubo.use_ambient_light = false;
  1131. } else {
  1132. scene_state.ubo.use_ambient_light = true;
  1133. Color clear_color = p_default_bg_color;
  1134. clear_color = clear_color.to_linear();
  1135. scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
  1136. scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
  1137. scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
  1138. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1139. }
  1140. scene_state.ubo.use_ambient_cubemap = false;
  1141. scene_state.ubo.use_reflection_cubemap = false;
  1142. scene_state.ubo.ssao_enabled = false;
  1143. }
  1144. scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
  1145. scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
  1146. scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
  1147. RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
  1148. }
  1149. void RasterizerSceneHighEndRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
  1150. RID m_src;
  1151. m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
  1152. if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
  1153. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1154. m_src = overdraw_material;
  1155. } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
  1156. m_src = default_material;
  1157. }
  1158. }
  1159. MaterialData *material = nullptr;
  1160. if (m_src.is_valid()) {
  1161. material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
  1162. if (!material || !material->shader_data->valid) {
  1163. material = nullptr;
  1164. }
  1165. }
  1166. if (!material) {
  1167. material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  1168. m_src = default_material;
  1169. }
  1170. ERR_FAIL_COND(!material);
  1171. _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
  1172. while (material->next_pass.is_valid()) {
  1173. material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
  1174. if (!material || !material->shader_data->valid) {
  1175. break;
  1176. }
  1177. _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
  1178. }
  1179. }
  1180. void RasterizerSceneHighEndRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
  1181. 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;
  1182. bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
  1183. bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
  1184. bool has_alpha = has_base_alpha || has_blend_alpha;
  1185. if (p_material->shader_data->uses_sss) {
  1186. scene_state.used_sss = true;
  1187. }
  1188. if (p_material->shader_data->uses_screen_texture) {
  1189. scene_state.used_screen_texture = true;
  1190. }
  1191. if (p_material->shader_data->uses_depth_texture) {
  1192. scene_state.used_depth_texture = true;
  1193. }
  1194. if (p_material->shader_data->uses_normal_texture) {
  1195. scene_state.used_normal_texture = true;
  1196. }
  1197. if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
  1198. if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  1199. //conditions in which no depth pass should be processed
  1200. return;
  1201. }
  1202. if ((p_pass_mode != PASS_MODE_DEPTH_MATERIAL && p_pass_mode != PASS_MODE_SDF) && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
  1203. //shader does not use discard and does not write a vertex position, use generic material
  1204. if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
  1205. p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  1206. } else if ((p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
  1207. p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  1208. }
  1209. }
  1210. has_alpha = false;
  1211. }
  1212. has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
  1213. RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
  1214. if (!e) {
  1215. return;
  1216. }
  1217. e->instance = p_instance;
  1218. e->material = p_material;
  1219. e->surface_index = p_surface;
  1220. e->sort_key = 0;
  1221. if (e->material->last_pass != render_pass) {
  1222. if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
  1223. //uniform set no longer valid, probably a texture changed
  1224. storage->material_force_update_textures(p_material_rid, RasterizerStorageRD::SHADER_TYPE_3D);
  1225. }
  1226. e->material->last_pass = render_pass;
  1227. e->material->index = scene_state.current_material_index++;
  1228. if (e->material->shader_data->last_pass != render_pass) {
  1229. e->material->shader_data->last_pass = scene_state.current_material_index++;
  1230. e->material->shader_data->index = scene_state.current_shader_index++;
  1231. }
  1232. }
  1233. e->geometry_index = p_geometry_index;
  1234. e->material_index = e->material->index;
  1235. e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
  1236. e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty();
  1237. e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
  1238. e->shader_index = e->shader_index;
  1239. e->depth_layer = e->instance->depth_layer;
  1240. e->priority = p_material->priority;
  1241. if (p_material->shader_data->uses_time) {
  1242. RenderingServerRaster::redraw_request();
  1243. }
  1244. }
  1245. void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi) {
  1246. scene_state.current_shader_index = 0;
  1247. scene_state.current_material_index = 0;
  1248. scene_state.used_sss = false;
  1249. scene_state.used_screen_texture = false;
  1250. scene_state.used_normal_texture = false;
  1251. scene_state.used_depth_texture = false;
  1252. uint32_t geometry_index = 0;
  1253. //fill list
  1254. for (int i = 0; i < p_cull_count; i++) {
  1255. InstanceBase *inst = p_cull_result[i];
  1256. //add geometry for drawing
  1257. switch (inst->base_type) {
  1258. case RS::INSTANCE_MESH: {
  1259. const RID *materials = nullptr;
  1260. uint32_t surface_count;
  1261. materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
  1262. if (!materials) {
  1263. continue; //nothing to do
  1264. }
  1265. const RID *inst_materials = inst->materials.ptr();
  1266. for (uint32_t j = 0; j < surface_count; j++) {
  1267. RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
  1268. uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
  1269. _add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
  1270. }
  1271. //mesh->last_pass=frame;
  1272. } break;
