renderer_scene_render_forward.cpp 122 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_forward.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 "renderer_scene_render_forward.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/rendering_device.h"
  33. #include "servers/rendering/rendering_server_default.h"
  34. /* SCENE SHADER */
  35. void RendererSceneRenderForward::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 alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
  49. int cull = CULL_BACK;
  50. uses_point_size = false;
  51. uses_alpha = false;
  52. uses_blend_alpha = false;
  53. uses_depth_pre_pass = false;
  54. uses_discard = false;
  55. uses_roughness = false;
  56. uses_normal = false;
  57. bool wireframe = false;
  58. unshaded = false;
  59. uses_vertex = false;
  60. uses_sss = false;
  61. uses_transmittance = false;
  62. uses_screen_texture = false;
  63. uses_depth_texture = false;
  64. uses_normal_texture = false;
  65. uses_time = false;
  66. writes_modelview_or_projection = false;
  67. uses_world_coordinates = false;
  68. int depth_drawi = DEPTH_DRAW_OPAQUE;
  69. ShaderCompilerRD::IdentifierActions actions;
  70. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  71. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  72. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  73. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  74. actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  75. actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  76. actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
  77. actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
  78. actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
  79. actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
  80. actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
  81. actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
  82. actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
  83. actions.render_mode_flags["unshaded"] = &unshaded;
  84. actions.render_mode_flags["wireframe"] = &wireframe;
  85. actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
  86. actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
  87. actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
  88. actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
  89. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  90. actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
  91. actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
  92. actions.usage_flag_pointers["DISCARD"] = &uses_discard;
  93. actions.usage_flag_pointers["TIME"] = &uses_time;
  94. actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
  95. actions.usage_flag_pointers["NORMAL"] = &uses_normal;
  96. actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
  97. actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
  98. actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
  99. actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
  100. actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
  101. actions.write_flag_pointers["VERTEX"] = &uses_vertex;
  102. actions.uniforms = &uniforms;
  103. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  104. Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
  105. ERR_FAIL_COND(err != OK);
  106. if (version.is_null()) {
  107. version = scene_singleton->shader.scene_shader.version_create();
  108. }
  109. depth_draw = DepthDraw(depth_drawi);
  110. depth_test = DepthTest(depth_testi);
  111. #if 0
  112. print_line("**compiling shader:");
  113. print_line("**defines:\n");
  114. for (int i = 0; i < gen_code.defines.size(); i++) {
  115. print_line(gen_code.defines[i]);
  116. }
  117. print_line("\n**uniforms:\n" + gen_code.uniforms);
  118. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  119. print_line("\n**vertex_code:\n" + gen_code.vertex);
  120. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  121. print_line("\n**fragment_code:\n" + gen_code.fragment);
  122. print_line("\n**light_code:\n" + gen_code.light);
  123. #endif
  124. 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);
  125. ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
  126. ubo_size = gen_code.uniform_total_size;
  127. ubo_offsets = gen_code.uniform_offsets;
  128. texture_uniforms = gen_code.texture_uniforms;
  129. //blend modes
  130. // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
  131. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
  132. blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
  133. }
  134. RD::PipelineColorBlendState::Attachment blend_attachment;
  135. switch (blend_mode) {
  136. case BLEND_MODE_MIX: {
  137. blend_attachment.enable_blend = true;
  138. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  139. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  140. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  141. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  142. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  143. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  144. } break;
  145. case BLEND_MODE_ADD: {
  146. blend_attachment.enable_blend = true;
  147. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  148. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  149. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  150. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  151. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  152. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  153. uses_blend_alpha = true; //force alpha used because of blend
  154. } break;
  155. case BLEND_MODE_SUB: {
  156. blend_attachment.enable_blend = true;
  157. blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  158. blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  159. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  160. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  161. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  162. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  163. uses_blend_alpha = true; //force alpha used because of blend
  164. } break;
  165. case BLEND_MODE_MUL: {
  166. blend_attachment.enable_blend = true;
  167. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  168. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  169. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  170. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  171. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  172. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  173. uses_blend_alpha = true; //force alpha used because of blend
  174. } break;
  175. case BLEND_MODE_ALPHA_TO_COVERAGE: {
  176. blend_attachment.enable_blend = true;
  177. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  178. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  179. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  180. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  181. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  182. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  183. }
  184. }
  185. RD::PipelineColorBlendState blend_state_blend;
  186. blend_state_blend.attachments.push_back(blend_attachment);
  187. RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
  188. RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
  189. RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
  190. RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
  191. //update pipelines
  192. RD::PipelineDepthStencilState depth_stencil_state;
  193. if (depth_test != DEPTH_TEST_DISABLED) {
  194. depth_stencil_state.enable_depth_test = true;
  195. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  196. depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
  197. }
  198. for (int i = 0; i < CULL_VARIANT_MAX; i++) {
  199. RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
  200. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
  201. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
  202. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
  203. };
  204. RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
  205. for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
  206. RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
  207. RD::RENDER_PRIMITIVE_POINTS,
  208. RD::RENDER_PRIMITIVE_LINES,
  209. RD::RENDER_PRIMITIVE_LINESTRIPS,
  210. RD::RENDER_PRIMITIVE_TRIANGLES,
  211. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  212. };
  213. RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
  214. for (int k = 0; k < SHADER_VERSION_MAX; k++) {
  215. RD::PipelineRasterizationState raster_state;
  216. raster_state.cull_mode = cull_mode_rd;
  217. raster_state.wireframe = wireframe;
  218. RD::PipelineColorBlendState blend_state;
  219. RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
  220. RD::PipelineMultisampleState multisample_state;
  221. if (uses_alpha || uses_blend_alpha) {
  222. // only allow these flags to go through if we have some form of msaa
  223. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  224. multisample_state.enable_alpha_to_coverage = true;
  225. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  226. multisample_state.enable_alpha_to_coverage = true;
  227. multisample_state.enable_alpha_to_one = true;
  228. }
  229. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  230. blend_state = blend_state_blend;
  231. if (depth_draw == DEPTH_DRAW_OPAQUE) {
  232. depth_stencil.enable_depth_write = false; //alpha does not draw depth
  233. }
  234. } 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)) {
  235. if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  236. //none, blend state contains nothing
  237. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  238. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  239. } else {
  240. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  241. }
  242. } else {
  243. pipelines[i][j][k].clear();
  244. continue; // do not use this version (will error if using it is attempted)
  245. }
  246. } else {
  247. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  248. blend_state = blend_state_opaque;
  249. } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  250. //none, leave empty
  251. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
  252. blend_state = blend_state_depth_normal_roughness;
  253. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
  254. blend_state = blend_state_depth_normal_roughness_giprobe;
  255. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  256. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  257. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
  258. blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
  259. } else {
  260. //specular write
  261. blend_state = blend_state_opaque_specular;
  262. depth_stencil.enable_depth_test = false;
  263. depth_stencil.enable_depth_write = false;
  264. }
  265. }
  266. RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
  267. pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
  268. }
  269. }
  270. }
  271. valid = true;
  272. }
  273. void RendererSceneRenderForward::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  274. if (!p_texture.is_valid()) {
  275. default_texture_params.erase(p_name);
  276. } else {
  277. default_texture_params[p_name] = p_texture;
  278. }
  279. }
  280. void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  281. Map<int, StringName> order;
  282. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  283. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  284. continue;
  285. }
  286. if (E->get().texture_order >= 0) {
  287. order[E->get().texture_order + 100000] = E->key();
  288. } else {
  289. order[E->get().order] = E->key();
  290. }
  291. }
  292. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  293. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  294. pi.name = E->get();
  295. p_param_list->push_back(pi);
  296. }
  297. }
  298. void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  299. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  300. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  301. continue;
  302. }
  303. RendererStorage::InstanceShaderParam p;
  304. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  305. p.info.name = E->key(); //supply name
  306. p.index = E->get().instance_index;
  307. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  308. p_param_list->push_back(p);
  309. }
  310. }
  311. bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const {
  312. if (!uniforms.has(p_param)) {
  313. return false;
  314. }
  315. return uniforms[p_param].texture_order >= 0;
  316. }
  317. bool RendererSceneRenderForward::ShaderData::is_animated() const {
  318. return false;
  319. }
  320. bool RendererSceneRenderForward::ShaderData::casts_shadows() const {
  321. return false;
  322. }
  323. Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  324. if (uniforms.has(p_parameter)) {
  325. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  326. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  327. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  328. }
  329. return Variant();
  330. }
  331. RendererSceneRenderForward::ShaderData::ShaderData() {
  332. valid = false;
  333. uses_screen_texture = false;
  334. }
  335. RendererSceneRenderForward::ShaderData::~ShaderData() {
  336. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  337. ERR_FAIL_COND(!scene_singleton);
  338. //pipeline variants will clear themselves if shader is gone
  339. if (version.is_valid()) {
  340. scene_singleton->shader.scene_shader.version_free(version);
  341. }
  342. }
  343. RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() {
  344. ShaderData *shader_data = memnew(ShaderData);
  345. return shader_data;
  346. }
  347. void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) {
  348. priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  349. }
  350. void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) {
  351. next_pass = p_pass;
  352. }
  353. void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  354. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  355. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  356. p_uniform_dirty = true;
  357. if (uniform_buffer.is_valid()) {
  358. RD::get_singleton()->free(uniform_buffer);
  359. uniform_buffer = RID();
  360. }
  361. ubo_data.resize(shader_data->ubo_size);
  362. if (ubo_data.size()) {
  363. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  364. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  365. }
  366. //clear previous uniform set
  367. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  368. RD::get_singleton()->free(uniform_set);
  369. uniform_set = RID();
  370. }
  371. }
  372. //check whether buffer changed
  373. if (p_uniform_dirty && ubo_data.size()) {
  374. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  375. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  376. }
  377. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  378. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  379. texture_cache.resize(tex_uniform_count);
  380. p_textures_dirty = true;
  381. //clear previous uniform set
  382. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  383. RD::get_singleton()->free(uniform_set);
  384. uniform_set = RID();
  385. }
  386. }
  387. if (p_textures_dirty && tex_uniform_count) {
  388. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  389. }
  390. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  391. // This material does not require an uniform set, so don't create it.
