renderer_scene_render_forward.cpp 142 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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["NORMAL_MAP"] = &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. if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
  216. continue;
  217. }
  218. RD::PipelineRasterizationState raster_state;
  219. raster_state.cull_mode = cull_mode_rd;
  220. raster_state.wireframe = wireframe;
  221. RD::PipelineColorBlendState blend_state;
  222. RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
  223. RD::PipelineMultisampleState multisample_state;
  224. if (uses_alpha || uses_blend_alpha) {
  225. // only allow these flags to go through if we have some form of msaa
  226. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  227. multisample_state.enable_alpha_to_coverage = true;
  228. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  229. multisample_state.enable_alpha_to_coverage = true;
  230. multisample_state.enable_alpha_to_one = true;
  231. }
  232. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  233. blend_state = blend_state_blend;
  234. if (depth_draw == DEPTH_DRAW_OPAQUE) {
  235. depth_stencil.enable_depth_write = false; //alpha does not draw depth
  236. }
  237. } 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)) {
  238. if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  239. //none, blend state contains nothing
  240. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  241. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  242. } else {
  243. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  244. }
  245. } else {
  246. pipelines[i][j][k].clear();
  247. continue; // do not use this version (will error if using it is attempted)
  248. }
  249. } else {
  250. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  251. blend_state = blend_state_opaque;
  252. } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  253. //none, leave empty
  254. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
  255. blend_state = blend_state_depth_normal_roughness;
  256. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
  257. blend_state = blend_state_depth_normal_roughness_giprobe;
  258. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  259. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  260. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
  261. blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
  262. } else {
  263. //specular write
  264. blend_state = blend_state_opaque_specular;
  265. depth_stencil.enable_depth_test = false;
  266. depth_stencil.enable_depth_write = false;
  267. }
  268. }
  269. RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
  270. pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
  271. }
  272. }
  273. }
  274. valid = true;
  275. }
  276. void RendererSceneRenderForward::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  277. if (!p_texture.is_valid()) {
  278. default_texture_params.erase(p_name);
  279. } else {
  280. default_texture_params[p_name] = p_texture;
  281. }
  282. }
  283. void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  284. Map<int, StringName> order;
  285. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  286. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  287. continue;
  288. }
  289. if (E->get().texture_order >= 0) {
  290. order[E->get().texture_order + 100000] = E->key();
  291. } else {
  292. order[E->get().order] = E->key();
  293. }
  294. }
  295. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  296. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  297. pi.name = E->get();
  298. p_param_list->push_back(pi);
  299. }
  300. }
  301. void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  302. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  303. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  304. continue;
  305. }
  306. RendererStorage::InstanceShaderParam p;
  307. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  308. p.info.name = E->key(); //supply name
  309. p.index = E->get().instance_index;
  310. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  311. p_param_list->push_back(p);
  312. }
  313. }
  314. bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const {
  315. if (!uniforms.has(p_param)) {
  316. return false;
  317. }
  318. return uniforms[p_param].texture_order >= 0;
  319. }
  320. bool RendererSceneRenderForward::ShaderData::is_animated() const {
  321. return false;
  322. }
  323. bool RendererSceneRenderForward::ShaderData::casts_shadows() const {
  324. return false;
  325. }
  326. Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  327. if (uniforms.has(p_parameter)) {
  328. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  329. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  330. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  331. }
  332. return Variant();
  333. }
  334. RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const {
  335. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  336. return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
  337. }
  338. RendererSceneRenderForward::ShaderData::ShaderData() {
  339. valid = false;
  340. uses_screen_texture = false;
  341. }
  342. RendererSceneRenderForward::ShaderData::~ShaderData() {
  343. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  344. ERR_FAIL_COND(!scene_singleton);
  345. //pipeline variants will clear themselves if shader is gone
  346. if (version.is_valid()) {
  347. scene_singleton->shader.scene_shader.version_free(version);
  348. }
  349. }
  350. RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() {
  351. ShaderData *shader_data = memnew(ShaderData);
  352. return shader_data;
  353. }
  354. void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) {
  355. priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  356. }
  357. void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) {
  358. next_pass = p_pass;
  359. }
  360. void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  361. RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
  362. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  363. p_uniform_dirty = true;
  364. if (uniform_buffer.is_valid()) {
  365. RD::get_singleton()->free(uniform_buffer);
  366. uniform_buffer = RID();
  367. }
  368. ubo_data.resize(shader_data->ubo_size);
  369. if (ubo_data.size()) {
  370. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  371. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  372. }
  373. //clear previous uniform set
  374. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  375. RD::get_singleton()->free(uniform_set);
  376. uniform_set = RID();
  377. }
  378. }
  379. //check whether buffer changed
  380. if (p_uniform_dirty && ubo_data.size()) {
  381. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  382. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  383. }
  384. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  385. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  386. texture_cache.resize(tex_uniform_count);
  387. p_textures_dirty = true;
  388. //clear previous uniform set
  389. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  390. RD::get_singleton()->free(uniform_set);
  391. uniform_set = RID();
  392. }
  393. }
  394. if (p_textures_dirty && tex_uniform_count) {
  395. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  396. }
  397. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  398. // This material does not require an uniform set, so don't create it.
  399. return;
  400. }
  401. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  402. //no reason to update uniform set, only UBO (or nothing) was needed to update
  403. return;
  404. }
  405. Vector<RD::Uniform> uniforms;
  406. {
  407. if (shader_data->ubo_size) {
  408. RD::Uniform u;
  409. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  410. u.binding = 0;
  411. u.ids.push_back(uniform_buffer);
  412. uniforms.push_back(u);
  413. }
  414. const RID *textures = texture_cache.ptrw();
  415. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  416. RD::Uniform u;
  417. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  418. u.binding = 1 + i;
  419. u.ids.push_back(textures[i]);
  420. uniforms.push_back(u);
  421. }
  422. }
  423. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  424. }
  425. RendererSceneRenderForward::MaterialData::~MaterialData() {
  426. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  427. RD::get_singleton()->free(uniform_set);
  428. }
  429. if (uniform_buffer.is_valid()) {
  430. RD::get_singleton()->free(uniform_buffer);
  431. }
  432. }
  433. RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_func(ShaderData *p_shader) {
  434. MaterialData *material_data = memnew(MaterialData);
  435. material_data->shader_data = p_shader;
  436. material_data->last_frame = false;
  437. //update will happen later anyway so do nothing.