  1273. case RS::INSTANCE_MULTIMESH: {
  1274. if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
  1275. //not visible, 0 instances
  1276. continue;
  1277. }
  1278. RID mesh = storage->multimesh_get_mesh(inst->base);
  1279. if (!mesh.is_valid()) {
  1280. continue;
  1281. }
  1282. const RID *materials = nullptr;
  1283. uint32_t surface_count;
  1284. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  1285. if (!materials) {
  1286. continue; //nothing to do
  1287. }
  1288. for (uint32_t j = 0; j < surface_count; j++) {
  1289. uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
  1290. _add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
  1291. }
  1292. } break;
  1293. #if 0
  1294. case RS::INSTANCE_IMMEDIATE: {
  1295. RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
  1296. ERR_CONTINUE(!immediate);
  1297. _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
  1298. } break;
  1299. #endif
  1300. case RS::INSTANCE_PARTICLES: {
  1301. int draw_passes = storage->particles_get_draw_passes(inst->base);
  1302. for (int j = 0; j < draw_passes; j++) {
  1303. RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
  1304. if (!mesh.is_valid())
  1305. continue;
  1306. const RID *materials = nullptr;
  1307. uint32_t surface_count;
  1308. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  1309. if (!materials) {
  1310. continue; //nothing to do
  1311. }
  1312. for (uint32_t k = 0; k < surface_count; k++) {
  1313. uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
  1314. _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
  1315. }
  1316. }
  1317. } break;
  1318. default: {
  1319. }
  1320. }
  1321. }
  1322. }
  1323. void RasterizerSceneHighEndRD::_setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform) {
  1324. uint32_t lightmaps_used = 0;
  1325. for (int i = 0; i < p_lightmap_cull_count; i++) {
  1326. if (i >= (int)scene_state.max_lightmaps) {
  1327. break;
  1328. }
  1329. InstanceBase *lm = p_lightmap_cull_result[i];
  1330. Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
  1331. to_lm = to_lm.inverse().transposed(); //will transform normals
  1332. RasterizerStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
  1333. lm->lightmap_cull_index = i;
  1334. lightmaps_used++;
  1335. }
  1336. if (lightmaps_used > 0) {
  1337. RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
  1338. }
  1339. }
  1340. void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
  1341. RenderBufferDataHighEnd *render_buffer = nullptr;
  1342. if (p_render_buffer.is_valid()) {
  1343. render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer);
  1344. }
  1345. //first of all, make a new render pass
  1346. render_pass++;
  1347. //fill up ubo
  1348. RENDER_TIMESTAMP("Setup 3D Scene");
  1349. if (p_reflection_probe.is_valid()) {
  1350. scene_state.ubo.reflection_multiplier = 0.0;
  1351. } else {
  1352. scene_state.ubo.reflection_multiplier = 1.0;
  1353. }
  1354. //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
  1355. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1356. scene_state.ubo.viewport_size[0] = vp_he.x;
  1357. scene_state.ubo.viewport_size[1] = vp_he.y;
  1358. scene_state.ubo.directional_light_count = p_directional_light_count;
  1359. Size2 screen_pixel_size;
  1360. Size2i screen_size;
  1361. RID opaque_framebuffer;
  1362. RID opaque_specular_framebuffer;
  1363. RID depth_framebuffer;
  1364. RID alpha_framebuffer;
  1365. PassMode depth_pass_mode = PASS_MODE_DEPTH;
  1366. Vector<Color> depth_pass_clear;
  1367. bool using_separate_specular = false;
  1368. bool using_ssr = false;
  1369. bool using_sdfgi = false;
  1370. bool using_giprobe = false;
  1371. if (render_buffer) {
  1372. screen_pixel_size.width = 1.0 / render_buffer->width;
  1373. screen_pixel_size.height = 1.0 / render_buffer->height;
  1374. screen_size.x = render_buffer->width;
  1375. screen_size.y = render_buffer->height;
  1376. opaque_framebuffer = render_buffer->color_fb;
  1377. if (p_gi_probe_cull_count > 0) {
  1378. using_giprobe = true;
  1379. render_buffer->ensure_gi();
  1380. }
  1381. if (!p_environment.is_valid() && using_giprobe) {
  1382. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
  1383. } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
  1384. if (environment_is_sdfgi_enabled(p_environment)) {
  1385. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
  1386. using_sdfgi = true;
  1387. render_buffer->ensure_gi();
  1388. } else {
  1389. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1390. }
  1391. if (environment_is_ssr_enabled(p_environment)) {
  1392. render_buffer->ensure_specular();
  1393. using_separate_specular = true;
  1394. using_ssr = true;
  1395. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1396. }
  1397. } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
  1398. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1399. }
  1400. switch (depth_pass_mode) {
  1401. case PASS_MODE_DEPTH: {
  1402. depth_framebuffer = render_buffer->depth_fb;
  1403. } break;
  1404. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  1405. _allocate_normal_roughness_texture(render_buffer);
  1406. depth_framebuffer = render_buffer->depth_normal_roughness_fb;
  1407. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1408. } break;
  1409. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  1410. _allocate_normal_roughness_texture(render_buffer);
  1411. render_buffer->ensure_giprobe();
  1412. depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
  1413. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1414. depth_pass_clear.push_back(Color(0, 0, 0, 0));
  1415. } break;
  1416. default: {
  1417. };
  1418. }
  1419. alpha_framebuffer = opaque_framebuffer;
  1420. } else if (p_reflection_probe.is_valid()) {
  1421. uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
  1422. screen_pixel_size.width = 1.0 / resolution;
  1423. screen_pixel_size.height = 1.0 / resolution;
  1424. screen_size.x = resolution;
  1425. screen_size.y = resolution;
  1426. opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1427. depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1428. alpha_framebuffer = opaque_framebuffer;
  1429. if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1430. p_environment = RID(); //no environment on interiors