  392. return;
  393. }
  394. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  395. //no reason to update uniform set, only UBO (or nothing) was needed to update
  396. return;
  397. }
  398. Vector<RD::Uniform> uniforms;
  399. {
  400. if (shader_data->ubo_size) {
  401. RD::Uniform u;
  402. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  403. u.binding = 0;
  404. u.ids.push_back(uniform_buffer);
  405. uniforms.push_back(u);
  406. }
  407. const RID *textures = texture_cache.ptrw();
  408. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  409. RD::Uniform u;
  410. u.type = RD::UNIFORM_TYPE_TEXTURE;
  411. u.binding = 1 + i;
  412. u.ids.push_back(textures[i]);
  413. uniforms.push_back(u);
  414. }
  415. }
  416. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  417. }
  418. RendererSceneRenderForward::MaterialData::~MaterialData() {
  419. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  420. RD::get_singleton()->free(uniform_set);
  421. }
  422. if (uniform_buffer.is_valid()) {
  423. RD::get_singleton()->free(uniform_buffer);
  424. }
  425. }
  426. RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_func(ShaderData *p_shader) {
  427. MaterialData *material_data = memnew(MaterialData);
  428. material_data->shader_data = p_shader;
  429. material_data->last_frame = false;
  430. //update will happen later anyway so do nothing.
  431. return material_data;
  432. }
  433. RendererSceneRenderForward::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
  434. clear();
  435. }
  436. void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_specular() {
  437. if (!specular.is_valid()) {
  438. RD::TextureFormat tf;
  439. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  440. tf.width = width;
  441. tf.height = height;
  442. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  443. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  444. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  445. } else {
  446. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  447. }
  448. specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
  449. if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
  450. {
  451. Vector<RID> fb;
  452. fb.push_back(color);
  453. fb.push_back(specular);
  454. fb.push_back(depth);
  455. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  456. }
  457. {
  458. Vector<RID> fb;
  459. fb.push_back(specular);
  460. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  461. }
  462. } else {
  463. tf.samples = texture_samples;
  464. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  465. specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  466. {
  467. Vector<RID> fb;
  468. fb.push_back(color_msaa);
  469. fb.push_back(specular_msaa);
  470. fb.push_back(depth_msaa);
  471. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  472. }
  473. {
  474. Vector<RID> fb;
  475. fb.push_back(specular_msaa);
  476. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  477. }
  478. }
  479. }
  480. }
  481. void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_gi() {
  482. if (!reflection_buffer.is_valid()) {
  483. RD::TextureFormat tf;
  484. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  485. tf.width = width;
  486. tf.height = height;
  487. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  488. reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  489. ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  490. }
  491. }
  492. void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_giprobe() {
  493. if (!giprobe_buffer.is_valid()) {
  494. RD::TextureFormat tf;
  495. tf.format = RD::DATA_FORMAT_R8G8_UINT;
  496. tf.width = width;
  497. tf.height = height;
  498. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  499. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  500. RD::TextureFormat tf_aa = tf;
  501. tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  502. tf_aa.samples = texture_samples;
  503. giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
  504. } else {
  505. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  506. }
  507. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  508. giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  509. Vector<RID> fb;
  510. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  511. fb.push_back(depth_msaa);
  512. fb.push_back(normal_roughness_buffer_msaa);
  513. fb.push_back(giprobe_buffer_msaa);
  514. } else {
  515. fb.push_back(depth);
  516. fb.push_back(normal_roughness_buffer);
  517. fb.push_back(giprobe_buffer);
  518. }
  519. depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
  520. }
  521. }
  522. void RendererSceneRenderForward::RenderBufferDataHighEnd::clear() {
  523. if (ambient_buffer != RID() && ambient_buffer != color) {
  524. RD::get_singleton()->free(ambient_buffer);
  525. ambient_buffer = RID();
  526. }
  527. if (reflection_buffer != RID() && reflection_buffer != specular) {
  528. RD::get_singleton()->free(reflection_buffer);
  529. reflection_buffer = RID();
  530. }
  531. if (giprobe_buffer != RID()) {
  532. RD::get_singleton()->free(giprobe_buffer);
  533. giprobe_buffer = RID();
  534. if (giprobe_buffer_msaa.is_valid()) {
  535. RD::get_singleton()->free(giprobe_buffer_msaa);
  536. giprobe_buffer_msaa = RID();
  537. }
  538. depth_normal_roughness_giprobe_fb = RID();
  539. }
  540. if (color_msaa.is_valid()) {
  541. RD::get_singleton()->free(color_msaa);
  542. color_msaa = RID();
  543. }
  544. if (depth_msaa.is_valid()) {
  545. RD::get_singleton()->free(depth_msaa);
  546. depth_msaa = RID();
  547. }
  548. if (specular.is_valid()) {
  549. if (specular_msaa.is_valid()) {
  550. RD::get_singleton()->free(specular_msaa);
  551. specular_msaa = RID();
  552. }
  553. RD::get_singleton()->free(specular);
  554. specular = RID();
  555. }
  556. color = RID();
  557. depth = RID();
  558. color_specular_fb = RID();
  559. specular_only_fb = RID();
  560. color_fb = RID();
  561. depth_fb = RID();
  562. if (normal_roughness_buffer.is_valid()) {
  563. RD::get_singleton()->free(normal_roughness_buffer);
  564. if (normal_roughness_buffer_msaa.is_valid()) {
  565. RD::get_singleton()->free(normal_roughness_buffer_msaa);
  566. normal_roughness_buffer_msaa = RID();
  567. }
  568. normal_roughness_buffer = RID();
  569. depth_normal_roughness_fb = RID();
  570. }
  571. if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
  572. RD::get_singleton()->free(render_sdfgi_uniform_set);
  573. }
  574. }
  575. void RendererSceneRenderForward::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
  576. clear();
  577. msaa = p_msaa;
  578. width = p_width;
  579. height = p_height;
  580. color = p_color_buffer;
  581. depth = p_depth_buffer;
  582. if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
  583. {
  584. Vector<RID> fb;
  585. fb.push_back(p_color_buffer);
  586. fb.push_back(depth);
  587. color_fb = RD::get_singleton()->framebuffer_create(fb);
  588. }
  589. {
  590. Vector<RID> fb;
  591. fb.push_back(depth);
  592. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  593. }
  594. } else {
  595. RD::TextureFormat tf;
  596. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  597. tf.width = p_width;
  598. tf.height = p_height;
  599. tf.type = RD::TEXTURE_TYPE_2D;
  600. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  601. RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
  602. RD::TEXTURE_SAMPLES_1,
  603. RD::TEXTURE_SAMPLES_2,
  604. RD::TEXTURE_SAMPLES_4,
  605. RD::TEXTURE_SAMPLES_8,
  606. RD::TEXTURE_SAMPLES_16
  607. };
  608. texture_samples = ts[p_msaa];
  609. tf.samples = texture_samples;
  610. color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  611. 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;
  612. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  613. depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  614. {
  615. Vector<RID> fb;
  616. fb.push_back(color_msaa);
  617. fb.push_back(depth_msaa);
  618. color_fb = RD::get_singleton()->framebuffer_create(fb);
  619. }
  620. {
  621. Vector<RID> fb;
  622. fb.push_back(depth_msaa);
  623. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  624. }
  625. }
  626. }
  627. void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb) {
  628. if (rb->normal_roughness_buffer.is_valid()) {
  629. return;
  630. }
  631. RD::TextureFormat tf;
  632. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  633. tf.width = rb->width;
  634. tf.height = rb->height;
  635. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  636. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  637. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  638. } else {
  639. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  640. }
  641. rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  642. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  643. Vector<RID> fb;
  644. fb.push_back(rb->depth);
  645. fb.push_back(rb->normal_roughness_buffer);
  646. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  647. } else {
  648. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  649. tf.samples = rb->texture_samples;
  650. rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  651. Vector<RID> fb;
  652. fb.push_back(rb->depth_msaa);
  653. fb.push_back(rb->normal_roughness_buffer_msaa);
  654. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  655. }
  656. _render_buffers_clear_uniform_set(rb);
  657. }
  658. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() {
  659. return memnew(RenderBufferDataHighEnd);
  660. }
  661. bool RendererSceneRenderForward::free(RID p_rid) {
  662. if (RendererSceneRenderRD::free(p_rid)) {
  663. return true;
  664. }
  665. return false;
  666. }
  667. void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
  668. uint32_t lightmap_captures_used = 0;
  669. for (int i = 0; i < p_element_count; i++) {
  670. const RenderList::Element *e = p_elements[i];
  671. InstanceData &id = scene_state.instances[i];
  672. bool store_transform = true;
  673. id.flags = 0;
  674. id.mask = e->instance->layer_mask;
  675. id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
  676. if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
  677. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  678. uint32_t stride;