  438. return material_data;
  439. }
  440. RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() {
  441. clear();
  442. }
  443. void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() {
  444. if (!specular.is_valid()) {
  445. RD::TextureFormat tf;
  446. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  447. tf.width = width;
  448. tf.height = height;
  449. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  450. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  451. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  452. } else {
  453. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  454. }
  455. specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
  456. if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
  457. {
  458. Vector<RID> fb;
  459. fb.push_back(color);
  460. fb.push_back(specular);
  461. fb.push_back(depth);
  462. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  463. }
  464. {
  465. Vector<RID> fb;
  466. fb.push_back(specular);
  467. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  468. }
  469. } else {
  470. tf.samples = texture_samples;
  471. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  472. specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  473. {
  474. Vector<RID> fb;
  475. fb.push_back(color_msaa);
  476. fb.push_back(specular_msaa);
  477. fb.push_back(depth_msaa);
  478. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  479. }
  480. {
  481. Vector<RID> fb;
  482. fb.push_back(specular_msaa);
  483. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  484. }
  485. }
  486. }
  487. }
  488. void RendererSceneRenderForward::RenderBufferDataForward::ensure_gi() {
  489. if (!reflection_buffer.is_valid()) {
  490. RD::TextureFormat tf;
  491. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  492. tf.width = width;
  493. tf.height = height;
  494. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  495. reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  496. ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  497. }
  498. }
  499. void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() {
  500. if (!giprobe_buffer.is_valid()) {
  501. RD::TextureFormat tf;
  502. tf.format = RD::DATA_FORMAT_R8G8_UINT;
  503. tf.width = width;
  504. tf.height = height;
  505. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  506. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  507. RD::TextureFormat tf_aa = tf;
  508. tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  509. tf_aa.samples = texture_samples;
  510. giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
  511. } else {
  512. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  513. }
  514. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  515. giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  516. Vector<RID> fb;
  517. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  518. fb.push_back(depth_msaa);
  519. fb.push_back(normal_roughness_buffer_msaa);
  520. fb.push_back(giprobe_buffer_msaa);
  521. } else {
  522. fb.push_back(depth);
  523. fb.push_back(normal_roughness_buffer);
  524. fb.push_back(giprobe_buffer);
  525. }
  526. depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
  527. }
  528. }
  529. void RendererSceneRenderForward::RenderBufferDataForward::clear() {
  530. if (ambient_buffer != RID() && ambient_buffer != color) {
  531. RD::get_singleton()->free(ambient_buffer);
  532. ambient_buffer = RID();
  533. }
  534. if (reflection_buffer != RID() && reflection_buffer != specular) {
  535. RD::get_singleton()->free(reflection_buffer);
  536. reflection_buffer = RID();
  537. }
  538. if (giprobe_buffer != RID()) {
  539. RD::get_singleton()->free(giprobe_buffer);
  540. giprobe_buffer = RID();
  541. if (giprobe_buffer_msaa.is_valid()) {
  542. RD::get_singleton()->free(giprobe_buffer_msaa);
  543. giprobe_buffer_msaa = RID();
  544. }
  545. depth_normal_roughness_giprobe_fb = RID();
  546. }
  547. if (color_msaa.is_valid()) {
  548. RD::get_singleton()->free(color_msaa);
  549. color_msaa = RID();
  550. }
  551. if (depth_msaa.is_valid()) {
  552. RD::get_singleton()->free(depth_msaa);
  553. depth_msaa = RID();
  554. }
  555. if (specular.is_valid()) {
  556. if (specular_msaa.is_valid()) {
  557. RD::get_singleton()->free(specular_msaa);
  558. specular_msaa = RID();
  559. }
  560. RD::get_singleton()->free(specular);
  561. specular = RID();
  562. }
  563. color = RID();
  564. depth = RID();
  565. color_specular_fb = RID();
  566. specular_only_fb = RID();
  567. color_fb = RID();
  568. depth_fb = RID();
  569. if (normal_roughness_buffer.is_valid()) {
  570. RD::get_singleton()->free(normal_roughness_buffer);
  571. if (normal_roughness_buffer_msaa.is_valid()) {
  572. RD::get_singleton()->free(normal_roughness_buffer_msaa);
  573. normal_roughness_buffer_msaa = RID();
  574. }
  575. normal_roughness_buffer = RID();
  576. depth_normal_roughness_fb = RID();
  577. }
  578. if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
  579. RD::get_singleton()->free(render_sdfgi_uniform_set);
  580. }
  581. }
  582. void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
  583. clear();
  584. msaa = p_msaa;
  585. width = p_width;
  586. height = p_height;
  587. color = p_color_buffer;
  588. depth = p_depth_buffer;
  589. if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
  590. {
  591. Vector<RID> fb;
  592. fb.push_back(p_color_buffer);
  593. fb.push_back(depth);
  594. color_fb = RD::get_singleton()->framebuffer_create(fb);
  595. }
  596. {
  597. Vector<RID> fb;
  598. fb.push_back(depth);
  599. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  600. }
  601. } else {
  602. RD::TextureFormat tf;
  603. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  604. tf.width = p_width;
  605. tf.height = p_height;
  606. tf.texture_type = RD::TEXTURE_TYPE_2D;
  607. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  608. RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
  609. RD::TEXTURE_SAMPLES_1,
  610. RD::TEXTURE_SAMPLES_2,
  611. RD::TEXTURE_SAMPLES_4,
  612. RD::TEXTURE_SAMPLES_8,
  613. RD::TEXTURE_SAMPLES_16
  614. };
  615. texture_samples = ts[p_msaa];
  616. tf.samples = texture_samples;
  617. color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  618. 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;
  619. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  620. depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  621. {
  622. Vector<RID> fb;
  623. fb.push_back(color_msaa);
  624. fb.push_back(depth_msaa);
  625. color_fb = RD::get_singleton()->framebuffer_create(fb);
  626. }
  627. {
  628. Vector<RID> fb;
  629. fb.push_back(depth_msaa);
  630. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  631. }
  632. }
  633. }
  634. void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
  635. if (rb->normal_roughness_buffer.is_valid()) {
  636. return;
  637. }
  638. RD::TextureFormat tf;
  639. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  640. tf.width = rb->width;
  641. tf.height = rb->height;
  642. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  643. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  644. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  645. } else {
  646. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  647. }
  648. rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  649. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  650. Vector<RID> fb;
  651. fb.push_back(rb->depth);
  652. fb.push_back(rb->normal_roughness_buffer);
  653. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  654. } else {
  655. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  656. tf.samples = rb->texture_samples;
  657. rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  658. Vector<RID> fb;
  659. fb.push_back(rb->depth_msaa);
  660. fb.push_back(rb->normal_roughness_buffer_msaa);
  661. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  662. }
  663. _render_buffers_clear_uniform_set(rb);
  664. }
  665. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() {
  666. return memnew(RenderBufferDataForward);
  667. }
  668. bool RendererSceneRenderForward::free(RID p_rid) {
  669. if (RendererSceneRenderRD::free(p_rid)) {
  670. return true;
  671. }
  672. return false;
  673. }
  674. /// RENDERING ///
  675. template <RendererSceneRenderForward::PassMode p_pass_mode>
  676. void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
  677. RD::DrawListID draw_list = p_draw_list;
  678. RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
  679. //global scope bindings
  680. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
  681. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
  682. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
  683. RID prev_material_uniform_set;
  684. RID prev_vertex_array_rd;
  685. RID prev_index_array_rd;
  686. RID prev_pipeline_rd;
  687. RID prev_xforms_uniform_set;
  688. bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
  689. float old_offset[2] = { 0, 0 };
  690. for (uint32_t i = p_from_element; i < p_to_element; i++) {
  691. const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
  692. RID material_uniform_set;
  693. ShaderData *shader;
  694. void *mesh_surface;
  695. if (shadow_pass) {
  696. material_uniform_set = surf->material_uniform_set_shadow;
  697. shader = surf->shader_shadow;
  698. mesh_surface = surf->surface_shadow;
  699. } else {
  700. material_uniform_set = surf->material_uniform_set;
  701. shader = surf->shader;
  702. mesh_surface = surf->surface;
  703. }
  704. if (!mesh_surface) {
  705. continue;
  706. }
  707. if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
  708. old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
  709. old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
  710. surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
  711. surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
  712. }
  713. //find cull variant
  714. ShaderData::CullVariant cull_variant;
  715. if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
  716. cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
  717. } else {
  718. bool mirror = surf->owner->mirror;
  719. if (p_params->reverse_cull) {
  720. mirror = !mirror;
  721. }
  722. cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
  723. }
  724. RS::PrimitiveType primitive = surf->primitive;
  725. RID xforms_uniform_set = surf->owner->transforms_uniform_set;
  726. ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
  727. switch (p_params->pass_mode) {
  728. case PASS_MODE_COLOR:
  729. case PASS_MODE_COLOR_TRANSPARENT: {
  730. if (surf->sort.uses_lightmap) {
  731. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
  732. } else if (surf->sort.uses_forward_gi) {
  733. shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
  734. } else {
  735. shader_version = SHADER_VERSION_COLOR_PASS;
  736. }
  737. } break;
  738. case PASS_MODE_COLOR_SPECULAR: {
  739. if (surf->sort.uses_lightmap) {
  740. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  741. } else {
  742. shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  743. }
  744. } break;
  745. case PASS_MODE_SHADOW:
  746. case PASS_MODE_DEPTH: {
  747. shader_version = SHADER_VERSION_DEPTH_PASS;
  748. } break;
  749. case PASS_MODE_SHADOW_DP: {
  750. shader_version = SHADER_VERSION_DEPTH_PASS_DP;
  751. } break;
  752. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  753. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
  754. } break;
  755. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  756. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
  757. } break;
  758. case PASS_MODE_DEPTH_MATERIAL: {
  759. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
  760. } break;
  761. case PASS_MODE_SDF: {
  762. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
  763. } break;
  764. }
  765. PipelineCacheRD *pipeline = nullptr;
  766. pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
  767. RD::VertexFormatID vertex_format = -1;
  768. RID vertex_array_rd;
  769. RID index_array_rd;
  770. //skeleton and blend shape
  771. if (surf->owner->mesh_instance.is_valid()) {
  772. storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
  773. } else {
  774. storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
  775. }
  776. if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
  777. //lod
  778. Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
  779. Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);
  780. float distance_min = p_params->lod_plane.distance_to(support_min);
  781. float distance_max = p_params->lod_plane.distance_to(support_max);
  782. float distance = 0.0;
  783. if (distance_min * distance_max < 0.0) {
  784. //crossing plane
  785. distance = 0.0;
  786. } else if (distance_min >= 0.0) {
  787. distance = distance_min;
  788. } else if (distance_max <= 0.0) {
  789. distance = -distance_max;
  790. }
  791. index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);
  792. } else {
  793. //no lod
  794. index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
  795. }
  796. if (prev_vertex_array_rd != vertex_array_rd) {
  797. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
  798. prev_vertex_array_rd = vertex_array_rd;
  799. }
  800. if (prev_index_array_rd != index_array_rd) {
  801. if (index_array_rd.is_valid()) {
  802. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
  803. }
  804. prev_index_array_rd = index_array_rd;
  805. }
  806. RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
  807. if (pipeline_rd != prev_pipeline_rd) {
  808. // checking with prev shader does not make so much sense, as
  809. // the pipeline may still be different.