  1431. }
  1432. } else {
  1433. ERR_FAIL(); //bug?
  1434. }
  1435. _setup_lightmaps(p_lightmap_cull_result, p_lightmap_cull_count, p_cam_transform);
  1436. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
  1437. _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
  1438. render_list.clear();
  1439. _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi);
  1440. bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
  1441. if (using_sss) {
  1442. using_separate_specular = true;
  1443. render_buffer->ensure_specular();
  1444. using_separate_specular = true;
  1445. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1446. }
  1447. RID radiance_uniform_set;
  1448. bool draw_sky = false;
  1449. bool draw_sky_fog_only = false;
  1450. Color clear_color;
  1451. bool keep_color = false;
  1452. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1453. clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
  1454. } else if (is_environment(p_environment)) {
  1455. RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
  1456. float bg_energy = environment_get_bg_energy(p_environment);
  1457. switch (bg_mode) {
  1458. case RS::ENV_BG_CLEAR_COLOR: {
  1459. clear_color = p_default_bg_color;
  1460. clear_color.r *= bg_energy;
  1461. clear_color.g *= bg_energy;
  1462. clear_color.b *= bg_energy;
  1463. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1464. draw_sky_fog_only = true;
  1465. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1466. }
  1467. } break;
  1468. case RS::ENV_BG_COLOR: {
  1469. clear_color = environment_get_bg_color(p_environment);
  1470. clear_color.r *= bg_energy;
  1471. clear_color.g *= bg_energy;
  1472. clear_color.b *= bg_energy;
  1473. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1474. draw_sky_fog_only = true;
  1475. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1476. }
  1477. } break;
  1478. case RS::ENV_BG_SKY: {
  1479. draw_sky = true;
  1480. } break;
  1481. case RS::ENV_BG_CANVAS: {
  1482. keep_color = true;
  1483. } break;
  1484. case RS::ENV_BG_KEEP: {
  1485. keep_color = true;
  1486. } break;
  1487. case RS::ENV_BG_CAMERA_FEED: {
  1488. } break;
  1489. default: {
  1490. }
  1491. }
  1492. // setup sky if used for ambient, reflections, or background
  1493. if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
  1494. RENDER_TIMESTAMP("Setup Sky");
  1495. CameraMatrix projection = p_cam_projection;
  1496. if (p_reflection_probe.is_valid()) {
  1497. CameraMatrix correction;
  1498. correction.set_depth_correction(true);
  1499. projection = correction * p_cam_projection;
  1500. }
  1501. _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
  1502. RID sky = environment_get_sky(p_environment);
  1503. if (sky.is_valid()) {
  1504. _update_sky(p_environment, projection, p_cam_transform);
  1505. radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
  1506. } else {
  1507. // do not try to draw sky if invalid
  1508. draw_sky = false;
  1509. }
  1510. }
  1511. } else {
  1512. clear_color = p_default_bg_color;
  1513. }
  1514. _setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count);
  1515. render_list.sort_by_key(false);
  1516. _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
  1517. bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
  1518. bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
  1519. bool depth_pre_pass = depth_framebuffer.is_valid();
  1520. RID render_buffers_uniform_set;
  1521. bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
  1522. bool continue_depth = false;
  1523. if (depth_pre_pass) { //depth pre pass
  1524. RENDER_TIMESTAMP("Render Depth Pre-Pass");
  1525. bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
  1526. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
  1527. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID(), get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
  1528. RD::get_singleton()->draw_list_end();
  1529. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1530. RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
  1531. if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
  1532. static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
  1533. storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
  1534. } else if (finish_depth) {
  1535. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1536. }
  1537. }
  1538. continue_depth = !finish_depth;
  1539. }
  1540. if (using_ssao) {
  1541. _process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
  1542. }
  1543. if (using_sdfgi || using_giprobe) {
  1544. _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count);
  1545. }
  1546. if (p_render_buffer.is_valid()) {
  1547. //update the render buffers uniform set in case it changed
  1548. _update_render_buffers_uniform_set(p_render_buffer);
  1549. render_buffers_uniform_set = render_buffer->uniform_set;
  1550. }
  1551. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
  1552. RENDER_TIMESTAMP("Render Opaque Pass");
  1553. bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
  1554. bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
  1555. {
  1556. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1557. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1558. //regular forward for now
  1559. Vector<Color> c;
  1560. if (using_separate_specular) {
  1561. Color cc = clear_color.to_linear();
  1562. cc.a = 0; //subsurf scatter must be 0
  1563. c.push_back(cc);
  1564. c.push_back(Color(0, 0, 0, 0));
  1565. } else {
  1566. c.push_back(clear_color.to_linear());
  1567. }
  1568. RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
  1569. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
  1570. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
  1571. RD::get_singleton()->draw_list_end();
  1572. if (will_continue_color && using_separate_specular) {
  1573. // close the specular framebuffer, as it's no longer used
  1574. draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
  1575. RD::get_singleton()->draw_list_end();
  1576. }
  1577. }
  1578. if (debug_giprobes) {
  1579. //debug giprobes
  1580. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1581. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1582. CameraMatrix dc;
  1583. dc.set_depth_correction(true);
  1584. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1585. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1586. for (int i = 0; i < p_gi_probe_cull_count; i++) {
  1587. _debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
  1588. }
  1589. RD::get_singleton()->draw_list_end();
  1590. }
  1591. if (debug_sdfgi_probes) {
  1592. //debug giprobes
  1593. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1594. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1595. CameraMatrix dc;
  1596. dc.set_depth_correction(true);
  1597. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1598. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1599. _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
  1600. RD::get_singleton()->draw_list_end();
  1601. }
  1602. if (draw_sky || draw_sky_fog_only) {
  1603. RENDER_TIMESTAMP("Render Sky");
  1604. CameraMatrix projection = p_cam_projection;
  1605. if (p_reflection_probe.is_valid()) {
  1606. CameraMatrix correction;
  1607. correction.set_depth_correction(true);