  679. if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
  680. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  681. stride = 2;
  682. } else {
  683. stride = 3;
  684. }
  685. if (storage->multimesh_uses_colors(e->instance->base)) {
  686. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  687. stride += 1;
  688. }
  689. if (storage->multimesh_uses_custom_data(e->instance->base)) {
  690. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  691. stride += 1;
  692. }
  693. id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  694. } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
  695. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  696. uint32_t stride;
  697. if (false) { // 2D particles
  698. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  699. stride = 2;
  700. } else {
  701. stride = 3;
  702. }
  703. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  704. stride += 1;
  705. id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  706. stride += 1;
  707. id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  708. if (!storage->particles_is_using_local_coords(e->instance->base)) {
  709. store_transform = false;
  710. }
  711. } else if (e->instance->base_type == RS::INSTANCE_MESH) {
  712. if (e->instance->skeleton.is_valid()) {
  713. id.flags |= INSTANCE_DATA_FLAG_SKELETON;
  714. }
  715. }
  716. if (store_transform) {
  717. RendererStorageRD::store_transform(e->instance->transform, id.transform);
  718. RendererStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
  719. } else {
  720. RendererStorageRD::store_transform(Transform(), id.transform);
  721. RendererStorageRD::store_transform(Transform(), id.normal_transform);
  722. }
  723. if (p_for_depth) {
  724. id.gi_offset = 0xFFFFFFFF;
  725. continue;
  726. }
  727. if (e->instance->lightmap) {
  728. int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
  729. if (lightmap_index >= 0) {
  730. id.gi_offset = lightmap_index;
  731. id.gi_offset |= e->instance->lightmap_slice_index << 12;
  732. id.gi_offset |= e->instance->lightmap_cull_index << 20;
  733. id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
  734. id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
  735. id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
  736. id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
  737. id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
  738. if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
  739. id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
  740. }
  741. } else {
  742. id.gi_offset = 0xFFFFFFFF;
  743. }
  744. } else if (!e->instance->lightmap_sh.empty()) {
  745. if (lightmap_captures_used < scene_state.max_lightmap_captures) {
  746. const Color *src_capture = e->instance->lightmap_sh.ptr();
  747. LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
  748. for (int j = 0; j < 9; j++) {
  749. lcd.sh[j * 4 + 0] = src_capture[j].r;
  750. lcd.sh[j * 4 + 1] = src_capture[j].g;
  751. lcd.sh[j * 4 + 2] = src_capture[j].b;
  752. lcd.sh[j * 4 + 3] = src_capture[j].a;
  753. }
  754. id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
  755. id.gi_offset = lightmap_captures_used;
  756. lightmap_captures_used++;
  757. }
  758. } else {
  759. if (p_has_opaque_gi) {
  760. id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
  761. }
  762. if (!e->instance->gi_probe_instances.empty()) {
  763. uint32_t written = 0;
  764. for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
  765. RID probe = e->instance->gi_probe_instances[j];
  766. uint32_t index = gi_probe_instance_get_render_index(probe);
  767. if (written == 0) {
  768. id.gi_offset = index;
  769. id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
  770. written = 1;
  771. } else {
  772. id.gi_offset = index << 16;
  773. written = 2;
  774. break;
  775. }
  776. }
  777. if (written == 0) {
  778. id.gi_offset = 0xFFFFFFFF;
  779. } else if (written == 1) {
  780. id.gi_offset |= 0xFFFF0000;
  781. }
  782. } else {
  783. if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
  784. id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
  785. }
  786. id.gi_offset = 0xFFFFFFFF;
  787. }
  788. }
  789. }
  790. RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
  791. if (lightmap_captures_used) {
  792. RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
  793. }
  794. }
  795. /// RENDERING ///
  796. void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) {
  797. RD::DrawListID draw_list = p_draw_list;
  798. RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
  799. //global scope bindings
  800. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
  801. if (p_radiance_uniform_set.is_valid()) {
  802. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET);
  803. } else {
  804. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET);
  805. }
  806. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET);
  807. if (p_render_buffers_uniform_set.is_valid()) {
  808. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
  809. } else {
  810. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
  811. }
  812. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
  813. MaterialData *prev_material = nullptr;
  814. RID prev_vertex_array_rd;
  815. RID prev_index_array_rd;
  816. RID prev_pipeline_rd;
  817. RID prev_xforms_uniform_set;
  818. PushConstant push_constant;
  819. zeromem(&push_constant, sizeof(PushConstant));
  820. push_constant.bake_uv2_offset[0] = p_uv_offset.x;
  821. push_constant.bake_uv2_offset[1] = p_uv_offset.y;
  822. for (int i = 0; i < p_element_count; i++) {
  823. const RenderList::Element *e = p_elements[i];
  824. MaterialData *material = e->material;
  825. ShaderData *shader = material->shader_data;
  826. RID xforms_uniform_set;
  827. //find cull variant
  828. ShaderData::CullVariant cull_variant;
  829. 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)) {
  830. cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
  831. } else {
  832. bool mirror = e->instance->mirror;
  833. if (p_reverse_cull) {
  834. mirror = !mirror;
  835. }
  836. cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
  837. }
  838. //find primitive and vertex format
  839. RS::PrimitiveType primitive;
  840. switch (e->instance->base_type) {
  841. case RS::INSTANCE_MESH: {
  842. primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
  843. if (e->instance->skeleton.is_valid()) {
  844. xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  845. }
  846. } break;
  847. case RS::INSTANCE_MULTIMESH: {
  848. RID mesh = storage->multimesh_get_mesh(e->instance->base);
  849. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  850. primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
  851. xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  852. } break;
  853. case RS::INSTANCE_IMMEDIATE: {
  854. ERR_CONTINUE(true); //should be a bug
  855. } break;
  856. case RS::INSTANCE_PARTICLES: {
  857. RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
  858. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  859. primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
  860. xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  861. } break;
  862. default: {
  863. ERR_CONTINUE(true); //should be a bug
  864. }
  865. }
  866. ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
  867. switch (p_pass_mode) {
  868. case PASS_MODE_COLOR:
  869. case PASS_MODE_COLOR_TRANSPARENT: {
  870. if (e->uses_lightmap) {
  871. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
  872. } else if (e->uses_forward_gi) {
  873. shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
  874. } else {
  875. shader_version = SHADER_VERSION_COLOR_PASS;
  876. }
  877. } break;
  878. case PASS_MODE_COLOR_SPECULAR: {
  879. if (e->uses_lightmap) {
  880. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  881. } else {
  882. shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  883. }
  884. } break;
  885. case PASS_MODE_SHADOW:
  886. case PASS_MODE_DEPTH: {
  887. shader_version = SHADER_VERSION_DEPTH_PASS;
  888. } break;
  889. case PASS_MODE_SHADOW_DP: {
  890. shader_version = SHADER_VERSION_DEPTH_PASS_DP;
  891. } break;
  892. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  893. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
  894. } break;
  895. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  896. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
  897. } break;
  898. case PASS_MODE_DEPTH_MATERIAL: {
  899. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
  900. } break;
  901. case PASS_MODE_SDF: {
  902. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
  903. } break;
  904. }
  905. PipelineCacheRD *pipeline = nullptr;
  906. pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
  907. RD::VertexFormatID vertex_format = -1;
  908. RID vertex_array_rd;
  909. RID index_array_rd;
  910. switch (e->instance->base_type) {
  911. case RS::INSTANCE_MESH: {
  912. 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);
  913. } break;
  914. case RS::INSTANCE_MULTIMESH: {
  915. RID mesh = storage->multimesh_get_mesh(e->instance->base);
  916. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  917. storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
  918. } break;
  919. case RS::INSTANCE_IMMEDIATE: {
  920. ERR_CONTINUE(true); //should be a bug
  921. } break;
  922. case RS::INSTANCE_PARTICLES: {
  923. RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
  924. ERR_CONTINUE(!mesh.is_valid()); //should be a bug
  925. 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);
  926. } break;
  927. default: {
  928. ERR_CONTINUE(true); //should be a bug
  929. }
  930. }
  931. if (prev_vertex_array_rd != vertex_array_rd) {
  932. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
  933. prev_vertex_array_rd = vertex_array_rd;
  934. }
  935. if (prev_index_array_rd != index_array_rd) {
  936. if (index_array_rd.is_valid()) {
  937. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
  938. }
  939. prev_index_array_rd = index_array_rd;
  940. }
  941. RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_force_wireframe);
  942. if (pipeline_rd != prev_pipeline_rd) {
  943. // checking with prev shader does not make so much sense, as
  944. // the pipeline may still be different.