  810. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
  811. prev_pipeline_rd = pipeline_rd;
  812. }
  813. if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
  814. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  815. prev_xforms_uniform_set = xforms_uniform_set;
  816. }
  817. if (material_uniform_set != prev_material_uniform_set) {
  818. //update uniform set
  819. if (material_uniform_set.is_valid()) {
  820. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
  821. }
  822. prev_material_uniform_set = material_uniform_set;
  823. }
  824. RD::get_singleton()->draw_list_set_push_constant(draw_list, &surf->owner->push_constant, sizeof(GeometryInstanceForward::PushConstant));
  825. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);
  826. if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
  827. surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
  828. surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
  829. }
  830. }
  831. }
  832. void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
  833. //use template for faster performance (pass mode comparisons are inlined)
  834. switch (p_params->pass_mode) {
  835. case PASS_MODE_COLOR: {
  836. _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  837. } break;
  838. case PASS_MODE_COLOR_SPECULAR: {
  839. _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  840. } break;
  841. case PASS_MODE_COLOR_TRANSPARENT: {
  842. _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  843. } break;
  844. case PASS_MODE_SHADOW: {
  845. _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  846. } break;
  847. case PASS_MODE_SHADOW_DP: {
  848. _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  849. } break;
  850. case PASS_MODE_DEPTH: {
  851. _render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  852. } break;
  853. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  854. _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  855. } break;
  856. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  857. _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  858. } break;
  859. case PASS_MODE_DEPTH_MATERIAL: {
  860. _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  861. } break;
  862. case PASS_MODE_SDF: {
  863. _render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  864. } break;
  865. }
  866. }
  867. void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
  868. uint32_t render_total = p_params->element_count;
  869. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  870. uint32_t render_from = p_thread * render_total / total_threads;
  871. uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
  872. _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
  873. }
  874. void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
  875. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
  876. p_params->framebuffer_format = fb_format;
  877. if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
  878. //multi threaded
  879. thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
  880. RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
  881. RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params);
  882. RD::get_singleton()->draw_list_end();
  883. } else {
  884. //single threaded
  885. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
  886. _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
  887. RD::get_singleton()->draw_list_end();
  888. }
  889. }
  890. 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 Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, 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) {
  891. //CameraMatrix projection = p_cam_projection;
  892. //projection.flip_y(); // Vulkan and modern APIs use Y-Down
  893. CameraMatrix correction;
  894. correction.set_depth_correction(p_flip_y);
  895. CameraMatrix projection = correction * p_cam_projection;
  896. //store camera into ubo
  897. RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
  898. RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
  899. RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
  900. RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
  901. scene_state.ubo.z_far = p_zfar;
  902. scene_state.ubo.z_near = p_znear;
  903. scene_state.ubo.pancake_shadows = p_pancake_shadows;
  904. RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
  905. RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
  906. RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
  907. RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
  908. scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
  909. scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
  910. scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
  911. scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
  912. Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
  913. scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
  914. scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
  915. scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
  916. scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
  917. {
  918. uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
  919. uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
  920. scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
  921. scene_state.ubo.cluster_width = cluster_screen_width;
  922. }
  923. if (p_shadow_atlas.is_valid()) {
  924. Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
  925. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
  926. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
  927. }
  928. {
  929. Vector2 dss = directional_shadow_get_size();
  930. scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
  931. scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
  932. }
  933. //time global variables
  934. scene_state.ubo.time = time;
  935. scene_state.ubo.gi_upscale_for_msaa = false;
  936. scene_state.ubo.volumetric_fog_enabled = false;
  937. scene_state.ubo.fog_enabled = false;
  938. if (p_render_buffers.is_valid()) {
  939. RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  940. if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  941. scene_state.ubo.gi_upscale_for_msaa = true;
  942. }
  943. if (render_buffers_has_volumetric_fog(p_render_buffers)) {
  944. scene_state.ubo.volumetric_fog_enabled = true;
  945. float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
  946. if (fog_end > 0.0) {
  947. scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  948. } else {
  949. scene_state.ubo.volumetric_fog_inv_length = 1.0;
  950. }
  951. float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  952. if (fog_detail_spread > 0.0) {
  953. scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  954. } else {
  955. scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  956. }
  957. }
  958. }
  959. #if 0
  960. if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  961. scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
  962. scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
  963. scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
  964. scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  965. scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  966. float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
  967. scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
  968. float occ_bias = 0.0;
  969. scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
  970. scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
  971. scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
  972. float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
  973. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  974. scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
  975. scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
  976. scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
  977. scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
  978. //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 ) );
  979. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  980. uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
  981. 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);
  982. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
  983. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
  984. scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  985. scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
  986. 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];
  987. scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
  988. scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
  989. scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
  990. for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
  991. SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
  992. Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
  993. pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
  994. c.position[0] = pos.x;
  995. c.position[1] = pos.y;
  996. c.position[2] = pos.z;
  997. c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
  998. Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
  999. c.probe_world_offset[0] = probe_ofs.x;
  1000. c.probe_world_offset[1] = probe_ofs.y;
  1001. c.probe_world_offset[2] = probe_ofs.z;
  1002. }
  1003. }
  1004. #endif
  1005. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  1006. scene_state.ubo.use_ambient_light = true;
  1007. scene_state.ubo.ambient_light_color_energy[0] = 1;
  1008. scene_state.ubo.ambient_light_color_energy[1] = 1;
  1009. scene_state.ubo.ambient_light_color_energy[2] = 1;
  1010. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1011. scene_state.ubo.use_ambient_cubemap = false;
  1012. scene_state.ubo.use_reflection_cubemap = false;
  1013. scene_state.ubo.ssao_enabled = false;
  1014. } else if (is_environment(p_environment)) {
  1015. RS::EnvironmentBG env_bg = environment_get_background(p_environment);
  1016. RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
  1017. float bg_energy = environment_get_bg_energy(p_environment);
  1018. scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
  1019. scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
  1020. //ambient
  1021. if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
  1022. Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
  1023. color = color.to_linear();
  1024. scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
  1025. scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
  1026. scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
  1027. scene_state.ubo.use_ambient_light = true;
  1028. scene_state.ubo.use_ambient_cubemap = false;
  1029. } else {
  1030. float energy = environment_get_ambient_light_energy(p_environment);
  1031. Color color = environment_get_ambient_light_color(p_environment);
  1032. color = color.to_linear();
  1033. scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
  1034. scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
  1035. scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
  1036. Basis sky_transform = environment_get_sky_orientation(p_environment);
  1037. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  1038. RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
  1039. 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;
  1040. scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
  1041. }
  1042. //specular
  1043. RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
  1044. if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
  1045. scene_state.ubo.use_reflection_cubemap = true;
  1046. } else {
  1047. scene_state.ubo.use_reflection_cubemap = false;
  1048. }
  1049. scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
  1050. scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
  1051. scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
  1052. Color ao_color = environment_get_ao_color(p_environment).to_linear();
  1053. scene_state.ubo.ao_color[0] = ao_color.r;
  1054. scene_state.ubo.ao_color[1] = ao_color.g;