  1608. projection = correction * p_cam_projection;
  1609. }
  1610. _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
  1611. }
  1612. if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1613. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1614. if (using_separate_specular) {
  1615. RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
  1616. }
  1617. }
  1618. if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1619. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1620. }
  1621. if (using_separate_specular) {
  1622. if (using_sss) {
  1623. RENDER_TIMESTAMP("Sub Surface Scattering");
  1624. _process_sss(p_render_buffer, p_cam_projection);
  1625. }
  1626. if (using_ssr) {
  1627. RENDER_TIMESTAMP("Screen Space Reflection");
  1628. _process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
  1629. } else {
  1630. //just mix specular back
  1631. RENDER_TIMESTAMP("Merge Specular");
  1632. storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
  1633. }
  1634. }
  1635. RENDER_TIMESTAMP("Render Transparent Pass");
  1636. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
  1637. render_list.sort_by_reverse_depth_and_priority(true);
  1638. _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
  1639. {
  1640. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
  1641. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
  1642. RD::get_singleton()->draw_list_end();
  1643. }
  1644. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1645. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1646. }
  1647. }
  1648. void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
  1649. RENDER_TIMESTAMP("Setup Rendering Shadow");
  1650. _update_render_base_uniform_set();
  1651. render_pass++;
  1652. scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
  1653. _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
  1654. render_list.clear();
  1655. PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
  1656. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1657. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1658. RENDER_TIMESTAMP("Render Shadow");
  1659. render_list.sort_by_key(false);
  1660. _fill_instances(render_list.elements, render_list.element_count, true);
  1661. {
  1662. //regular forward for now
  1663. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
  1664. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, RID(), RID());
  1665. RD::get_singleton()->draw_list_end();
  1666. }
  1667. }
  1668. void RasterizerSceneHighEndRD::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
  1669. RENDER_TIMESTAMP("Setup Render Collider Heightfield");
  1670. _update_render_base_uniform_set();
  1671. render_pass++;
  1672. scene_state.ubo.dual_paraboloid_side = 0;
  1673. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
  1674. render_list.clear();
  1675. PassMode pass_mode = PASS_MODE_SHADOW;
  1676. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1677. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1678. RENDER_TIMESTAMP("Render Collider Heightield");
  1679. render_list.sort_by_key(false);
  1680. _fill_instances(render_list.elements, render_list.element_count, true);
  1681. {
  1682. //regular forward for now
  1683. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
  1684. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, RID(), RID());
  1685. RD::get_singleton()->draw_list_end();
  1686. }
  1687. }
  1688. void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
  1689. RENDER_TIMESTAMP("Setup Rendering Material");
  1690. _update_render_base_uniform_set();
  1691. render_pass++;
  1692. scene_state.ubo.dual_paraboloid_side = 0;
  1693. scene_state.ubo.material_uv2_mode = true;
  1694. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1695. render_list.clear();
  1696. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1697. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1698. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1699. RENDER_TIMESTAMP("Render Material");
  1700. render_list.sort_by_key(false);
  1701. _fill_instances(render_list.elements, render_list.element_count, true);
  1702. {
  1703. //regular forward for now
  1704. Vector<Color> clear;
  1705. clear.push_back(Color(0, 0, 0, 0));
  1706. clear.push_back(Color(0, 0, 0, 0));
  1707. clear.push_back(Color(0, 0, 0, 0));
  1708. clear.push_back(Color(0, 0, 0, 0));
  1709. clear.push_back(Color(0, 0, 0, 0));
  1710. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
  1711. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID());
  1712. RD::get_singleton()->draw_list_end();
  1713. }
  1714. }
  1715. void RasterizerSceneHighEndRD::_render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
  1716. RENDER_TIMESTAMP("Setup Rendering UV2");
  1717. _update_render_base_uniform_set();
  1718. render_pass++;
  1719. scene_state.ubo.dual_paraboloid_side = 0;
  1720. scene_state.ubo.material_uv2_mode = true;
  1721. _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1722. render_list.clear();
  1723. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1724. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1725. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1726. RENDER_TIMESTAMP("Render Material");
  1727. render_list.sort_by_key(false);
  1728. _fill_instances(render_list.elements, render_list.element_count, true);
  1729. {
  1730. //regular forward for now
  1731. Vector<Color> clear;
  1732. clear.push_back(Color(0, 0, 0, 0));
  1733. clear.push_back(Color(0, 0, 0, 0));
  1734. clear.push_back(Color(0, 0, 0, 0));
  1735. clear.push_back(Color(0, 0, 0, 0));
  1736. clear.push_back(Color(0, 0, 0, 0));
  1737. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
  1738. const int uv_offset_count = 9;
  1739. static const Vector2 uv_offsets[uv_offset_count] = {
  1740. Vector2(-1, 1),
  1741. Vector2(1, 1),
  1742. Vector2(1, -1),
  1743. Vector2(-1, -1),
  1744. Vector2(-1, 0),
  1745. Vector2(1, 0),
  1746. Vector2(0, -1),
  1747. Vector2(0, 1),
  1748. Vector2(0, 0),
  1749. };
  1750. for (int i = 0; i < uv_offset_count; i++) {
  1751. Vector2 ofs = uv_offsets[i];
  1752. ofs.x /= p_region.size.width;
  1753. ofs.y /= p_region.size.height;
  1754. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), true, ofs); //first wireframe, for pseudo conservative
  1755. }
  1756. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), false); //second regular triangles
  1757. RD::get_singleton()->draw_list_end();
  1758. }
  1759. }
  1760. void RasterizerSceneHighEndRD::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
  1761. RENDER_TIMESTAMP("Render SDFGI");
  1762. _update_render_base_uniform_set();
  1763. RenderBufferDataHighEnd *render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  1764. ERR_FAIL_COND(!render_buffer);
  1765. render_pass++;
  1766. render_list.clear();
  1767. PassMode pass_mode = PASS_MODE_SDF;
  1768. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1769. render_list.sort_by_key(false);
  1770. _fill_instances(render_list.elements, render_list.element_count, true);
  1771. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1772. Vector3 half_extents = p_bounds.size * 0.5;
  1773. Vector3 center = p_bounds.position + half_extents;