  945. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
  946. prev_pipeline_rd = pipeline_rd;
  947. }
  948. if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
  949. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  950. prev_xforms_uniform_set = xforms_uniform_set;
  951. }
  952. if (material != prev_material) {
  953. //update uniform set
  954. if (material->uniform_set.is_valid()) {
  955. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET);
  956. }
  957. prev_material = material;
  958. }
  959. push_constant.index = i;
  960. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
  961. switch (e->instance->base_type) {
  962. case RS::INSTANCE_MESH: {
  963. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
  964. } break;
  965. case RS::INSTANCE_MULTIMESH: {
  966. uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
  967. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
  968. } break;
  969. case RS::INSTANCE_IMMEDIATE: {
  970. } break;
  971. case RS::INSTANCE_PARTICLES: {
  972. uint32_t instances = storage->particles_get_amount(e->instance->base);
  973. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
  974. } break;
  975. default: {
  976. ERR_CONTINUE(true); //should be a bug
  977. }
  978. }
  979. }
  980. }
  981. void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
  982. //CameraMatrix projection = p_cam_projection;
  983. //projection.flip_y(); // Vulkan and modern APIs use Y-Down
  984. CameraMatrix correction;
  985. correction.set_depth_correction(p_flip_y);
  986. CameraMatrix projection = correction * p_cam_projection;
  987. //store camera into ubo
  988. RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
  989. RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
  990. RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
  991. RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
  992. scene_state.ubo.z_far = p_zfar;
  993. scene_state.ubo.z_near = p_znear;
  994. scene_state.ubo.pancake_shadows = p_pancake_shadows;
  995. RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
  996. RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
  997. RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
  998. RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
  999. scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
  1000. scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
  1001. scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
  1002. scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
  1003. scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
  1004. scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
  1005. if (p_shadow_atlas.is_valid()) {
  1006. Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
  1007. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
  1008. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
  1009. }
  1010. {
  1011. Vector2 dss = directional_shadow_get_size();
  1012. scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
  1013. scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
  1014. }
  1015. //time global variables
  1016. scene_state.ubo.time = time;
  1017. scene_state.ubo.gi_upscale_for_msaa = false;
  1018. scene_state.ubo.volumetric_fog_enabled = false;
  1019. scene_state.ubo.fog_enabled = false;
  1020. if (p_render_buffers.is_valid()) {
  1021. RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  1022. if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1023. scene_state.ubo.gi_upscale_for_msaa = true;
  1024. }
  1025. if (render_buffers_has_volumetric_fog(p_render_buffers)) {
  1026. scene_state.ubo.volumetric_fog_enabled = true;
  1027. float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
  1028. if (fog_end > 0.0) {
  1029. scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  1030. } else {
  1031. scene_state.ubo.volumetric_fog_inv_length = 1.0;
  1032. }
  1033. float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  1034. if (fog_detail_spread > 0.0) {
  1035. scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  1036. } else {
  1037. scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  1038. }
  1039. }
  1040. }
  1041. #if 0
  1042. if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  1043. scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
  1044. scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
  1045. scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
  1046. scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  1047. scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  1048. float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
  1049. scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
  1050. float occ_bias = 0.0;
  1051. scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
  1052. scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
  1053. scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
  1054. float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
  1055. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  1056. scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
  1057. scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
  1058. scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
  1059. scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
  1060. //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 ) );
  1061. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  1062. uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
  1063. 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);
  1064. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
  1065. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
  1066. scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  1067. scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
  1068. 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];
  1069. scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
  1070. scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
  1071. scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
  1072. for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
  1073. SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
  1074. Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
  1075. pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
  1076. c.position[0] = pos.x;
  1077. c.position[1] = pos.y;
  1078. c.position[2] = pos.z;
  1079. c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
  1080. Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
  1081. c.probe_world_offset[0] = probe_ofs.x;
  1082. c.probe_world_offset[1] = probe_ofs.y;
  1083. c.probe_world_offset[2] = probe_ofs.z;
  1084. }
  1085. }
  1086. #endif
  1087. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  1088. scene_state.ubo.use_ambient_light = true;
  1089. scene_state.ubo.ambient_light_color_energy[0] = 1;
  1090. scene_state.ubo.ambient_light_color_energy[1] = 1;
  1091. scene_state.ubo.ambient_light_color_energy[2] = 1;
  1092. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1093. scene_state.ubo.use_ambient_cubemap = false;
  1094. scene_state.ubo.use_reflection_cubemap = false;
  1095. scene_state.ubo.ssao_enabled = false;
  1096. } else if (is_environment(p_environment)) {
  1097. RS::EnvironmentBG env_bg = environment_get_background(p_environment);
  1098. RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
  1099. float bg_energy = environment_get_bg_energy(p_environment);
  1100. scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
  1101. scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
  1102. //ambient
  1103. if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
  1104. Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
  1105. color = color.to_linear();
  1106. scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
  1107. scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
  1108. scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
  1109. scene_state.ubo.use_ambient_light = true;
  1110. scene_state.ubo.use_ambient_cubemap = false;
  1111. } else {
  1112. float energy = environment_get_ambient_light_energy(p_environment);
  1113. Color color = environment_get_ambient_light_color(p_environment);
  1114. color = color.to_linear();
  1115. scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
  1116. scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
  1117. scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
  1118. Basis sky_transform = environment_get_sky_orientation(p_environment);
  1119. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  1120. RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
  1121. 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;
  1122. scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
  1123. }
  1124. //specular
  1125. RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
  1126. if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
  1127. scene_state.ubo.use_reflection_cubemap = true;
  1128. } else {
  1129. scene_state.ubo.use_reflection_cubemap = false;
  1130. }
  1131. scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
  1132. scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
  1133. scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
  1134. Color ao_color = environment_get_ao_color(p_environment).to_linear();
  1135. scene_state.ubo.ao_color[0] = ao_color.r;
  1136. scene_state.ubo.ao_color[1] = ao_color.g;
  1137. scene_state.ubo.ao_color[2] = ao_color.b;
  1138. scene_state.ubo.ao_color[3] = ao_color.a;
  1139. scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
  1140. scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
  1141. scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
  1142. scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
  1143. if (scene_state.ubo.fog_height_density >= 0.0001) {
  1144. scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
  1145. }
  1146. scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
  1147. Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
  1148. float fog_energy = environment_get_fog_light_energy(p_environment);
  1149. scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1150. scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1151. scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1152. scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
  1153. } else {
  1154. if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1155. scene_state.ubo.use_ambient_light = false;
  1156. } else {
  1157. scene_state.ubo.use_ambient_light = true;
  1158. Color clear_color = p_default_bg_color;
  1159. clear_color = clear_color.to_linear();
  1160. scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
  1161. scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
  1162. scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
  1163. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1164. }
  1165. scene_state.ubo.use_ambient_cubemap = false;
  1166. scene_state.ubo.use_reflection_cubemap = false;
  1167. scene_state.ubo.ssao_enabled = false;
  1168. }
  1169. scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
  1170. scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
  1171. scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
  1172. RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
  1173. }
  1174. void RendererSceneRenderForward::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
  1175. RID m_src;
  1176. m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
  1177. if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
  1178. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1179. m_src = overdraw_material;
  1180. } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
  1181. m_src = default_material;
  1182. }
  1183. }
  1184. MaterialData *material = nullptr;
  1185. if (m_src.is_valid()) {
  1186. material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
  1187. if (!material || !material->shader_data->valid) {
  1188. material = nullptr;
  1189. }
  1190. }
  1191. if (!material) {
  1192. material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  1193. m_src = default_material;
  1194. }
  1195. ERR_FAIL_COND(!material);
  1196. _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
  1197. while (material->next_pass.is_valid()) {
  1198. material = (MaterialData *)storage->material_get_data(material->next_pass, RendererStorageRD::SHADER_TYPE_3D);
  1199. if (!material || !material->shader_data->valid) {
  1200. break;
  1201. }
  1202. _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
  1203. }
  1204. }
  1205. void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
  1206. 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;
  1207. bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
  1208. bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
  1209. bool has_alpha = has_base_alpha || has_blend_alpha;
  1210. if (p_material->shader_data->uses_sss) {
  1211. scene_state.used_sss = true;
  1212. }
  1213. if (p_material->shader_data->uses_screen_texture) {
  1214. scene_state.used_screen_texture = true;
  1215. }
  1216. if (p_material->shader_data->uses_depth_texture) {
  1217. scene_state.used_depth_texture = true;
  1218. }
  1219. if (p_material->shader_data->uses_normal_texture) {
  1220. scene_state.used_normal_texture = true;
  1221. }
  1222. if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
  1223. 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) {
  1224. //conditions in which no depth pass should be processed
  1225. return;
  1226. }
  1227. 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) {