  1055. scene_state.ubo.ao_color[2] = ao_color.b;
  1056. scene_state.ubo.ao_color[3] = ao_color.a;
  1057. scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
  1058. scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
  1059. scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
  1060. scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
  1061. if (scene_state.ubo.fog_height_density >= 0.0001) {
  1062. scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
  1063. }
  1064. scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
  1065. Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
  1066. float fog_energy = environment_get_fog_light_energy(p_environment);
  1067. scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1068. scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1069. scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1070. scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
  1071. } else {
  1072. if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1073. scene_state.ubo.use_ambient_light = false;
  1074. } else {
  1075. scene_state.ubo.use_ambient_light = true;
  1076. Color clear_color = p_default_bg_color;
  1077. clear_color = clear_color.to_linear();
  1078. scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
  1079. scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
  1080. scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
  1081. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1082. }
  1083. scene_state.ubo.use_ambient_cubemap = false;
  1084. scene_state.ubo.use_reflection_cubemap = false;
  1085. scene_state.ubo.ssao_enabled = false;
  1086. }
  1087. scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
  1088. scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
  1089. scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
  1090. RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
  1091. }
  1092. void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
  1093. scene_state.used_sss = false;
  1094. scene_state.used_screen_texture = false;
  1095. scene_state.used_normal_texture = false;
  1096. scene_state.used_depth_texture = false;
  1097. Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
  1098. near_plane.d += p_cam_projection.get_z_near();
  1099. float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
  1100. uint32_t lightmap_captures_used = 0;
  1101. _update_dirty_geometry_instances();
  1102. render_list.clear();
  1103. //fill list
  1104. for (int i = 0; i < (int)p_instances.size(); i++) {
  1105. GeometryInstanceForward *inst = static_cast<GeometryInstanceForward *>(p_instances[i]);
  1106. Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
  1107. inst->depth = near_plane.distance_to(support_min);
  1108. uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
  1109. uint32_t flags = inst->base_flags; //fill flags if appropriate
  1110. bool uses_lightmap = false;
  1111. bool uses_gi = false;
  1112. if (p_pass_mode == PASS_MODE_COLOR) {
  1113. //setup GI
  1114. if (inst->lightmap_instance.is_valid()) {
  1115. int32_t lightmap_cull_index = -1;
  1116. for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
  1117. if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
  1118. lightmap_cull_index = j;
  1119. break;
  1120. }
  1121. }
  1122. if (lightmap_cull_index >= 0) {
  1123. inst->push_constant.gi_offset &= 0xFFFF;
  1124. inst->push_constant.gi_offset |= lightmap_cull_index;
  1125. flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
  1126. if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
  1127. flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
  1128. }
  1129. uses_lightmap = true;
  1130. } else {
  1131. inst->push_constant.gi_offset = 0xFFFFFFFF;
  1132. }
  1133. } else if (inst->lightmap_sh) {
  1134. if (lightmap_captures_used < scene_state.max_lightmap_captures) {
  1135. const Color *src_capture = inst->lightmap_sh->sh;
  1136. LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
  1137. for (int j = 0; j < 9; j++) {
  1138. lcd.sh[j * 4 + 0] = src_capture[j].r;
  1139. lcd.sh[j * 4 + 1] = src_capture[j].g;
  1140. lcd.sh[j * 4 + 2] = src_capture[j].b;
  1141. lcd.sh[j * 4 + 3] = src_capture[j].a;
  1142. }
  1143. flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
  1144. inst->push_constant.gi_offset = lightmap_captures_used;
  1145. lightmap_captures_used++;
  1146. uses_lightmap = true;
  1147. }
  1148. } else if (!low_end) {
  1149. if (p_using_opaque_gi) {
  1150. flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
  1151. }
  1152. if (inst->gi_probes[0].is_valid()) {
  1153. uint32_t probe0_index = 0xFFFF;
  1154. uint32_t probe1_index = 0xFFFF;
  1155. for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
  1156. if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
  1157. probe0_index = j;
  1158. } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
  1159. probe1_index = j;
  1160. }
  1161. }
  1162. if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
  1163. //0 must always exist if a probe exists
  1164. SWAP(probe0_index, probe1_index);
  1165. }
  1166. inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
  1167. uses_gi = true;
  1168. } else {
  1169. if (p_using_sdfgi && inst->can_sdfgi) {
  1170. flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
  1171. uses_gi = true;
  1172. }
  1173. inst->push_constant.gi_offset = 0xFFFFFFFF;
  1174. }
  1175. }
  1176. }
  1177. inst->push_constant.flags = flags;
  1178. GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
  1179. while (surf) {
  1180. surf->sort.uses_forward_gi = 0;
  1181. surf->sort.uses_lightmap = 0;
  1182. if (p_pass_mode == PASS_MODE_COLOR) {
  1183. if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
  1184. render_list.add_element(surf);
  1185. }
  1186. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
  1187. render_list.add_alpha_element(surf);
  1188. if (uses_gi) {
  1189. surf->sort.uses_forward_gi = 1;
  1190. }
  1191. }
  1192. if (uses_lightmap) {
  1193. surf->sort.uses_lightmap = 1;
  1194. }
  1195. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
  1196. scene_state.used_sss = true;
  1197. }
  1198. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
  1199. scene_state.used_screen_texture = true;
  1200. }
  1201. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
  1202. scene_state.used_normal_texture = true;
  1203. }
  1204. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
  1205. scene_state.used_depth_texture = true;
  1206. }
  1207. } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
  1208. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
  1209. render_list.add_element(surf);
  1210. }
  1211. } else {
  1212. if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
  1213. render_list.add_element(surf);
  1214. }
  1215. }
  1216. surf->sort.depth_layer = depth_layer;
  1217. surf = surf->next;
  1218. }
  1219. }
  1220. if (lightmap_captures_used) {
  1221. RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
  1222. }
  1223. }
  1224. void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
  1225. scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
  1226. for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
  1227. scene_state.giprobe_ids[i] = p_giprobes[i];
  1228. }
  1229. }
  1230. void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
  1231. scene_state.lightmaps_used = 0;
  1232. for (int i = 0; i < (int)p_lightmaps.size(); i++) {
  1233. if (i >= (int)scene_state.max_lightmaps) {
  1234. break;
  1235. }
  1236. RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
  1237. Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
  1238. to_lm = to_lm.inverse().transposed(); //will transform normals
  1239. RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
  1240. scene_state.lightmap_ids[i] = p_lightmaps[i];
  1241. scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
  1242. scene_state.lightmaps_used++;
  1243. }
  1244. if (scene_state.lightmaps_used > 0) {
  1245. RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, true);
  1246. }
  1247. }
  1248. void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, 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, float p_screen_lod_threshold) {
  1249. RenderBufferDataForward *render_buffer = nullptr;
  1250. if (p_render_buffer.is_valid()) {
  1251. render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
  1252. }
  1253. //first of all, make a new render pass
  1254. render_pass++;
  1255. //fill up ubo
  1256. RENDER_TIMESTAMP("Setup 3D Scene");
  1257. if (p_reflection_probe.is_valid()) {
  1258. scene_state.ubo.reflection_multiplier = 0.0;
  1259. } else {
  1260. scene_state.ubo.reflection_multiplier = 1.0;
  1261. }
  1262. float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
  1263. Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
  1264. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1265. p_screen_lod_threshold = 0.0;
  1266. }
  1267. //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
  1268. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1269. scene_state.ubo.viewport_size[0] = vp_he.x;
  1270. scene_state.ubo.viewport_size[1] = vp_he.y;
  1271. scene_state.ubo.directional_light_count = p_directional_light_count;
  1272. Size2i screen_size;
  1273. RID opaque_framebuffer;
  1274. RID opaque_specular_framebuffer;
  1275. RID depth_framebuffer;
  1276. RID alpha_framebuffer;
  1277. PassMode depth_pass_mode = PASS_MODE_DEPTH;
  1278. Vector<Color> depth_pass_clear;
  1279. bool using_separate_specular = false;
  1280. bool using_ssr = false;
  1281. bool using_sdfgi = false;
  1282. bool using_giprobe = false;
  1283. if (render_buffer) {
  1284. screen_size.x = render_buffer->width;
  1285. screen_size.y = render_buffer->height;
  1286. opaque_framebuffer = render_buffer->color_fb;
  1287. if (!low_end && p_gi_probes.size() > 0) {
  1288. using_giprobe = true;
  1289. render_buffer->ensure_gi();
  1290. }
  1291. if (!p_environment.is_valid() && using_giprobe) {
  1292. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
  1293. } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
  1294. if (environment_is_sdfgi_enabled(p_environment)) {
  1295. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
  1296. using_sdfgi = true;
  1297. render_buffer->ensure_gi();
  1298. } else {
  1299. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1300. }
  1301. if (environment_is_ssr_enabled(p_environment)) {
  1302. render_buffer->ensure_specular();
  1303. using_separate_specular = true;
  1304. using_ssr = true;
  1305. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1306. }
  1307. } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
  1308. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1309. }
  1310. switch (depth_pass_mode) {
  1311. case PASS_MODE_DEPTH: {
  1312. depth_framebuffer = render_buffer->depth_fb;
  1313. } break;
  1314. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  1315. _allocate_normal_roughness_texture(render_buffer);
  1316. depth_framebuffer = render_buffer->depth_normal_roughness_fb;
  1317. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1318. } break;
  1319. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  1320. _allocate_normal_roughness_texture(render_buffer);
  1321. render_buffer->ensure_giprobe();
  1322. depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
  1323. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1324. depth_pass_clear.push_back(Color(0, 0, 0, 0));
  1325. } break;
  1326. default: {
  1327. };
  1328. }
  1329. alpha_framebuffer = opaque_framebuffer;
  1330. } else if (p_reflection_probe.is_valid()) {
  1331. uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
  1332. screen_size.x = resolution;
  1333. screen_size.y = resolution;
  1334. opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1335. depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1336. alpha_framebuffer = opaque_framebuffer;
  1337. if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1338. p_environment = RID(); //no environment on interiors