  1774. if (render_buffer->render_sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_buffer->render_sdfgi_uniform_set)) {
  1775. Vector<RD::Uniform> uniforms;
  1776. {
  1777. RD::Uniform u;
  1778. u.type = RD::UNIFORM_TYPE_IMAGE;
  1779. u.binding = 0;
  1780. u.ids.push_back(p_albedo_texture);
  1781. uniforms.push_back(u);
  1782. }
  1783. {
  1784. RD::Uniform u;
  1785. u.type = RD::UNIFORM_TYPE_IMAGE;
  1786. u.binding = 1;
  1787. u.ids.push_back(p_emission_texture);
  1788. uniforms.push_back(u);
  1789. }
  1790. {
  1791. RD::Uniform u;
  1792. u.type = RD::UNIFORM_TYPE_IMAGE;
  1793. u.binding = 2;
  1794. u.ids.push_back(p_emission_aniso_texture);
  1795. uniforms.push_back(u);
  1796. }
  1797. {
  1798. RD::Uniform u;
  1799. u.type = RD::UNIFORM_TYPE_IMAGE;
  1800. u.binding = 3;
  1801. u.ids.push_back(p_geom_facing_texture);
  1802. uniforms.push_back(u);
  1803. }
  1804. render_buffer->render_sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_BUFFERS_UNIFORM_SET);
  1805. }
  1806. Vector<RID> sbs;
  1807. sbs.push_back(p_albedo_texture);
  1808. sbs.push_back(p_emission_texture);
  1809. sbs.push_back(p_emission_aniso_texture);
  1810. sbs.push_back(p_geom_facing_texture);
  1811. //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
  1812. for (int i = 0; i < 3; i++) {
  1813. scene_state.ubo.sdf_offset[i] = p_from[i];
  1814. scene_state.ubo.sdf_size[i] = p_size[i];
  1815. }
  1816. for (int i = 0; i < 3; i++) {
  1817. Vector3 axis;
  1818. axis[i] = 1.0;
  1819. Vector3 up, right;
  1820. int right_axis = (i + 1) % 3;
  1821. int up_axis = (i + 2) % 3;
  1822. up[up_axis] = 1.0;
  1823. right[right_axis] = 1.0;
  1824. Size2i fb_size;
  1825. fb_size.x = p_size[right_axis];
  1826. fb_size.y = p_size[up_axis];
  1827. Transform cam_xform;
  1828. cam_xform.origin = center + axis * half_extents;
  1829. cam_xform.basis.set_axis(0, right);
  1830. cam_xform.basis.set_axis(1, up);
  1831. cam_xform.basis.set_axis(2, axis);
  1832. //print_line("pass: " + itos(i) + " xform " + cam_xform);
  1833. float h_size = half_extents[right_axis];
  1834. float v_size = half_extents[up_axis];
  1835. float d_size = half_extents[i] * 2.0;
  1836. CameraMatrix camera_proj;
  1837. camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
  1838. //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
  1839. Transform to_bounds;
  1840. to_bounds.origin = p_bounds.position;
  1841. to_bounds.basis.scale(p_bounds.size);
  1842. RasterizerStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
  1843. _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1844. Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
  1845. if (!E) {
  1846. RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
  1847. E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
  1848. }
  1849. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
  1850. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), render_buffer->render_sdfgi_uniform_set, false); //second regular triangles
  1851. RD::get_singleton()->draw_list_end();
  1852. }
  1853. }
  1854. void RasterizerSceneHighEndRD::_base_uniforms_changed() {
  1855. if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1856. RD::get_singleton()->free(render_base_uniform_set);
  1857. }
  1858. render_base_uniform_set = RID();
  1859. }
  1860. void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
  1861. if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
  1862. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1863. RD::get_singleton()->free(render_base_uniform_set);
  1864. }
  1865. lightmap_texture_array_version = storage->lightmap_array_get_version();
  1866. Vector<RD::Uniform> uniforms;
  1867. {
  1868. RD::Uniform u;
  1869. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1870. u.binding = 1;
  1871. u.ids.resize(12);
  1872. RID *ids_ptr = u.ids.ptrw();
  1873. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1874. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1875. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1876. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1877. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1878. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1879. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1880. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1881. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1882. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1883. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1884. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1885. uniforms.push_back(u);
  1886. }
  1887. {
  1888. RD::Uniform u;
  1889. u.binding = 2;
  1890. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1891. u.ids.push_back(shadow_sampler);
  1892. uniforms.push_back(u);
  1893. }
  1894. {
  1895. RD::Uniform u;
  1896. u.binding = 3;
  1897. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1898. u.ids.push_back(scene_state.uniform_buffer);
  1899. uniforms.push_back(u);
  1900. }
  1901. {
  1902. RD::Uniform u;
  1903. u.binding = 4;
  1904. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1905. u.ids.push_back(scene_state.instance_buffer);
  1906. uniforms.push_back(u);
  1907. }
  1908. {
  1909. RD::Uniform u;
  1910. u.binding = 5;
  1911. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1912. u.ids.push_back(get_positional_light_buffer());
  1913. uniforms.push_back(u);
  1914. }
  1915. {
  1916. RD::Uniform u;
  1917. u.binding = 6;
  1918. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1919. u.ids.push_back(get_reflection_probe_buffer());
  1920. uniforms.push_back(u);
  1921. }
  1922. {
  1923. RD::Uniform u;
  1924. u.binding = 7;
  1925. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1926. u.ids.push_back(get_directional_light_buffer());
  1927. uniforms.push_back(u);
  1928. }
  1929. {
  1930. RD::Uniform u;
  1931. u.binding = 10;
  1932. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1933. u.ids.push_back(scene_state.lightmap_buffer);
  1934. uniforms.push_back(u);
  1935. }
  1936. {
  1937. RD::Uniform u;
  1938. u.binding = 11;
  1939. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1940. u.ids = storage->lightmap_array_get_textures();
  1941. uniforms.push_back(u);
  1942. }
  1943. {
  1944. RD::Uniform u;
  1945. u.binding = 12;
  1946. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1947. u.ids.push_back(scene_state.lightmap_capture_buffer);
  1948. uniforms.push_back(u);
  1949. }
  1950. {
  1951. RD::Uniform u;
  1952. u.binding = 13;
  1953. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1954. RID decal_atlas = storage->decal_atlas_get_texture();
  1955. u.ids.push_back(decal_atlas);
  1956. uniforms.push_back(u);
  1957. }
  1958. {
  1959. RD::Uniform u;
  1960. u.binding = 14;
  1961. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1962. RID decal_atlas = storage->decal_atlas_get_texture_srgb();
  1963. u.ids.push_back(decal_atlas);
  1964. uniforms.push_back(u);
  1965. }
  1966. {
  1967. RD::Uniform u;
  1968. u.binding = 15;
  1969. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1970. u.ids.push_back(get_decal_buffer());
  1971. uniforms.push_back(u);
  1972. }
  1973. {
  1974. RD::Uniform u;
  1975. u.binding = 16;
  1976. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1977. u.ids.push_back(get_cluster_builder_texture());