  1228. //shader does not use discard and does not write a vertex position, use generic material
  1229. if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
  1230. p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  1231. } 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) {
  1232. p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  1233. }
  1234. }
  1235. has_alpha = false;
  1236. }
  1237. has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
  1238. RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
  1239. if (!e) {
  1240. return;
  1241. }
  1242. e->instance = p_instance;
  1243. e->material = p_material;
  1244. e->surface_index = p_surface;
  1245. e->sort_key = 0;
  1246. if (e->material->last_pass != render_pass) {
  1247. if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
  1248. //uniform set no longer valid, probably a texture changed
  1249. storage->material_force_update_textures(p_material_rid, RendererStorageRD::SHADER_TYPE_3D);
  1250. }
  1251. e->material->last_pass = render_pass;
  1252. e->material->index = scene_state.current_material_index++;
  1253. if (e->material->shader_data->last_pass != render_pass) {
  1254. e->material->shader_data->last_pass = scene_state.current_material_index++;
  1255. e->material->shader_data->index = scene_state.current_shader_index++;
  1256. }
  1257. }
  1258. e->geometry_index = p_geometry_index;
  1259. e->material_index = e->material->index;
  1260. e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
  1261. e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty();
  1262. e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
  1263. e->shader_index = e->shader_index;
  1264. e->depth_layer = e->instance->depth_layer;
  1265. e->priority = p_material->priority;
  1266. if (p_material->shader_data->uses_time) {
  1267. RenderingServerDefault::redraw_request();
  1268. }
  1269. }
  1270. void RendererSceneRenderForward::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi) {
  1271. scene_state.current_shader_index = 0;
  1272. scene_state.current_material_index = 0;
  1273. scene_state.used_sss = false;
  1274. scene_state.used_screen_texture = false;
  1275. scene_state.used_normal_texture = false;
  1276. scene_state.used_depth_texture = false;
  1277. uint32_t geometry_index = 0;
  1278. //fill list
  1279. for (int i = 0; i < p_cull_count; i++) {
  1280. InstanceBase *inst = p_cull_result[i];
  1281. //add geometry for drawing
  1282. switch (inst->base_type) {
  1283. case RS::INSTANCE_MESH: {
  1284. const RID *materials = nullptr;
  1285. uint32_t surface_count;
  1286. materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
  1287. if (!materials) {
  1288. continue; //nothing to do
  1289. }
  1290. const RID *inst_materials = inst->materials.ptr();
  1291. for (uint32_t j = 0; j < surface_count; j++) {
  1292. RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
  1293. uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
  1294. _add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
  1295. }
  1296. //mesh->last_pass=frame;
  1297. } break;
  1298. case RS::INSTANCE_MULTIMESH: {
  1299. if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
  1300. //not visible, 0 instances
  1301. continue;
  1302. }
  1303. RID mesh = storage->multimesh_get_mesh(inst->base);
  1304. if (!mesh.is_valid()) {
  1305. continue;
  1306. }
  1307. const RID *materials = nullptr;
  1308. uint32_t surface_count;
  1309. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  1310. if (!materials) {
  1311. continue; //nothing to do
  1312. }
  1313. for (uint32_t j = 0; j < surface_count; j++) {
  1314. uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
  1315. _add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
  1316. }
  1317. } break;
  1318. #if 0
  1319. case RS::INSTANCE_IMMEDIATE: {
  1320. RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
  1321. ERR_CONTINUE(!immediate);
  1322. _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
  1323. } break;
  1324. #endif
  1325. case RS::INSTANCE_PARTICLES: {
  1326. int draw_passes = storage->particles_get_draw_passes(inst->base);
  1327. for (int j = 0; j < draw_passes; j++) {
  1328. RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
  1329. if (!mesh.is_valid())
  1330. continue;
  1331. const RID *materials = nullptr;
  1332. uint32_t surface_count;
  1333. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  1334. if (!materials) {
  1335. continue; //nothing to do
  1336. }
  1337. for (uint32_t k = 0; k < surface_count; k++) {
  1338. uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
  1339. _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
  1340. }
  1341. }
  1342. } break;
  1343. default: {
  1344. }
  1345. }
  1346. }
  1347. }
  1348. void RendererSceneRenderForward::_setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform) {
  1349. uint32_t lightmaps_used = 0;
  1350. for (int i = 0; i < p_lightmap_cull_count; i++) {
  1351. if (i >= (int)scene_state.max_lightmaps) {
  1352. break;
  1353. }
  1354. InstanceBase *lm = p_lightmap_cull_result[i];
  1355. Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
  1356. to_lm = to_lm.inverse().transposed(); //will transform normals
  1357. RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
  1358. lm->lightmap_cull_index = i;
  1359. lightmaps_used++;
  1360. }
  1361. if (lightmaps_used > 0) {
  1362. RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
  1363. }
  1364. }
  1365. void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
  1366. RenderBufferDataHighEnd *render_buffer = nullptr;
  1367. if (p_render_buffer.is_valid()) {
  1368. render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer);
  1369. }
  1370. //first of all, make a new render pass
  1371. render_pass++;
  1372. //fill up ubo
  1373. RENDER_TIMESTAMP("Setup 3D Scene");
  1374. if (p_reflection_probe.is_valid()) {
  1375. scene_state.ubo.reflection_multiplier = 0.0;
  1376. } else {
  1377. scene_state.ubo.reflection_multiplier = 1.0;
  1378. }
  1379. //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
  1380. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1381. scene_state.ubo.viewport_size[0] = vp_he.x;
  1382. scene_state.ubo.viewport_size[1] = vp_he.y;
  1383. scene_state.ubo.directional_light_count = p_directional_light_count;
  1384. Size2 screen_pixel_size;
  1385. Size2i screen_size;
  1386. RID opaque_framebuffer;
  1387. RID opaque_specular_framebuffer;
  1388. RID depth_framebuffer;
  1389. RID alpha_framebuffer;
  1390. PassMode depth_pass_mode = PASS_MODE_DEPTH;
  1391. Vector<Color> depth_pass_clear;
  1392. bool using_separate_specular = false;
  1393. bool using_ssr = false;
  1394. bool using_sdfgi = false;
  1395. bool using_giprobe = false;
  1396. if (render_buffer) {
  1397. screen_pixel_size.width = 1.0 / render_buffer->width;
  1398. screen_pixel_size.height = 1.0 / render_buffer->height;
  1399. screen_size.x = render_buffer->width;
  1400. screen_size.y = render_buffer->height;
  1401. opaque_framebuffer = render_buffer->color_fb;
  1402. if (p_gi_probe_cull_count > 0) {
  1403. using_giprobe = true;
  1404. render_buffer->ensure_gi();
  1405. }
  1406. if (!p_environment.is_valid() && using_giprobe) {
  1407. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
  1408. } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
  1409. if (environment_is_sdfgi_enabled(p_environment)) {
  1410. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
  1411. using_sdfgi = true;
  1412. render_buffer->ensure_gi();
  1413. } else {
  1414. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1415. }
  1416. if (environment_is_ssr_enabled(p_environment)) {
  1417. render_buffer->ensure_specular();
  1418. using_separate_specular = true;
  1419. using_ssr = true;
  1420. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1421. }
  1422. } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
  1423. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1424. }
  1425. switch (depth_pass_mode) {
  1426. case PASS_MODE_DEPTH: {
  1427. depth_framebuffer = render_buffer->depth_fb;
  1428. } break;
  1429. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  1430. _allocate_normal_roughness_texture(render_buffer);
  1431. depth_framebuffer = render_buffer->depth_normal_roughness_fb;
  1432. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1433. } break;
  1434. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  1435. _allocate_normal_roughness_texture(render_buffer);
  1436. render_buffer->ensure_giprobe();
  1437. depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
  1438. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1439. depth_pass_clear.push_back(Color(0, 0, 0, 0));
  1440. } break;
  1441. default: {
  1442. };
  1443. }
  1444. alpha_framebuffer = opaque_framebuffer;
  1445. } else if (p_reflection_probe.is_valid()) {
  1446. uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
  1447. screen_pixel_size.width = 1.0 / resolution;
  1448. screen_pixel_size.height = 1.0 / resolution;
  1449. screen_size.x = resolution;
  1450. screen_size.y = resolution;
  1451. opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1452. depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1453. alpha_framebuffer = opaque_framebuffer;
  1454. if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1455. p_environment = RID(); //no environment on interiors
  1456. }
  1457. } else {
  1458. ERR_FAIL(); //bug?
  1459. }
  1460. _setup_lightmaps(p_lightmap_cull_result, p_lightmap_cull_count, p_cam_transform);
  1461. _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);
  1462. _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
  1463. render_list.clear();
  1464. _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi);
  1465. bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
  1466. if (using_sss) {
  1467. using_separate_specular = true;
  1468. render_buffer->ensure_specular();
  1469. using_separate_specular = true;
  1470. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1471. }
  1472. RID radiance_uniform_set;
  1473. bool draw_sky = false;
  1474. bool draw_sky_fog_only = false;
  1475. Color clear_color;
  1476. bool keep_color = false;
  1477. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1478. clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
  1479. } else if (is_environment(p_environment)) {
  1480. RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
  1481. float bg_energy = environment_get_bg_energy(p_environment);
  1482. switch (bg_mode) {
  1483. case RS::ENV_BG_CLEAR_COLOR: {
  1484. clear_color = p_default_bg_color;
  1485. clear_color.r *= bg_energy;
  1486. clear_color.g *= bg_energy;
  1487. clear_color.b *= bg_energy;
  1488. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1489. draw_sky_fog_only = true;
  1490. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1491. }
  1492. } break;
  1493. case RS::ENV_BG_COLOR: {
  1494. clear_color = environment_get_bg_color(p_environment);
  1495. clear_color.r *= bg_energy;
  1496. clear_color.g *= bg_energy;
  1497. clear_color.b *= bg_energy;
  1498. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1499. draw_sky_fog_only = true;
  1500. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1501. }
  1502. } break;
  1503. case RS::ENV_BG_SKY: {
  1504. draw_sky = true;
  1505. } break;
  1506. case RS::ENV_BG_CANVAS: {
  1507. keep_color = true;
  1508. } break;
  1509. case RS::ENV_BG_KEEP: {
  1510. keep_color = true;
  1511. } break;
  1512. case RS::ENV_BG_CAMERA_FEED: {
  1513. } break;
  1514. default: {
  1515. }
  1516. }
  1517. // setup sky if used for ambient, reflections, or background
  1518. 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) {
  1519. RENDER_TIMESTAMP("Setup Sky");
  1520. CameraMatrix projection = p_cam_projection;
  1521. if (p_reflection_probe.is_valid()) {
  1522. CameraMatrix correction;
  1523. correction.set_depth_correction(true);
  1524. projection = correction * p_cam_projection;
  1525. }
  1526. _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
  1527. RID sky = environment_get_sky(p_environment);
  1528. if (sky.is_valid()) {
  1529. _update_sky(p_environment, projection, p_cam_transform);
  1530. radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
  1531. } else {
  1532. // do not try to draw sky if invalid
  1533. draw_sky = false;
  1534. }
  1535. }
  1536. } else {
  1537. clear_color = p_default_bg_color;
  1538. }
  1539. _setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count);
  1540. render_list.sort_by_key(false);
  1541. _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
  1542. 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;
  1543. bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
  1544. bool depth_pre_pass = depth_framebuffer.is_valid();
  1545. RID render_buffers_uniform_set;
  1546. bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
  1547. bool continue_depth = false;
  1548. if (depth_pre_pass) { //depth pre pass
  1549. RENDER_TIMESTAMP("Render Depth Pre-Pass");
  1550. bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
  1551. 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);
  1552. _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);
  1553. RD::get_singleton()->draw_list_end();
  1554. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1555. RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
  1556. if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
  1557. static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