  1339. }
  1340. } else {
  1341. ERR_FAIL(); //bug?
  1342. }
  1343. _setup_lightmaps(p_lightmaps, p_cam_transform);
  1344. _setup_giprobes(p_gi_probes);
  1345. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, 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);
  1346. _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
  1347. _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe);
  1348. bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
  1349. if (using_sss) {
  1350. using_separate_specular = true;
  1351. render_buffer->ensure_specular();
  1352. using_separate_specular = true;
  1353. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1354. }
  1355. RID radiance_texture;
  1356. bool draw_sky = false;
  1357. bool draw_sky_fog_only = false;
  1358. Color clear_color;
  1359. bool keep_color = false;
  1360. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1361. clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
  1362. } else if (is_environment(p_environment)) {
  1363. RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
  1364. float bg_energy = environment_get_bg_energy(p_environment);
  1365. switch (bg_mode) {
  1366. case RS::ENV_BG_CLEAR_COLOR: {
  1367. clear_color = p_default_bg_color;
  1368. clear_color.r *= bg_energy;
  1369. clear_color.g *= bg_energy;
  1370. clear_color.b *= bg_energy;
  1371. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1372. draw_sky_fog_only = true;
  1373. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1374. }
  1375. } break;
  1376. case RS::ENV_BG_COLOR: {
  1377. clear_color = environment_get_bg_color(p_environment);
  1378. clear_color.r *= bg_energy;
  1379. clear_color.g *= bg_energy;
  1380. clear_color.b *= bg_energy;
  1381. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1382. draw_sky_fog_only = true;
  1383. storage->material_set_param(sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1384. }
  1385. } break;
  1386. case RS::ENV_BG_SKY: {
  1387. draw_sky = true;
  1388. } break;
  1389. case RS::ENV_BG_CANVAS: {
  1390. keep_color = true;
  1391. } break;
  1392. case RS::ENV_BG_KEEP: {
  1393. keep_color = true;
  1394. } break;
  1395. case RS::ENV_BG_CAMERA_FEED: {
  1396. } break;
  1397. default: {
  1398. }
  1399. }
  1400. // setup sky if used for ambient, reflections, or background
  1401. 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) {
  1402. RENDER_TIMESTAMP("Setup Sky");
  1403. CameraMatrix projection = p_cam_projection;
  1404. if (p_reflection_probe.is_valid()) {
  1405. CameraMatrix correction;
  1406. correction.set_depth_correction(true);
  1407. projection = correction * p_cam_projection;
  1408. }
  1409. _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
  1410. RID sky = environment_get_sky(p_environment);
  1411. if (sky.is_valid()) {
  1412. _update_sky(p_environment, projection, p_cam_transform);
  1413. radiance_texture = sky_get_radiance_texture_rd(sky);
  1414. } else {
  1415. // do not try to draw sky if invalid
  1416. draw_sky = false;
  1417. }
  1418. }
  1419. } else {
  1420. clear_color = p_default_bg_color;
  1421. }
  1422. render_list.sort_by_key(false);
  1423. 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;
  1424. bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
  1425. bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
  1426. bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
  1427. bool continue_depth = false;
  1428. if (depth_pre_pass) { //depth pre pass
  1429. RENDER_TIMESTAMP("Render Depth Pre-Pass");
  1430. RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1431. bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
  1432. RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1433. _render_list_with_threads(&render_list_params, 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);
  1434. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1435. RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
  1436. if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
  1437. static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
  1438. 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]);
  1439. } else if (finish_depth) {
  1440. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1441. }
  1442. }
  1443. continue_depth = !finish_depth;
  1444. }
  1445. if (using_ssao) {
  1446. _process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
  1447. }
  1448. if (using_sdfgi || using_giprobe) {
  1449. _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_probes);
  1450. }
  1451. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, 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());
  1452. RENDER_TIMESTAMP("Render Opaque Pass");
  1453. RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps);
  1454. bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
  1455. bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
  1456. {
  1457. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1458. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1459. //regular forward for now
  1460. Vector<Color> c;
  1461. if (using_separate_specular) {
  1462. Color cc = clear_color.to_linear();
  1463. cc.a = 0; //subsurf scatter must be 0
  1464. c.push_back(cc);
  1465. c.push_back(Color(0, 0, 0, 0));
  1466. } else {
  1467. c.push_back(clear_color.to_linear());
  1468. }
  1469. RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
  1470. RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1471. _render_list_with_threads(&render_list_params, 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);
  1472. if (will_continue_color && using_separate_specular) {
  1473. // close the specular framebuffer, as it's no longer used
  1474. 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);
  1475. RD::get_singleton()->draw_list_end();
  1476. }
  1477. }
  1478. if (debug_giprobes) {
  1479. //debug giprobes
  1480. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1481. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1482. CameraMatrix dc;
  1483. dc.set_depth_correction(true);
  1484. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1485. 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);
  1486. for (int i = 0; i < (int)p_gi_probes.size(); i++) {
  1487. _debug_giprobe(p_gi_probes[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);
  1488. }
  1489. RD::get_singleton()->draw_list_end();
  1490. }
  1491. if (debug_sdfgi_probes) {
  1492. //debug giprobes
  1493. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1494. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1495. CameraMatrix dc;
  1496. dc.set_depth_correction(true);
  1497. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1498. 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);
  1499. _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
  1500. RD::get_singleton()->draw_list_end();
  1501. }
  1502. if (draw_sky || draw_sky_fog_only) {
  1503. RENDER_TIMESTAMP("Render Sky");
  1504. CameraMatrix projection = p_cam_projection;
  1505. if (p_reflection_probe.is_valid()) {
  1506. CameraMatrix correction;
  1507. correction.set_depth_correction(true);
  1508. projection = correction * p_cam_projection;
  1509. }
  1510. _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
  1511. }
  1512. if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1513. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1514. if (using_separate_specular) {
  1515. RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
  1516. }
  1517. }
  1518. if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1519. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
  1520. }
  1521. if (using_separate_specular) {
  1522. if (using_sss) {
  1523. RENDER_TIMESTAMP("Sub Surface Scattering");
  1524. _process_sss(p_render_buffer, p_cam_projection);
  1525. }
  1526. if (using_ssr) {
  1527. RENDER_TIMESTAMP("Screen Space Reflection");
  1528. _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);
  1529. } else {
  1530. //just mix specular back
  1531. RENDER_TIMESTAMP("Merge Specular");
  1532. storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
  1533. }
  1534. }
  1535. RENDER_TIMESTAMP("Render Transparent Pass");
  1536. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, 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);
  1537. render_list.sort_by_reverse_depth_and_priority(true);
  1538. {
  1539. RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1540. _render_list_with_threads(&render_list_params, 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);
  1541. }
  1542. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1543. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
  1544. }
  1545. }
  1546. void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, 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, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
  1547. RENDER_TIMESTAMP("Setup Rendering Shadow");
  1548. _update_render_base_uniform_set();
  1549. render_pass++;
  1550. scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
  1551. _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
  1552. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1553. p_screen_lod_threshold = 0.0;
  1554. }
  1555. PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
  1556. _fill_render_list(p_instances, pass_mode, p_projection, p_transform);
  1557. RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1558. RENDER_TIMESTAMP("Render Shadow");
  1559. render_list.sort_by_key(false);
  1560. {
  1561. //regular forward for now
  1562. RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
  1563. _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
  1564. }
  1565. }
  1566. void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
  1567. RENDER_TIMESTAMP("Setup Render Collider Heightfield");
  1568. _update_render_base_uniform_set();
  1569. render_pass++;
  1570. scene_state.ubo.dual_paraboloid_side = 0;
  1571. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
  1572. PassMode pass_mode = PASS_MODE_SHADOW;
  1573. _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
  1574. RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1575. RENDER_TIMESTAMP("Render Collider Heightield");
  1576. render_list.sort_by_key(false);
  1577. {
  1578. //regular forward for now
  1579. RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
  1580. _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
  1581. }
  1582. }
  1583. void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1584. RENDER_TIMESTAMP("Setup Rendering Material");
  1585. _update_render_base_uniform_set();
  1586. render_pass++;
  1587. scene_state.ubo.dual_paraboloid_side = 0;
  1588. scene_state.ubo.material_uv2_mode = true;
  1589. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1590. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1591. _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
  1592. RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1593. RENDER_TIMESTAMP("Render Material");
  1594. render_list.sort_by_key(false);
  1595. {
  1596. RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
  1597. //regular forward for now
  1598. Vector<Color> clear;
  1599. clear.push_back(Color(0, 0, 0, 0));
  1600. clear.push_back(Color(0, 0, 0, 0));
  1601. clear.push_back(Color(0, 0, 0, 0));
  1602. clear.push_back(Color(0, 0, 0, 0));
  1603. clear.push_back(Color(0, 0, 0, 0));
  1604. 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);
  1605. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
  1606. RD::get_singleton()->draw_list_end();
  1607. }
  1608. }
  1609. void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1610. RENDER_TIMESTAMP("Setup Rendering UV2");
  1611. _update_render_base_uniform_set();
  1612. render_pass++;
  1613. scene_state.ubo.dual_paraboloid_side = 0;
  1614. scene_state.ubo.material_uv2_mode = true;
  1615. _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1616. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1617. _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
  1618. RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1619. RENDER_TIMESTAMP("Render Material");
  1620. render_list.sort_by_key(false);
  1621. {
  1622. RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