  1978. uniforms.push_back(u);
  1979. }
  1980. {
  1981. RD::Uniform u;
  1982. u.binding = 17;
  1983. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1984. u.ids.push_back(get_cluster_builder_indices_buffer());
  1985. uniforms.push_back(u);
  1986. }
  1987. {
  1988. RD::Uniform u;
  1989. u.binding = 18;
  1990. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1991. if (directional_shadow_get_texture().is_valid()) {
  1992. u.ids.push_back(directional_shadow_get_texture());
  1993. } else {
  1994. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1995. }
  1996. uniforms.push_back(u);
  1997. }
  1998. {
  1999. RD::Uniform u;
  2000. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2001. u.binding = 19;
  2002. u.ids.push_back(storage->global_variables_get_storage_buffer());
  2003. uniforms.push_back(u);
  2004. }
  2005. {
  2006. RD::Uniform u;
  2007. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2008. u.binding = 20;
  2009. u.ids.push_back(sdfgi_get_ubo());
  2010. uniforms.push_back(u);
  2011. }
  2012. render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
  2013. }
  2014. }
  2015. void RasterizerSceneHighEndRD::_setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
  2016. if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
  2017. RD::get_singleton()->free(view_dependant_uniform_set);
  2018. }
  2019. //default render buffer and scene state uniform set
  2020. Vector<RD::Uniform> uniforms;
  2021. {
  2022. RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
  2023. RD::Uniform u;
  2024. u.binding = 0;
  2025. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2026. if (ref_texture.is_valid()) {
  2027. u.ids.push_back(ref_texture);
  2028. } else {
  2029. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
  2030. }
  2031. uniforms.push_back(u);
  2032. }
  2033. {
  2034. RD::Uniform u;
  2035. u.binding = 1;
  2036. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2037. RID texture;
  2038. if (p_shadow_atlas.is_valid()) {
  2039. texture = shadow_atlas_get_texture(p_shadow_atlas);
  2040. }
  2041. if (!texture.is_valid()) {
  2042. texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2043. }
  2044. u.ids.push_back(texture);
  2045. uniforms.push_back(u);
  2046. }
  2047. {
  2048. RD::Uniform u;
  2049. u.binding = 2;
  2050. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2051. RID default_tex = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2052. for (int i = 0; i < MAX_GI_PROBES; i++) {
  2053. if (i < p_gi_probe_cull_count) {
  2054. RID tex = gi_probe_instance_get_texture(p_gi_probe_cull_result[i]);
  2055. if (!tex.is_valid()) {
  2056. tex = default_tex;
  2057. }
  2058. u.ids.push_back(tex);
  2059. } else {
  2060. u.ids.push_back(default_tex);
  2061. }
  2062. }
  2063. uniforms.push_back(u);
  2064. }
  2065. view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET);
  2066. }
  2067. void RasterizerSceneHighEndRD::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) {
  2068. if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
  2069. RD::get_singleton()->free(rb->uniform_set);
  2070. }
  2071. rb->uniform_set = RID();
  2072. }
  2073. void RasterizerSceneHighEndRD::_render_buffers_uniform_set_changed(RID p_render_buffers) {
  2074. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2075. _render_buffers_clear_uniform_set(rb);
  2076. }
  2077. RID RasterizerSceneHighEndRD::_render_buffers_get_normal_texture(RID p_render_buffers) {
  2078. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2079. return rb->normal_roughness_buffer;
  2080. }
  2081. RID RasterizerSceneHighEndRD::_render_buffers_get_ambient_texture(RID p_render_buffers) {
  2082. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2083. return rb->ambient_buffer;
  2084. }
  2085. RID RasterizerSceneHighEndRD::_render_buffers_get_reflection_texture(RID p_render_buffers) {
  2086. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2087. return rb->reflection_buffer;
  2088. }
  2089. void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_buffers) {
  2090. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2091. if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
  2092. Vector<RD::Uniform> uniforms;
  2093. {
  2094. RD::Uniform u;
  2095. u.binding = 0;
  2096. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2097. RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2098. u.ids.push_back(texture);
  2099. uniforms.push_back(u);
  2100. }
  2101. {
  2102. RD::Uniform u;
  2103. u.binding = 1;
  2104. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2105. RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers);
  2106. RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2107. u.ids.push_back(texture);
  2108. uniforms.push_back(u);
  2109. }
  2110. {
  2111. RD::Uniform u;
  2112. u.binding = 2;
  2113. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2114. RID texture = rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  2115. u.ids.push_back(texture);
  2116. uniforms.push_back(u);
  2117. }
  2118. {
  2119. RD::Uniform u;
  2120. u.binding = 4;
  2121. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2122. RID aot = render_buffers_get_ao_texture(p_render_buffers);
  2123. RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2124. u.ids.push_back(texture);
  2125. uniforms.push_back(u);
  2126. }
  2127. {
  2128. RD::Uniform u;
  2129. u.binding = 5;
  2130. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2131. RID texture = rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2132. u.ids.push_back(texture);
  2133. uniforms.push_back(u);
  2134. }
  2135. {
  2136. RD::Uniform u;
  2137. u.binding = 6;
  2138. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2139. RID texture = rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2140. u.ids.push_back(texture);
  2141. uniforms.push_back(u);
  2142. }
  2143. {
  2144. RD::Uniform u;
  2145. u.binding = 7;
  2146. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2147. RID t;
  2148. if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2149. t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
  2150. } else {
  2151. t = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2152. }
  2153. u.ids.push_back(t);
  2154. uniforms.push_back(u);
  2155. }
  2156. {
  2157. RD::Uniform u;
  2158. u.binding = 8;
  2159. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2160. if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2161. u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
  2162. } else {
  2163. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2164. }
  2165. uniforms.push_back(u);
  2166. }
  2167. {
  2168. RD::Uniform u;
  2169. u.binding = 9;
  2170. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2171. u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
  2172. uniforms.push_back(u);
  2173. }
  2174. {
  2175. RD::Uniform u;
  2176. u.binding = 10;
  2177. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2178. RID vfog = RID();
  2179. if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
  2180. vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
  2181. if (vfog.is_null()) {
  2182. vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2183. }
  2184. } else {
  2185. vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2186. }