  1558. 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]);
  1559. } else if (finish_depth) {
  1560. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1561. }
  1562. }
  1563. continue_depth = !finish_depth;
  1564. }
  1565. if (using_ssao) {
  1566. _process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
  1567. }
  1568. if (using_sdfgi || using_giprobe) {
  1569. _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);
  1570. }
  1571. if (p_render_buffer.is_valid()) {
  1572. //update the render buffers uniform set in case it changed
  1573. _update_render_buffers_uniform_set(p_render_buffer);
  1574. render_buffers_uniform_set = render_buffer->uniform_set;
  1575. }
  1576. _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());
  1577. RENDER_TIMESTAMP("Render Opaque Pass");
  1578. bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
  1579. bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
  1580. {
  1581. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1582. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1583. //regular forward for now
  1584. Vector<Color> c;
  1585. if (using_separate_specular) {
  1586. Color cc = clear_color.to_linear();
  1587. cc.a = 0; //subsurf scatter must be 0
  1588. c.push_back(cc);
  1589. c.push_back(Color(0, 0, 0, 0));
  1590. } else {
  1591. c.push_back(clear_color.to_linear());
  1592. }
  1593. RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
  1594. 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);
  1595. _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);
  1596. RD::get_singleton()->draw_list_end();
  1597. if (will_continue_color && using_separate_specular) {
  1598. // close the specular framebuffer, as it's no longer used
  1599. 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);
  1600. RD::get_singleton()->draw_list_end();
  1601. }
  1602. }
  1603. if (debug_giprobes) {
  1604. //debug giprobes
  1605. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1606. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1607. CameraMatrix dc;
  1608. dc.set_depth_correction(true);
  1609. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1610. 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);
  1611. for (int i = 0; i < p_gi_probe_cull_count; i++) {
  1612. _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);
  1613. }
  1614. RD::get_singleton()->draw_list_end();
  1615. }
  1616. if (debug_sdfgi_probes) {
  1617. //debug giprobes
  1618. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1619. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1620. CameraMatrix dc;
  1621. dc.set_depth_correction(true);
  1622. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1623. 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);
  1624. _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
  1625. RD::get_singleton()->draw_list_end();
  1626. }
  1627. if (draw_sky || draw_sky_fog_only) {
  1628. RENDER_TIMESTAMP("Render Sky");
  1629. CameraMatrix projection = p_cam_projection;
  1630. if (p_reflection_probe.is_valid()) {
  1631. CameraMatrix correction;
  1632. correction.set_depth_correction(true);
  1633. projection = correction * p_cam_projection;
  1634. }
  1635. _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
  1636. }
  1637. if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1638. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1639. if (using_separate_specular) {
  1640. RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
  1641. }
  1642. }
  1643. if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1644. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1645. }
  1646. if (using_separate_specular) {
  1647. if (using_sss) {
  1648. RENDER_TIMESTAMP("Sub Surface Scattering");
  1649. _process_sss(p_render_buffer, p_cam_projection);
  1650. }
  1651. if (using_ssr) {
  1652. RENDER_TIMESTAMP("Screen Space Reflection");
  1653. _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);
  1654. } else {
  1655. //just mix specular back
  1656. RENDER_TIMESTAMP("Merge Specular");
  1657. storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
  1658. }
  1659. }
  1660. RENDER_TIMESTAMP("Render Transparent Pass");
  1661. _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);
  1662. render_list.sort_by_reverse_depth_and_priority(true);
  1663. _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
  1664. {
  1665. 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);
  1666. _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);
  1667. RD::get_singleton()->draw_list_end();
  1668. }
  1669. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1670. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1671. }
  1672. }
  1673. void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
  1674. RENDER_TIMESTAMP("Setup Rendering Shadow");
  1675. _update_render_base_uniform_set();
  1676. render_pass++;
  1677. scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
  1678. _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
  1679. render_list.clear();
  1680. PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
  1681. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1682. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1683. RENDER_TIMESTAMP("Render Shadow");
  1684. render_list.sort_by_key(false);
  1685. _fill_instances(render_list.elements, render_list.element_count, true);
  1686. {
  1687. //regular forward for now
  1688. 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);
  1689. _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());
  1690. RD::get_singleton()->draw_list_end();
  1691. }
  1692. }
  1693. void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
  1694. RENDER_TIMESTAMP("Setup Render Collider Heightfield");
  1695. _update_render_base_uniform_set();
  1696. render_pass++;
  1697. scene_state.ubo.dual_paraboloid_side = 0;
  1698. _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);
  1699. render_list.clear();
  1700. PassMode pass_mode = PASS_MODE_SHADOW;
  1701. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1702. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1703. RENDER_TIMESTAMP("Render Collider Heightield");
  1704. render_list.sort_by_key(false);
  1705. _fill_instances(render_list.elements, render_list.element_count, true);
  1706. {
  1707. //regular forward for now
  1708. 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);
  1709. _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());
  1710. RD::get_singleton()->draw_list_end();
  1711. }
  1712. }
  1713. void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
  1714. RENDER_TIMESTAMP("Setup Rendering Material");
  1715. _update_render_base_uniform_set();
  1716. render_pass++;
  1717. scene_state.ubo.dual_paraboloid_side = 0;
  1718. scene_state.ubo.material_uv2_mode = true;
  1719. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1720. render_list.clear();
  1721. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1722. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1723. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1724. RENDER_TIMESTAMP("Render Material");
  1725. render_list.sort_by_key(false);
  1726. _fill_instances(render_list.elements, render_list.element_count, true);
  1727. {
  1728. //regular forward for now
  1729. Vector<Color> clear;
  1730. clear.push_back(Color(0, 0, 0, 0));
  1731. clear.push_back(Color(0, 0, 0, 0));
  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. 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);
  1736. _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());
  1737. RD::get_singleton()->draw_list_end();
  1738. }
  1739. }
  1740. void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
  1741. RENDER_TIMESTAMP("Setup Rendering UV2");
  1742. _update_render_base_uniform_set();
  1743. render_pass++;
  1744. scene_state.ubo.dual_paraboloid_side = 0;
  1745. scene_state.ubo.material_uv2_mode = true;
  1746. _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1747. render_list.clear();
  1748. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1749. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1750. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1751. RENDER_TIMESTAMP("Render Material");
  1752. render_list.sort_by_key(false);
  1753. _fill_instances(render_list.elements, render_list.element_count, true);
  1754. {
  1755. //regular forward for now
  1756. Vector<Color> clear;
  1757. clear.push_back(Color(0, 0, 0, 0));
  1758. clear.push_back(Color(0, 0, 0, 0));
  1759. clear.push_back(Color(0, 0, 0, 0));
  1760. clear.push_back(Color(0, 0, 0, 0));
  1761. clear.push_back(Color(0, 0, 0, 0));
  1762. 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);
  1763. const int uv_offset_count = 9;
  1764. static const Vector2 uv_offsets[uv_offset_count] = {
  1765. Vector2(-1, 1),
  1766. Vector2(1, 1),
  1767. Vector2(1, -1),
  1768. Vector2(-1, -1),
  1769. Vector2(-1, 0),
  1770. Vector2(1, 0),
  1771. Vector2(0, -1),
  1772. Vector2(0, 1),
  1773. Vector2(0, 0),
  1774. };
  1775. for (int i = 0; i < uv_offset_count; i++) {
  1776. Vector2 ofs = uv_offsets[i];
  1777. ofs.x /= p_region.size.width;
  1778. ofs.y /= p_region.size.height;
  1779. _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
  1780. }
  1781. _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
  1782. RD::get_singleton()->draw_list_end();
  1783. }
  1784. }
  1785. void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
  1786. RENDER_TIMESTAMP("Render SDFGI");
  1787. _update_render_base_uniform_set();
  1788. RenderBufferDataHighEnd *render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  1789. ERR_FAIL_COND(!render_buffer);
  1790. render_pass++;
  1791. render_list.clear();
  1792. PassMode pass_mode = PASS_MODE_SDF;
  1793. _fill_render_list(p_cull_result, p_cull_count, pass_mode);
  1794. render_list.sort_by_key(false);
  1795. _fill_instances(render_list.elements, render_list.element_count, true);
  1796. _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
  1797. Vector3 half_extents = p_bounds.size * 0.5;
  1798. Vector3 center = p_bounds.position + half_extents;
  1799. if (render_buffer->render_sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_buffer->render_sdfgi_uniform_set)) {
  1800. Vector<RD::Uniform> uniforms;
  1801. {
  1802. RD::Uniform u;
  1803. u.type = RD::UNIFORM_TYPE_IMAGE;
  1804. u.binding = 0;
  1805. u.ids.push_back(p_albedo_texture);
  1806. uniforms.push_back(u);
  1807. }
  1808. {
  1809. RD::Uniform u;
  1810. u.type = RD::UNIFORM_TYPE_IMAGE;
  1811. u.binding = 1;
  1812. u.ids.push_back(p_emission_texture);
  1813. uniforms.push_back(u);
  1814. }
  1815. {
  1816. RD::Uniform u;
  1817. u.type = RD::UNIFORM_TYPE_IMAGE;
  1818. u.binding = 2;
  1819. u.ids.push_back(p_emission_aniso_texture);
  1820. uniforms.push_back(u);
  1821. }
  1822. {
  1823. RD::Uniform u;
  1824. u.type = RD::UNIFORM_TYPE_IMAGE;
  1825. u.binding = 3;
  1826. u.ids.push_back(p_geom_facing_texture);
  1827. uniforms.push_back(u);
  1828. }
  1829. render_buffer->render_sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_BUFFERS_UNIFORM_SET);
  1830. }
  1831. Vector<RID> sbs;
  1832. sbs.push_back(p_albedo_texture);
  1833. sbs.push_back(p_emission_texture);
  1834. sbs.push_back(p_emission_aniso_texture);
  1835. sbs.push_back(p_geom_facing_texture);
  1836. //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
  1837. for (int i = 0; i < 3; i++) {
  1838. scene_state.ubo.sdf_offset[i] = p_from[i];
  1839. scene_state.ubo.sdf_size[i] = p_size[i];
  1840. }
  1841. for (int i = 0; i < 3; i++) {
  1842. Vector3 axis;
  1843. axis[i] = 1.0;
  1844. Vector3 up, right;
  1845. int right_axis = (i + 1) % 3;
  1846. int up_axis = (i + 2) % 3;
  1847. up[up_axis] = 1.0;
  1848. right[right_axis] = 1.0;
  1849. Size2i fb_size;
  1850. fb_size.x = p_size[right_axis];
  1851. fb_size.y = p_size[up_axis];
  1852. Transform cam_xform;
  1853. cam_xform.origin = center + axis * half_extents;
  1854. cam_xform.basis.set_axis(0, right);
  1855. cam_xform.basis.set_axis(1, up);
  1856. cam_xform.basis.set_axis(2, axis);
  1857. //print_line("pass: " + itos(i) + " xform " + cam_xform);
  1858. float h_size = half_extents[right_axis];
  1859. float v_size = half_extents[up_axis];
  1860. float d_size = half_extents[i] * 2.0;
  1861. CameraMatrix camera_proj;
  1862. camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
  1863. //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
  1864. Transform to_bounds;
  1865. to_bounds.origin = p_bounds.position;
  1866. to_bounds.basis.scale(p_bounds.size);
  1867. RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
  1868. _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
  1869. Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
  1870. if (!E) {
  1871. RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
  1872. E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
  1873. }
  1874. 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);
  1875. _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
  1876. RD::get_singleton()->draw_list_end();
  1877. }
  1878. }
  1879. void RendererSceneRenderForward::_base_uniforms_changed() {
  1880. if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1881. RD::get_singleton()->free(render_base_uniform_set);
  1882. }
  1883. render_base_uniform_set = RID();
  1884. }
  1885. void RendererSceneRenderForward::_update_render_base_uniform_set() {
  1886. 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())) {