  1623. //regular forward for now
  1624. Vector<Color> clear;
  1625. clear.push_back(Color(0, 0, 0, 0));
  1626. clear.push_back(Color(0, 0, 0, 0));
  1627. clear.push_back(Color(0, 0, 0, 0));
  1628. clear.push_back(Color(0, 0, 0, 0));
  1629. clear.push_back(Color(0, 0, 0, 0));
  1630. 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);
  1631. const int uv_offset_count = 9;
  1632. static const Vector2 uv_offsets[uv_offset_count] = {
  1633. Vector2(-1, 1),
  1634. Vector2(1, 1),
  1635. Vector2(1, -1),
  1636. Vector2(-1, -1),
  1637. Vector2(-1, 0),
  1638. Vector2(1, 0),
  1639. Vector2(0, -1),
  1640. Vector2(0, 1),
  1641. Vector2(0, 0),
  1642. };
  1643. for (int i = 0; i < uv_offset_count; i++) {
  1644. Vector2 ofs = uv_offsets[i];
  1645. ofs.x /= p_region.size.width;
  1646. ofs.y /= p_region.size.height;
  1647. render_list_params.uv_offset = ofs;
  1648. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
  1649. }
  1650. render_list_params.uv_offset = Vector2();
  1651. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
  1652. RD::get_singleton()->draw_list_end();
  1653. }
  1654. }
  1655. void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
  1656. RENDER_TIMESTAMP("Render SDFGI");
  1657. _update_render_base_uniform_set();
  1658. RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  1659. ERR_FAIL_COND(!render_buffer);
  1660. render_pass++;
  1661. PassMode pass_mode = PASS_MODE_SDF;
  1662. _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
  1663. render_list.sort_by_key(false);
  1664. RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
  1665. Vector3 half_extents = p_bounds.size * 0.5;
  1666. Vector3 center = p_bounds.position + half_extents;
  1667. Vector<RID> sbs;
  1668. sbs.push_back(p_albedo_texture);
  1669. sbs.push_back(p_emission_texture);
  1670. sbs.push_back(p_emission_aniso_texture);
  1671. sbs.push_back(p_geom_facing_texture);
  1672. //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
  1673. for (int i = 0; i < 3; i++) {
  1674. scene_state.ubo.sdf_offset[i] = p_from[i];
  1675. scene_state.ubo.sdf_size[i] = p_size[i];
  1676. }
  1677. for (int i = 0; i < 3; i++) {
  1678. Vector3 axis;
  1679. axis[i] = 1.0;
  1680. Vector3 up, right;
  1681. int right_axis = (i + 1) % 3;
  1682. int up_axis = (i + 2) % 3;
  1683. up[up_axis] = 1.0;
  1684. right[right_axis] = 1.0;
  1685. Size2i fb_size;
  1686. fb_size.x = p_size[right_axis];
  1687. fb_size.y = p_size[up_axis];
  1688. Transform cam_xform;
  1689. cam_xform.origin = center + axis * half_extents;
  1690. cam_xform.basis.set_axis(0, right);
  1691. cam_xform.basis.set_axis(1, up);
  1692. cam_xform.basis.set_axis(2, axis);
  1693. //print_line("pass: " + itos(i) + " xform " + cam_xform);
  1694. float h_size = half_extents[right_axis];
  1695. float v_size = half_extents[up_axis];
  1696. float d_size = half_extents[i] * 2.0;
  1697. CameraMatrix camera_proj;
  1698. camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
  1699. //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
  1700. Transform to_bounds;
  1701. to_bounds.origin = p_bounds.position;
  1702. to_bounds.basis.scale(p_bounds.size);
  1703. RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
  1704. _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1705. Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
  1706. if (!E) {
  1707. RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
  1708. E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
  1709. }
  1710. RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
  1711. _render_list_with_threads(&render_list_params, 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);
  1712. }
  1713. }
  1714. void RendererSceneRenderForward::_base_uniforms_changed() {
  1715. if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1716. RD::get_singleton()->free(render_base_uniform_set);
  1717. }
  1718. render_base_uniform_set = RID();
  1719. }
  1720. void RendererSceneRenderForward::_update_render_base_uniform_set() {
  1721. 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())) {
  1722. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1723. RD::get_singleton()->free(render_base_uniform_set);
  1724. }
  1725. lightmap_texture_array_version = storage->lightmap_array_get_version();
  1726. Vector<RD::Uniform> uniforms;
  1727. {
  1728. RD::Uniform u;
  1729. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1730. u.binding = 1;
  1731. u.ids.resize(12);
  1732. RID *ids_ptr = u.ids.ptrw();
  1733. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1734. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1735. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1736. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1737. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1738. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1739. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1740. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1741. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1742. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1743. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1744. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1745. uniforms.push_back(u);
  1746. }
  1747. {
  1748. RD::Uniform u;
  1749. u.binding = 2;
  1750. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1751. u.ids.push_back(shadow_sampler);
  1752. uniforms.push_back(u);
  1753. }
  1754. {
  1755. RD::Uniform u;
  1756. u.binding = 3;
  1757. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1758. u.ids.push_back(scene_state.uniform_buffer);
  1759. uniforms.push_back(u);
  1760. }
  1761. {
  1762. RD::Uniform u;
  1763. u.binding = 5;
  1764. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1765. u.ids.push_back(get_omni_light_buffer());
  1766. uniforms.push_back(u);
  1767. }
  1768. {
  1769. RD::Uniform u;
  1770. u.binding = 6;
  1771. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1772. u.ids.push_back(get_spot_light_buffer());
  1773. uniforms.push_back(u);
  1774. }
  1775. {
  1776. RD::Uniform u;
  1777. u.binding = 7;
  1778. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1779. u.ids.push_back(get_reflection_probe_buffer());
  1780. uniforms.push_back(u);
  1781. }
  1782. {
  1783. RD::Uniform u;
  1784. u.binding = 8;
  1785. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1786. u.ids.push_back(get_directional_light_buffer());
  1787. uniforms.push_back(u);
  1788. }
  1789. {
  1790. RD::Uniform u;
  1791. u.binding = 10;
  1792. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1793. u.ids.push_back(scene_state.lightmap_buffer);
  1794. uniforms.push_back(u);
  1795. }
  1796. {
  1797. RD::Uniform u;
  1798. u.binding = 11;
  1799. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1800. u.ids.push_back(scene_state.lightmap_capture_buffer);
  1801. uniforms.push_back(u);
  1802. }
  1803. {
  1804. RD::Uniform u;
  1805. u.binding = 12;
  1806. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1807. RID decal_atlas = storage->decal_atlas_get_texture();
  1808. u.ids.push_back(decal_atlas);
  1809. uniforms.push_back(u);
  1810. }
  1811. {
  1812. RD::Uniform u;
  1813. u.binding = 13;
  1814. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1815. RID decal_atlas = storage->decal_atlas_get_texture_srgb();
  1816. u.ids.push_back(decal_atlas);
  1817. uniforms.push_back(u);
  1818. }
  1819. {
  1820. RD::Uniform u;
  1821. u.binding = 14;
  1822. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1823. u.ids.push_back(get_decal_buffer());
  1824. uniforms.push_back(u);
  1825. }
  1826. {
  1827. RD::Uniform u;
  1828. u.binding = 15;
  1829. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1830. if (directional_shadow_get_texture().is_valid()) {
  1831. u.ids.push_back(directional_shadow_get_texture());
  1832. } else {
  1833. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1834. }
  1835. uniforms.push_back(u);
  1836. }
  1837. {
  1838. RD::Uniform u;
  1839. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1840. u.binding = 16;
  1841. u.ids.push_back(storage->global_variables_get_storage_buffer());
  1842. uniforms.push_back(u);
  1843. }
  1844. if (!low_end) {
  1845. RD::Uniform u;
  1846. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1847. u.binding = 17;
  1848. u.ids.push_back(sdfgi_get_ubo());
  1849. uniforms.push_back(u);
  1850. }
  1851. render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
  1852. }
  1853. }
  1854. RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps) {
  1855. if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
  1856. RD::get_singleton()->free(render_pass_uniform_set);
  1857. }
  1858. RenderBufferDataForward *rb = nullptr;
  1859. if (p_render_buffers.is_valid()) {
  1860. rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  1861. }
  1862. //default render buffer and scene state uniform set
  1863. Vector<RD::Uniform> uniforms;
  1864. {
  1865. RID radiance_texture;
  1866. if (p_radiance_texture.is_valid()) {
  1867. radiance_texture = p_radiance_texture;
  1868. } else {
  1869. radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  1870. }
  1871. RD::Uniform u;
  1872. u.binding = 0;
  1873. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1874. u.ids.push_back(radiance_texture);
  1875. uniforms.push_back(u);
  1876. }
  1877. {
  1878. RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
  1879. RD::Uniform u;
  1880. u.binding = 1;
  1881. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1882. if (ref_texture.is_valid()) {
  1883. u.ids.push_back(ref_texture);
  1884. } else {
  1885. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
  1886. }
  1887. uniforms.push_back(u);
  1888. }
  1889. {
  1890. RD::Uniform u;
  1891. u.binding = 2;
  1892. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1893. RID texture;
  1894. if (p_shadow_atlas.is_valid()) {
  1895. texture = shadow_atlas_get_texture(p_shadow_atlas);
  1896. }
  1897. if (!texture.is_valid()) {
  1898. texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1899. }
  1900. u.ids.push_back(texture);
  1901. uniforms.push_back(u);
  1902. }
  1903. {
  1904. RD::Uniform u;
  1905. u.binding = 3;
  1906. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1907. u.ids.resize(scene_state.max_lightmaps);
  1908. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  1909. for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
  1910. if (i < p_lightmaps.size()) {
  1911. RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
  1912. RID texture = storage->lightmap_get_texture(base);
  1913. RID rd_texture = storage->texture_get_rd_texture(texture);
  1914. u.ids.write[i] = rd_texture;
  1915. } else {
  1916. u.ids.write[i] = default_tex;
  1917. }
  1918. }
  1919. uniforms.push_back(u);
  1920. }
  1921. {
  1922. RD::Uniform u;
  1923. u.binding = 4;
  1924. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1925. u.ids.resize(MAX_GI_PROBES);
  1926. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1927. for (int i = 0; i < MAX_GI_PROBES; i++) {
  1928. if (i < (int)p_gi_probes.size()) {
  1929. RID tex = gi_probe_instance_get_texture(p_gi_probes[i]);
  1930. if (!tex.is_valid()) {
  1931. tex = default_tex;
  1932. }
  1933. u.ids.write[i] = tex;
  1934. } else {
  1935. u.ids.write[i] = default_tex;
  1936. }
  1937. }
  1938. uniforms.push_back(u);
  1939. }
  1940. {
  1941. RD::Uniform u;
  1942. u.binding = 5;
  1943. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1944. RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
  1945. u.ids.push_back(cb);
  1946. uniforms.push_back(u);
  1947. }
  1948. {
  1949. RD::Uniform u;
  1950. u.binding = 6;
  1951. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1952. RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1953. u.ids.push_back(texture);
  1954. uniforms.push_back(u);
  1955. }
  1956. {
  1957. RD::Uniform u;
  1958. u.binding = 7;
  1959. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1960. RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
  1961. RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1962. u.ids.push_back(texture);
  1963. uniforms.push_back(u);
  1964. }
  1965. if (!low_end) {
  1966. {
  1967. RD::Uniform u;