  2187. u.ids.push_back(vfog);
  2188. uniforms.push_back(u);
  2189. }
  2190. rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
  2191. }
  2192. }
  2193. RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = nullptr;
  2194. void RasterizerSceneHighEndRD::set_time(double p_time, double p_step) {
  2195. time = p_time;
  2196. RasterizerSceneRD::set_time(p_time, p_step);
  2197. }
  2198. RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage) :
  2199. RasterizerSceneRD(p_storage) {
  2200. singleton = this;
  2201. storage = p_storage;
  2202. /* SCENE SHADER */
  2203. {
  2204. String defines;
  2205. defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  2206. if (is_using_radiance_cubemap_array()) {
  2207. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  2208. }
  2209. defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
  2210. defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
  2211. {
  2212. //lightmaps
  2213. scene_state.max_lightmaps = storage->lightmap_array_get_size();
  2214. defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
  2215. defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
  2216. scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
  2217. scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
  2218. }
  2219. {
  2220. //captures
  2221. scene_state.max_lightmap_captures = 2048;
  2222. scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
  2223. scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
  2224. }
  2225. {
  2226. defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
  2227. }
  2228. Vector<String> shader_versions;
  2229. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
  2230. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
  2231. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
  2232. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
  2233. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
  2234. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
  2235. shader_versions.push_back("");
  2236. shader_versions.push_back("\n#define USE_FORWARD_GI\n");
  2237. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
  2238. shader_versions.push_back("\n#define USE_LIGHTMAP\n");
  2239. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
  2240. shader.scene_shader.initialize(shader_versions, defines);
  2241. }
  2242. storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
  2243. storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs);
  2244. {
  2245. //shader compiler
  2246. ShaderCompilerRD::DefaultIdentifierActions actions;
  2247. actions.renames["WORLD_MATRIX"] = "world_matrix";
  2248. actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
  2249. actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
  2250. actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
  2251. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  2252. actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
  2253. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  2254. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  2255. actions.renames["VERTEX"] = "vertex";
  2256. actions.renames["NORMAL"] = "normal";
  2257. actions.renames["TANGENT"] = "tangent";
  2258. actions.renames["BINORMAL"] = "binormal";
  2259. actions.renames["POSITION"] = "position";
  2260. actions.renames["UV"] = "uv_interp";
  2261. actions.renames["UV2"] = "uv2_interp";
  2262. actions.renames["COLOR"] = "color_interp";
  2263. actions.renames["POINT_SIZE"] = "gl_PointSize";
  2264. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2265. //builtins
  2266. actions.renames["TIME"] = "scene_data.time";
  2267. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  2268. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2269. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  2270. actions.renames["NORMALMAP"] = "normalmap";
  2271. actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
  2272. actions.renames["ALBEDO"] = "albedo";
  2273. actions.renames["ALPHA"] = "alpha";
  2274. actions.renames["METALLIC"] = "metallic";
  2275. actions.renames["SPECULAR"] = "specular";
  2276. actions.renames["ROUGHNESS"] = "roughness";
  2277. actions.renames["RIM"] = "rim";
  2278. actions.renames["RIM_TINT"] = "rim_tint";
  2279. actions.renames["CLEARCOAT"] = "clearcoat";
  2280. actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  2281. actions.renames["ANISOTROPY"] = "anisotropy";
  2282. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  2283. actions.renames["SSS_STRENGTH"] = "sss_strength";
  2284. actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
  2285. actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
  2286. actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
  2287. actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
  2288. actions.renames["BACKLIGHT"] = "backlight";
  2289. actions.renames["AO"] = "ao";
  2290. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  2291. actions.renames["EMISSION"] = "emission";
  2292. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2293. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2294. actions.renames["SCREEN_UV"] = "screen_uv";
  2295. actions.renames["SCREEN_TEXTURE"] = "color_buffer";
  2296. actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
  2297. actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
  2298. actions.renames["DEPTH"] = "gl_FragDepth";
  2299. actions.renames["OUTPUT_IS_SRGB"] = "true";
  2300. //for light
  2301. actions.renames["VIEW"] = "view";
  2302. actions.renames["LIGHT_COLOR"] = "light_color";
  2303. actions.renames["LIGHT"] = "light";
  2304. actions.renames["ATTENUATION"] = "attenuation";
  2305. actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
  2306. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  2307. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  2308. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  2309. actions.usage_defines["BINORMAL"] = "@TANGENT";
  2310. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  2311. actions.usage_defines["RIM_TINT"] = "@RIM";
  2312. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  2313. actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  2314. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  2315. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  2316. actions.usage_defines["AO"] = "#define AO_USED\n";
  2317. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  2318. actions.usage_defines["UV"] = "#define UV_USED\n";
  2319. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  2320. actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  2321. actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  2322. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2323. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  2324. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  2325. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  2326. actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
  2327. actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