  1887. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1888. RD::get_singleton()->free(render_base_uniform_set);
  1889. }
  1890. lightmap_texture_array_version = storage->lightmap_array_get_version();
  1891. Vector<RD::Uniform> uniforms;
  1892. {
  1893. RD::Uniform u;
  1894. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1895. u.binding = 1;
  1896. u.ids.resize(12);
  1897. RID *ids_ptr = u.ids.ptrw();
  1898. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1899. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1900. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1901. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1902. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1903. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1904. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1905. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1906. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1907. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1908. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1909. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1910. uniforms.push_back(u);
  1911. }
  1912. {
  1913. RD::Uniform u;
  1914. u.binding = 2;
  1915. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1916. u.ids.push_back(shadow_sampler);
  1917. uniforms.push_back(u);
  1918. }
  1919. {
  1920. RD::Uniform u;
  1921. u.binding = 3;
  1922. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1923. u.ids.push_back(scene_state.uniform_buffer);
  1924. uniforms.push_back(u);
  1925. }
  1926. {
  1927. RD::Uniform u;
  1928. u.binding = 4;
  1929. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1930. u.ids.push_back(scene_state.instance_buffer);
  1931. uniforms.push_back(u);
  1932. }
  1933. {
  1934. RD::Uniform u;
  1935. u.binding = 5;
  1936. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1937. u.ids.push_back(get_positional_light_buffer());
  1938. uniforms.push_back(u);
  1939. }
  1940. {
  1941. RD::Uniform u;
  1942. u.binding = 6;
  1943. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1944. u.ids.push_back(get_reflection_probe_buffer());
  1945. uniforms.push_back(u);
  1946. }
  1947. {
  1948. RD::Uniform u;
  1949. u.binding = 7;
  1950. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1951. u.ids.push_back(get_directional_light_buffer());
  1952. uniforms.push_back(u);
  1953. }
  1954. {
  1955. RD::Uniform u;
  1956. u.binding = 10;
  1957. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1958. u.ids.push_back(scene_state.lightmap_buffer);
  1959. uniforms.push_back(u);
  1960. }
  1961. {
  1962. RD::Uniform u;
  1963. u.binding = 11;
  1964. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1965. u.ids = storage->lightmap_array_get_textures();
  1966. uniforms.push_back(u);
  1967. }
  1968. {
  1969. RD::Uniform u;
  1970. u.binding = 12;
  1971. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1972. u.ids.push_back(scene_state.lightmap_capture_buffer);
  1973. uniforms.push_back(u);
  1974. }
  1975. {
  1976. RD::Uniform u;
  1977. u.binding = 13;
  1978. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1979. RID decal_atlas = storage->decal_atlas_get_texture();
  1980. u.ids.push_back(decal_atlas);
  1981. uniforms.push_back(u);
  1982. }
  1983. {
  1984. RD::Uniform u;
  1985. u.binding = 14;
  1986. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1987. RID decal_atlas = storage->decal_atlas_get_texture_srgb();
  1988. u.ids.push_back(decal_atlas);
  1989. uniforms.push_back(u);
  1990. }
  1991. {
  1992. RD::Uniform u;
  1993. u.binding = 15;
  1994. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1995. u.ids.push_back(get_decal_buffer());
  1996. uniforms.push_back(u);
  1997. }
  1998. {
  1999. RD::Uniform u;
  2000. u.binding = 16;
  2001. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2002. u.ids.push_back(get_cluster_builder_texture());
  2003. uniforms.push_back(u);
  2004. }
  2005. {
  2006. RD::Uniform u;
  2007. u.binding = 17;
  2008. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2009. u.ids.push_back(get_cluster_builder_indices_buffer());
  2010. uniforms.push_back(u);
  2011. }
  2012. {
  2013. RD::Uniform u;
  2014. u.binding = 18;
  2015. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2016. if (directional_shadow_get_texture().is_valid()) {
  2017. u.ids.push_back(directional_shadow_get_texture());
  2018. } else {
  2019. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  2020. }
  2021. uniforms.push_back(u);
  2022. }
  2023. {
  2024. RD::Uniform u;
  2025. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2026. u.binding = 19;
  2027. u.ids.push_back(storage->global_variables_get_storage_buffer());
  2028. uniforms.push_back(u);
  2029. }
  2030. {
  2031. RD::Uniform u;
  2032. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2033. u.binding = 20;
  2034. u.ids.push_back(sdfgi_get_ubo());
  2035. uniforms.push_back(u);
  2036. }
  2037. render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
  2038. }
  2039. }
  2040. void RendererSceneRenderForward::_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) {
  2041. if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
  2042. RD::get_singleton()->free(view_dependant_uniform_set);
  2043. }
  2044. //default render buffer and scene state uniform set
  2045. Vector<RD::Uniform> uniforms;
  2046. {
  2047. RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
  2048. RD::Uniform u;
  2049. u.binding = 0;
  2050. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2051. if (ref_texture.is_valid()) {
  2052. u.ids.push_back(ref_texture);
  2053. } else {
  2054. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
  2055. }
  2056. uniforms.push_back(u);
  2057. }
  2058. {
  2059. RD::Uniform u;
  2060. u.binding = 1;
  2061. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2062. RID texture;
  2063. if (p_shadow_atlas.is_valid()) {
  2064. texture = shadow_atlas_get_texture(p_shadow_atlas);
  2065. }
  2066. if (!texture.is_valid()) {
  2067. texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2068. }
  2069. u.ids.push_back(texture);
  2070. uniforms.push_back(u);
  2071. }
  2072. {
  2073. RD::Uniform u;
  2074. u.binding = 2;
  2075. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2076. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2077. for (int i = 0; i < MAX_GI_PROBES; i++) {
  2078. if (i < p_gi_probe_cull_count) {
  2079. RID tex = gi_probe_instance_get_texture(p_gi_probe_cull_result[i]);
  2080. if (!tex.is_valid()) {
  2081. tex = default_tex;
  2082. }
  2083. u.ids.push_back(tex);
  2084. } else {
  2085. u.ids.push_back(default_tex);
  2086. }
  2087. }
  2088. uniforms.push_back(u);
  2089. }
  2090. view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET);
  2091. }
  2092. void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) {
  2093. if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
  2094. RD::get_singleton()->free(rb->uniform_set);
  2095. }
  2096. rb->uniform_set = RID();
  2097. }
  2098. void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) {
  2099. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2100. _render_buffers_clear_uniform_set(rb);
  2101. }
  2102. RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) {
  2103. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2104. return rb->normal_roughness_buffer;
  2105. }
  2106. RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) {
  2107. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2108. return rb->ambient_buffer;
  2109. }
  2110. RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) {
  2111. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2112. return rb->reflection_buffer;
  2113. }
  2114. void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render_buffers) {
  2115. RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
  2116. if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
  2117. Vector<RD::Uniform> uniforms;
  2118. {
  2119. RD::Uniform u;
  2120. u.binding = 0;
  2121. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2122. RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2123. u.ids.push_back(texture);
  2124. uniforms.push_back(u);
  2125. }
  2126. {
  2127. RD::Uniform u;
  2128. u.binding = 1;
  2129. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2130. RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers);
  2131. RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2132. u.ids.push_back(texture);
  2133. uniforms.push_back(u);
  2134. }
  2135. {
  2136. RD::Uniform u;
  2137. u.binding = 2;
  2138. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2139. RID texture = rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  2140. u.ids.push_back(texture);
  2141. uniforms.push_back(u);
  2142. }
  2143. {
  2144. RD::Uniform u;
  2145. u.binding = 4;
  2146. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2147. RID aot = render_buffers_get_ao_texture(p_render_buffers);
  2148. RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2149. u.ids.push_back(texture);
  2150. uniforms.push_back(u);
  2151. }
  2152. {
  2153. RD::Uniform u;
  2154. u.binding = 5;
  2155. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2156. RID texture = rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2157. u.ids.push_back(texture);
  2158. uniforms.push_back(u);
  2159. }
  2160. {
  2161. RD::Uniform u;
  2162. u.binding = 6;
  2163. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2164. RID texture = rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2165. u.ids.push_back(texture);
  2166. uniforms.push_back(u);
  2167. }
  2168. {
  2169. RD::Uniform u;
  2170. u.binding = 7;
  2171. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2172. RID t;
  2173. if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2174. t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
  2175. } else {
  2176. t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2177. }
  2178. u.ids.push_back(t);
  2179. uniforms.push_back(u);
  2180. }
  2181. {
  2182. RD::Uniform u;
  2183. u.binding = 8;
  2184. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2185. if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2186. u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
  2187. } else {
  2188. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2189. }
  2190. uniforms.push_back(u);
  2191. }
  2192. {
  2193. RD::Uniform u;
  2194. u.binding = 9;
  2195. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2196. u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
  2197. uniforms.push_back(u);
  2198. }
  2199. {
  2200. RD::Uniform u;
  2201. u.binding = 10;
  2202. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2203. RID vfog = RID();
  2204. if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
  2205. vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
  2206. if (vfog.is_null()) {
  2207. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2208. }
  2209. } else {
  2210. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2211. }
  2212. u.ids.push_back(vfog);
  2213. uniforms.push_back(u);
  2214. }
  2215. rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
  2216. }
  2217. }
  2218. RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;
  2219. void RendererSceneRenderForward::set_time(double p_time, double p_step) {
  2220. time = p_time;
  2221. RendererSceneRenderRD::set_time(p_time, p_step);
  2222. }
  2223. RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
  2224. RendererSceneRenderRD(p_storage) {
  2225. singleton = this;
  2226. storage = p_storage;
  2227. /* SCENE SHADER */
  2228. {
  2229. String defines;
  2230. defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  2231. if (is_using_radiance_cubemap_array()) {
  2232. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  2233. }
  2234. defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
  2235. defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
  2236. {
  2237. //lightmaps
  2238. scene_state.max_lightmaps = storage->lightmap_array_get_size();
  2239. defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
  2240. defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
  2241. scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
  2242. scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
  2243. }
  2244. {
  2245. //captures
  2246. scene_state.max_lightmap_captures = 2048;
  2247. scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
  2248. scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
  2249. }
  2250. {
  2251. defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
  2252. }
  2253. Vector<String> shader_versions;
  2254. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
  2255. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
  2256. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
  2257. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
  2258. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
  2259. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
  2260. shader_versions.push_back("");
  2261. shader_versions.push_back("\n#define USE_FORWARD_GI\n");
  2262. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
  2263. shader_versions.push_back("\n#define USE_LIGHTMAP\n");
  2264. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
  2265. shader.scene_shader.initialize(shader_versions, defines);
  2266. }
  2267. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
  2268. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
  2269. {
  2270. //shader compiler
  2271. ShaderCompilerRD::DefaultIdentifierActions actions;