  1968. u.binding = 8;
  1969. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1970. RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  1971. u.ids.push_back(texture);
  1972. uniforms.push_back(u);
  1973. }
  1974. {
  1975. RD::Uniform u;
  1976. u.binding = 9;
  1977. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1978. RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
  1979. RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1980. u.ids.push_back(texture);
  1981. uniforms.push_back(u);
  1982. }
  1983. {
  1984. RD::Uniform u;
  1985. u.binding = 10;
  1986. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1987. RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1988. u.ids.push_back(texture);
  1989. uniforms.push_back(u);
  1990. }
  1991. {
  1992. RD::Uniform u;
  1993. u.binding = 11;
  1994. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1995. RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1996. u.ids.push_back(texture);
  1997. uniforms.push_back(u);
  1998. }
  1999. {
  2000. RD::Uniform u;
  2001. u.binding = 12;
  2002. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2003. RID t;
  2004. if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2005. t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
  2006. } else {
  2007. t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2008. }
  2009. u.ids.push_back(t);
  2010. uniforms.push_back(u);
  2011. }
  2012. {
  2013. RD::Uniform u;
  2014. u.binding = 13;
  2015. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2016. if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2017. u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
  2018. } else {
  2019. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2020. }
  2021. uniforms.push_back(u);
  2022. }
  2023. {
  2024. RD::Uniform u;
  2025. u.binding = 14;
  2026. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2027. u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
  2028. uniforms.push_back(u);
  2029. }
  2030. {
  2031. RD::Uniform u;
  2032. u.binding = 15;
  2033. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2034. RID vfog = RID();
  2035. if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
  2036. vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
  2037. if (vfog.is_null()) {
  2038. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2039. }
  2040. } else {
  2041. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2042. }
  2043. u.ids.push_back(vfog);
  2044. uniforms.push_back(u);
  2045. }
  2046. }
  2047. render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
  2048. return render_pass_uniform_set;
  2049. }
  2050. RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
  2051. if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
  2052. RD::get_singleton()->free(sdfgi_pass_uniform_set);
  2053. }
  2054. Vector<RD::Uniform> uniforms;
  2055. {
  2056. // No radiance texture.
  2057. RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  2058. RD::Uniform u;
  2059. u.binding = 0;
  2060. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2061. u.ids.push_back(radiance_texture);
  2062. uniforms.push_back(u);
  2063. }
  2064. {
  2065. // No reflection atlas.
  2066. RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  2067. RD::Uniform u;
  2068. u.binding = 1;
  2069. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2070. u.ids.push_back(ref_texture);
  2071. uniforms.push_back(u);
  2072. }
  2073. {
  2074. // No shadow atlas.
  2075. RD::Uniform u;
  2076. u.binding = 2;
  2077. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2078. RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2079. u.ids.push_back(texture);
  2080. uniforms.push_back(u);
  2081. }
  2082. {
  2083. // No Lightmaps
  2084. RD::Uniform u;
  2085. u.binding = 3;
  2086. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2087. u.ids.resize(scene_state.max_lightmaps);
  2088. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2089. for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
  2090. u.ids.write[i] = default_tex;
  2091. }
  2092. uniforms.push_back(u);
  2093. }
  2094. {
  2095. // No GIProbes
  2096. RD::Uniform u;
  2097. u.binding = 4;
  2098. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2099. u.ids.resize(MAX_GI_PROBES);
  2100. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2101. for (int i = 0; i < MAX_GI_PROBES; i++) {
  2102. u.ids.write[i] = default_tex;
  2103. }
  2104. uniforms.push_back(u);
  2105. }
  2106. {
  2107. RD::Uniform u;
  2108. u.binding = 5;
  2109. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2110. RID cb = default_vec4_xform_buffer;
  2111. u.ids.push_back(cb);
  2112. uniforms.push_back(u);
  2113. }
  2114. // actual sdfgi stuff
  2115. {
  2116. RD::Uniform u;
  2117. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2118. u.binding = 6;
  2119. u.ids.push_back(p_albedo_texture);
  2120. uniforms.push_back(u);
  2121. }
  2122. {
  2123. RD::Uniform u;
  2124. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2125. u.binding = 7;
  2126. u.ids.push_back(p_emission_texture);
  2127. uniforms.push_back(u);
  2128. }
  2129. {
  2130. RD::Uniform u;
  2131. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2132. u.binding = 8;
  2133. u.ids.push_back(p_emission_aniso_texture);
  2134. uniforms.push_back(u);
  2135. }
  2136. {
  2137. RD::Uniform u;
  2138. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2139. u.binding = 9;
  2140. u.ids.push_back(p_geom_facing_texture);
  2141. uniforms.push_back(u);
  2142. }
  2143. sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
  2144. return sdfgi_pass_uniform_set;
  2145. }
  2146. void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
  2147. }
  2148. void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) {
  2149. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2150. _render_buffers_clear_uniform_set(rb);
  2151. }
  2152. RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) {
  2153. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2154. return rb->normal_roughness_buffer;
  2155. }
  2156. RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) {
  2157. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2158. return rb->ambient_buffer;
  2159. }
  2160. RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) {
  2161. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2162. return rb->reflection_buffer;
  2163. }
  2164. RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr;
  2165. void RendererSceneRenderForward::set_time(double p_time, double p_step) {
  2166. time = p_time;
  2167. RendererSceneRenderRD::set_time(p_time, p_step);
  2168. }
  2169. void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
  2170. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2171. if (ginstance->dirty_list_element.in_list()) {
  2172. return;
  2173. }
  2174. //clear surface caches
  2175. GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
  2176. while (surf) {
  2177. GeometryInstanceSurfaceDataCache *next = surf->next;
  2178. geometry_instance_surface_alloc.free(surf);
  2179. surf = next;
  2180. }
  2181. ginstance->surface_caches = nullptr;
  2182. geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
  2183. }
  2184. void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
  2185. 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;
  2186. bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
  2187. bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
  2188. bool has_alpha = has_base_alpha || has_blend_alpha;
  2189. uint32_t flags = 0;
  2190. if (p_material->shader_data->uses_sss) {
  2191. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
  2192. }
  2193. if (p_material->shader_data->uses_screen_texture) {
  2194. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
  2195. }
  2196. if (p_material->shader_data->uses_depth_texture) {
  2197. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
  2198. }
  2199. if (p_material->shader_data->uses_normal_texture) {
  2200. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
  2201. }
  2202. if (ginstance->data->cast_double_sided_shaodows) {
  2203. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
  2204. }
  2205. if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
  2206. //material is only meant for alpha pass
  2207. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
  2208. if (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)) {
  2209. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
  2210. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
  2211. }
  2212. } else {
  2213. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
  2214. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
  2215. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
  2216. }
  2217. MaterialData *material_shadow = nullptr;
  2218. //void *surface_shadow = nullptr;
  2219. if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
  2220. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
  2221. material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2222. } else {
  2223. material_shadow = p_material;
  2224. }
  2225. GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
  2226. sdcache->flags = flags;
  2227. sdcache->shader = p_material->shader_data;
  2228. sdcache->material_uniform_set = p_material->uniform_set;
  2229. sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
  2230. sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
  2231. sdcache->surface_index = p_surface;
  2232. if (ginstance->data->dirty_dependencies) {
  2233. storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
  2234. }
  2235. //shadow
  2236. sdcache->shader_shadow = material_shadow->shader_data;
  2237. sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
  2238. sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
  2239. sdcache->owner = ginstance;
  2240. sdcache->next = ginstance->surface_caches;
  2241. ginstance->surface_caches = sdcache;
  2242. //sortkey
  2243. sdcache->sort.sort_key1 = 0;
  2244. sdcache->sort.sort_key2 = 0;
  2245. sdcache->sort.surface_type = ginstance->data->base_type;
  2246. sdcache->sort.material_id = p_material_id;
  2247. sdcache->sort.shader_id = p_shader_id;
  2248. sdcache->sort.geometry_id = p_mesh.get_local_index();
  2249. sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
  2250. sdcache->sort.priority = p_material->priority;
  2251. }
  2252. void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
  2253. RID m_src;
  2254. m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
  2255. MaterialData *material = nullptr;
  2256. if (m_src.is_valid()) {
  2257. material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
  2258. if (!material || !material->shader_data->valid) {
  2259. material = nullptr;
  2260. }
  2261. }
  2262. if (material) {
  2263. if (ginstance->data->dirty_dependencies) {
  2264. storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
  2265. }
  2266. } else {
  2267. material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2268. m_src = default_material;
  2269. }
  2270. ERR_FAIL_COND(!material);
  2271. _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
  2272. while (material->next_pass.is_valid()) {
  2273. RID next_pass = material->next_pass;
  2274. material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
  2275. if (!material || !material->shader_data->valid) {
  2276. break;
  2277. }
  2278. if (ginstance->data->dirty_dependencies) {
  2279. storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
  2280. }
  2281. _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
  2282. }
  2283. }
  2284. void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
  2285. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2286. if (ginstance->data->dirty_dependencies) {
  2287. ginstance->data->dependency_tracker.update_begin();
  2288. }
  2289. //add geometry for drawing
  2290. switch (ginstance->data->base_type) {
  2291. case RS::INSTANCE_MESH: {
  2292. const RID *materials = nullptr;
  2293. uint32_t surface_count;
  2294. RID mesh = ginstance->data->base;
  2295. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2296. if (materials) {
  2297. //if no materials, no surfaces.