  2328. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  2329. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2330. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2331. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2332. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2333. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  2334. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  2335. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  2336. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  2337. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  2338. if (!force_lambert) {
  2339. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  2340. }
  2341. actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  2342. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  2343. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  2344. actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
  2345. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  2346. if (!force_blinn) {
  2347. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  2348. } else {
  2349. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  2350. }
  2351. actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  2352. actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  2353. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  2354. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  2355. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  2356. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  2357. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  2358. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2359. actions.sampler_array_name = "material_samplers";
  2360. actions.base_texture_binding_index = 1;
  2361. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2362. actions.base_uniform_string = "material.";
  2363. actions.base_varying_index = 10;
  2364. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  2365. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  2366. actions.global_buffer_array_variable = "global_variables.data";
  2367. actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
  2368. shader.compiler.initialize(actions);
  2369. }
  2370. //render list
  2371. render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
  2372. render_list.init();
  2373. render_pass = 0;
  2374. {
  2375. scene_state.max_instances = render_list.max_elements;
  2376. scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
  2377. scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
  2378. }
  2379. scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
  2380. {
  2381. //default material and shader
  2382. default_shader = storage->shader_create();
  2383. storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
  2384. default_material = storage->material_create();
  2385. storage->material_set_shader(default_material, default_shader);
  2386. MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  2387. default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
  2388. default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
  2389. }
  2390. {
  2391. overdraw_material_shader = storage->shader_create();
  2392. storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
  2393. overdraw_material = storage->material_create();
  2394. storage->material_set_shader(overdraw_material, overdraw_material_shader);
  2395. wireframe_material_shader = storage->shader_create();
  2396. storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
  2397. wireframe_material = storage->material_create();
  2398. storage->material_set_shader(wireframe_material, wireframe_material_shader);
  2399. }
  2400. {
  2401. default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
  2402. Vector<RD::Uniform> uniforms;
  2403. RD::Uniform u;
  2404. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2405. u.ids.push_back(default_vec4_xform_buffer);
  2406. u.binding = 0;
  2407. uniforms.push_back(u);
  2408. default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2409. }
  2410. {
  2411. RD::SamplerState sampler;
  2412. sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2413. sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2414. sampler.enable_compare = true;
  2415. sampler.compare_op = RD::COMPARE_OP_LESS;
  2416. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  2417. }
  2418. {
  2419. Vector<RD::Uniform> uniforms;
  2420. RD::Uniform u;
  2421. u.binding = 0;
  2422. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2423. RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  2424. u.ids.push_back(texture);
  2425. uniforms.push_back(u);
  2426. default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET);
  2427. }
  2428. { //render buffers
  2429. Vector<RD::Uniform> uniforms;
  2430. for (int i = 0; i < 7; i++) {
  2431. RD::Uniform u;
  2432. u.binding = i;
  2433. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2434. RID texture = storage->texture_rd_get_default(i == 0 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2435. u.ids.push_back(texture);
  2436. uniforms.push_back(u);
  2437. }
  2438. {
  2439. RD::Uniform u;
  2440. u.binding = 7;
  2441. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2442. RID texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2443. u.ids.push_back(texture);
  2444. uniforms.push_back(u);
  2445. }
  2446. {
  2447. RD::Uniform u;
  2448. u.binding = 8;
  2449. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2450. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2451. uniforms.push_back(u);
  2452. }
  2453. {
  2454. RD::Uniform u;
  2455. u.binding = 9;
  2456. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2457. u.ids.push_back(render_buffers_get_default_gi_probe_buffer());
  2458. uniforms.push_back(u);
  2459. }
  2460. {
  2461. RD::Uniform u;
  2462. u.binding = 10;
  2463. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2464. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2465. uniforms.push_back(u);
  2466. }
  2467. default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
  2468. }
  2469. }
  2470. RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD() {
  2471. directional_shadow_atlas_set_size(0);
  2472. //clear base uniform set if still valid
  2473. if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
  2474. RD::get_singleton()->free(view_dependant_uniform_set);
  2475. }
  2476. RD::get_singleton()->free(default_render_buffers_uniform_set);
  2477. RD::get_singleton()->free(default_radiance_uniform_set);
  2478. RD::get_singleton()->free(default_vec4_xform_buffer);
  2479. RD::get_singleton()->free(shadow_sampler);
  2480. storage->free(wireframe_material_shader);
  2481. storage->free(overdraw_material_shader);
  2482. storage->free(default_shader);
  2483. storage->free(wireframe_material);
  2484. storage->free(overdraw_material);
  2485. storage->free(default_material);
  2486. {
  2487. RD::get_singleton()->free(scene_state.uniform_buffer);
  2488. RD::get_singleton()->free(scene_state.instance_buffer);
  2489. RD::get_singleton()->free(scene_state.lightmap_buffer);
  2490. RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
  2491. memdelete_arr(scene_state.instances);
  2492. memdelete_arr(scene_state.lightmaps);
  2493. memdelete_arr(scene_state.lightmap_captures);
  2494. }
  2495. while (sdfgi_framebuffer_size_cache.front()) {
  2496. RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
  2497. sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
  2498. }
  2499. }