  2272. actions.renames["WORLD_MATRIX"] = "world_matrix";
  2273. actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
  2274. actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
  2275. actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
  2276. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  2277. actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
  2278. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  2279. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  2280. actions.renames["VERTEX"] = "vertex";
  2281. actions.renames["NORMAL"] = "normal";
  2282. actions.renames["TANGENT"] = "tangent";
  2283. actions.renames["BINORMAL"] = "binormal";
  2284. actions.renames["POSITION"] = "position";
  2285. actions.renames["UV"] = "uv_interp";
  2286. actions.renames["UV2"] = "uv2_interp";
  2287. actions.renames["COLOR"] = "color_interp";
  2288. actions.renames["POINT_SIZE"] = "gl_PointSize";
  2289. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2290. actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
  2291. actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
  2292. actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
  2293. actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
  2294. //builtins
  2295. actions.renames["TIME"] = "scene_data.time";
  2296. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  2297. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2298. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  2299. actions.renames["NORMALMAP"] = "normalmap";
  2300. actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
  2301. actions.renames["ALBEDO"] = "albedo";
  2302. actions.renames["ALPHA"] = "alpha";
  2303. actions.renames["METALLIC"] = "metallic";
  2304. actions.renames["SPECULAR"] = "specular";
  2305. actions.renames["ROUGHNESS"] = "roughness";
  2306. actions.renames["RIM"] = "rim";
  2307. actions.renames["RIM_TINT"] = "rim_tint";
  2308. actions.renames["CLEARCOAT"] = "clearcoat";
  2309. actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  2310. actions.renames["ANISOTROPY"] = "anisotropy";
  2311. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  2312. actions.renames["SSS_STRENGTH"] = "sss_strength";
  2313. actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
  2314. actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
  2315. actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
  2316. actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
  2317. actions.renames["BACKLIGHT"] = "backlight";
  2318. actions.renames["AO"] = "ao";
  2319. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  2320. actions.renames["EMISSION"] = "emission";
  2321. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2322. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2323. actions.renames["SCREEN_UV"] = "screen_uv";
  2324. actions.renames["SCREEN_TEXTURE"] = "color_buffer";
  2325. actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
  2326. actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
  2327. actions.renames["DEPTH"] = "gl_FragDepth";
  2328. actions.renames["OUTPUT_IS_SRGB"] = "true";
  2329. actions.renames["FOG"] = "custom_fog";
  2330. actions.renames["RADIANCE"] = "custom_radiance";
  2331. actions.renames["IRRADIANCE"] = "custom_irradiance";
  2332. actions.renames["BONE_INDICES"] = "bone_attrib";
  2333. actions.renames["BONE_WEIGHTS"] = "weight_attrib";
  2334. actions.renames["CUSTOM0"] = "custom0_attrib";
  2335. actions.renames["CUSTOM1"] = "custom1_attrib";
  2336. actions.renames["CUSTOM2"] = "custom2_attrib";
  2337. actions.renames["CUSTOM3"] = "custom3_attrib";
  2338. //for light
  2339. actions.renames["VIEW"] = "view";
  2340. actions.renames["LIGHT_COLOR"] = "light_color";
  2341. actions.renames["LIGHT"] = "light";
  2342. actions.renames["ATTENUATION"] = "attenuation";
  2343. actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
  2344. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  2345. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  2346. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  2347. actions.usage_defines["BINORMAL"] = "@TANGENT";
  2348. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  2349. actions.usage_defines["RIM_TINT"] = "@RIM";
  2350. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  2351. actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  2352. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  2353. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  2354. actions.usage_defines["AO"] = "#define AO_USED\n";
  2355. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  2356. actions.usage_defines["UV"] = "#define UV_USED\n";
  2357. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  2358. actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
  2359. actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
  2360. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
  2361. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
  2362. actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
  2363. actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
  2364. actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  2365. actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  2366. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2367. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  2368. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  2369. actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
  2370. actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
  2371. actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
  2372. actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
  2373. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  2374. actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
  2375. actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
  2376. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  2377. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2378. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2379. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2380. actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
  2381. actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
  2382. actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
  2383. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2384. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  2385. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  2386. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  2387. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  2388. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  2389. if (!force_lambert) {
  2390. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  2391. }
  2392. actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  2393. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  2394. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  2395. actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
  2396. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  2397. if (!force_blinn) {
  2398. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  2399. } else {
  2400. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  2401. }
  2402. actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  2403. actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  2404. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  2405. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  2406. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  2407. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  2408. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  2409. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2410. actions.sampler_array_name = "material_samplers";
  2411. actions.base_texture_binding_index = 1;
  2412. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2413. actions.base_uniform_string = "material.";
  2414. actions.base_varying_index = 10;
  2415. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  2416. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  2417. actions.global_buffer_array_variable = "global_variables.data";
  2418. actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
  2419. shader.compiler.initialize(actions);
  2420. }
  2421. //render list
  2422. render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
  2423. render_list.init();
  2424. render_pass = 0;
  2425. {
  2426. scene_state.max_instances = render_list.max_elements;
  2427. scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
  2428. scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
  2429. }
  2430. scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
  2431. {
  2432. //default material and shader
  2433. default_shader = storage->shader_create();
  2434. 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");
  2435. default_material = storage->material_create();
  2436. storage->material_set_shader(default_material, default_shader);
  2437. MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2438. default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
  2439. default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
  2440. }
  2441. {
  2442. overdraw_material_shader = storage->shader_create();
  2443. 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; }");
  2444. overdraw_material = storage->material_create();
  2445. storage->material_set_shader(overdraw_material, overdraw_material_shader);
  2446. wireframe_material_shader = storage->shader_create();
  2447. 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); }");
  2448. wireframe_material = storage->material_create();
  2449. storage->material_set_shader(wireframe_material, wireframe_material_shader);
  2450. }
  2451. {
  2452. default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
  2453. Vector<RD::Uniform> uniforms;
  2454. RD::Uniform u;
  2455. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2456. u.ids.push_back(default_vec4_xform_buffer);
  2457. u.binding = 0;
  2458. uniforms.push_back(u);
  2459. default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2460. }
  2461. {
  2462. RD::SamplerState sampler;
  2463. sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2464. sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2465. sampler.enable_compare = true;
  2466. sampler.compare_op = RD::COMPARE_OP_LESS;
  2467. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  2468. }
  2469. {
  2470. Vector<RD::Uniform> uniforms;
  2471. RD::Uniform u;
  2472. u.binding = 0;
  2473. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2474. RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  2475. u.ids.push_back(texture);
  2476. uniforms.push_back(u);
  2477. default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET);
  2478. }
  2479. { //render buffers
  2480. Vector<RD::Uniform> uniforms;
  2481. for (int i = 0; i < 7; i++) {
  2482. RD::Uniform u;
  2483. u.binding = i;
  2484. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2485. RID texture = storage->texture_rd_get_default(i == 0 ? RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  2486. u.ids.push_back(texture);
  2487. uniforms.push_back(u);
  2488. }
  2489. {
  2490. RD::Uniform u;
  2491. u.binding = 7;
  2492. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2493. RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2494. u.ids.push_back(texture);
  2495. uniforms.push_back(u);
  2496. }
  2497. {
  2498. RD::Uniform u;
  2499. u.binding = 8;
  2500. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2501. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2502. uniforms.push_back(u);
  2503. }
  2504. {
  2505. RD::Uniform u;
  2506. u.binding = 9;
  2507. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2508. u.ids.push_back(render_buffers_get_default_gi_probe_buffer());
  2509. uniforms.push_back(u);
  2510. }
  2511. {
  2512. RD::Uniform u;
  2513. u.binding = 10;
  2514. u.type = RD::UNIFORM_TYPE_TEXTURE;
  2515. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2516. uniforms.push_back(u);
  2517. }
  2518. default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
  2519. }
  2520. }
  2521. RendererSceneRenderForward::~RendererSceneRenderForward() {
  2522. directional_shadow_atlas_set_size(0);
  2523. //clear base uniform set if still valid
  2524. if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
  2525. RD::get_singleton()->free(view_dependant_uniform_set);
  2526. }
  2527. RD::get_singleton()->free(default_render_buffers_uniform_set);
  2528. RD::get_singleton()->free(default_radiance_uniform_set);
  2529. RD::get_singleton()->free(default_vec4_xform_buffer);
  2530. RD::get_singleton()->free(shadow_sampler);
  2531. storage->free(wireframe_material_shader);
  2532. storage->free(overdraw_material_shader);
  2533. storage->free(default_shader);
  2534. storage->free(wireframe_material);
  2535. storage->free(overdraw_material);
  2536. storage->free(default_material);
  2537. {
  2538. RD::get_singleton()->free(scene_state.uniform_buffer);
  2539. RD::get_singleton()->free(scene_state.instance_buffer);
  2540. RD::get_singleton()->free(scene_state.lightmap_buffer);
  2541. RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
  2542. memdelete_arr(scene_state.instances);
  2543. memdelete_arr(scene_state.lightmaps);
  2544. memdelete_arr(scene_state.lightmap_captures);
  2545. }
  2546. while (sdfgi_framebuffer_size_cache.front()) {
  2547. RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
  2548. sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
  2549. }
  2550. }