  2298. const RID *inst_materials = ginstance->data->surface_materials.ptr();
  2299. uint32_t surf_mat_count = ginstance->data->surface_materials.size();
  2300. for (uint32_t j = 0; j < surface_count; j++) {
  2301. RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
  2302. _geometry_instance_add_surface(ginstance, j, material, mesh);
  2303. }
  2304. }
  2305. ginstance->instance_count = 1;
  2306. } break;
  2307. case RS::INSTANCE_MULTIMESH: {
  2308. RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
  2309. if (mesh.is_valid()) {
  2310. const RID *materials = nullptr;
  2311. uint32_t surface_count;
  2312. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2313. if (materials) {
  2314. for (uint32_t j = 0; j < surface_count; j++) {
  2315. _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
  2316. }
  2317. }
  2318. ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
  2319. }
  2320. } break;
  2321. #if 0
  2322. case RS::INSTANCE_IMMEDIATE: {
  2323. RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
  2324. ERR_CONTINUE(!immediate);
  2325. _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
  2326. } break;
  2327. #endif
  2328. case RS::INSTANCE_PARTICLES: {
  2329. int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
  2330. for (int j = 0; j < draw_passes; j++) {
  2331. RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
  2332. if (!mesh.is_valid())
  2333. continue;
  2334. const RID *materials = nullptr;
  2335. uint32_t surface_count;
  2336. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2337. if (materials) {
  2338. for (uint32_t k = 0; k < surface_count; k++) {
  2339. _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
  2340. }
  2341. }
  2342. }
  2343. ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);
  2344. } break;
  2345. default: {
  2346. }
  2347. }
  2348. //Fill push constant
  2349. ginstance->push_constant.instance_uniforms_ofs = ginstance->data->shader_parameters_offset >= 0 ? ginstance->data->shader_parameters_offset : 0;
  2350. ginstance->push_constant.layer_mask = ginstance->data->layer_mask;
  2351. ginstance->push_constant.flags = 0;
  2352. ginstance->push_constant.gi_offset = 0xFFFFFFFF; //disabled
  2353. bool store_transform = true;
  2354. if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
  2355. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  2356. uint32_t stride;
  2357. if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
  2358. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  2359. stride = 2;
  2360. } else {
  2361. stride = 3;
  2362. }
  2363. if (storage->multimesh_uses_colors(ginstance->data->base)) {
  2364. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  2365. stride += 1;
  2366. }
  2367. if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
  2368. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  2369. stride += 1;
  2370. }
  2371. ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  2372. ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2373. } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
  2374. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  2375. uint32_t stride;
  2376. if (false) { // 2D particles
  2377. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  2378. stride = 2;
  2379. } else {
  2380. stride = 3;
  2381. }
  2382. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  2383. stride += 1;
  2384. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  2385. stride += 1;
  2386. ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  2387. if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
  2388. store_transform = false;
  2389. }
  2390. ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2391. } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
  2392. if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
  2393. ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
  2394. ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2395. if (ginstance->data->dirty_dependencies) {
  2396. storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
  2397. }
  2398. }
  2399. }
  2400. if (store_transform) {
  2401. RendererStorageRD::store_transform(ginstance->data->transform, ginstance->push_constant.transform);
  2402. } else {
  2403. RendererStorageRD::store_transform(Transform(), ginstance->push_constant.transform);
  2404. }
  2405. ginstance->can_sdfgi = false;
  2406. if (lightmap_instance_is_valid(ginstance->lightmap_instance)) {
  2407. ginstance->push_constant.gi_offset = ginstance->data->lightmap_slice_index << 16;
  2408. ginstance->push_constant.lightmap_uv_scale[0] = ginstance->data->lightmap_uv_scale.position.x;
  2409. ginstance->push_constant.lightmap_uv_scale[1] = ginstance->data->lightmap_uv_scale.position.y;
  2410. ginstance->push_constant.lightmap_uv_scale[2] = ginstance->data->lightmap_uv_scale.size.width;
  2411. ginstance->push_constant.lightmap_uv_scale[3] = ginstance->data->lightmap_uv_scale.size.height;
  2412. } else if (!low_end) {
  2413. if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
  2414. ginstance->can_sdfgi = true;
  2415. }
  2416. }
  2417. if (ginstance->data->dirty_dependencies) {
  2418. ginstance->data->dependency_tracker.update_end();
  2419. ginstance->data->dirty_dependencies = false;
  2420. }
  2421. ginstance->dirty_list_element.remove_from_list();
  2422. }
  2423. void RendererSceneRenderForward::_update_dirty_geometry_instances() {
  2424. while (geometry_instance_dirty_list.first()) {
  2425. _geometry_instance_update(geometry_instance_dirty_list.first()->self());
  2426. }
  2427. }
  2428. void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
  2429. switch (p_notification) {
  2430. case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
  2431. case RendererStorage::DEPENDENCY_CHANGED_MESH:
  2432. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
  2433. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
  2434. static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
  2435. } break;
  2436. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
  2437. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata);
  2438. if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
  2439. ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
  2440. }
  2441. } break;
  2442. default: {
  2443. //rest of notifications of no interest
  2444. } break;
  2445. }
  2446. }
  2447. void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
  2448. static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
  2449. }
  2450. RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) {
  2451. RS::InstanceType type = storage->get_base_type(p_base);
  2452. ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
  2453. GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc();
  2454. ginstance->data = memnew(GeometryInstanceForward::Data);
  2455. ginstance->data->base = p_base;
  2456. ginstance->data->base_type = type;
  2457. ginstance->data->dependency_tracker.userdata = ginstance;
  2458. ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
  2459. ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
  2460. _geometry_instance_mark_dirty(ginstance);
  2461. return ginstance;
  2462. }
  2463. void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
  2464. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2465. ERR_FAIL_COND(!ginstance);
  2466. ginstance->data->skeleton = p_skeleton;
  2467. _geometry_instance_mark_dirty(ginstance);
  2468. ginstance->data->dirty_dependencies = true;
  2469. }
  2470. void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
  2471. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2472. ERR_FAIL_COND(!ginstance);
  2473. ginstance->data->material_override = p_override;
  2474. _geometry_instance_mark_dirty(ginstance);
  2475. ginstance->data->dirty_dependencies = true;
  2476. }
  2477. void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
  2478. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2479. ERR_FAIL_COND(!ginstance);
  2480. ginstance->data->surface_materials = p_materials;
  2481. _geometry_instance_mark_dirty(ginstance);
  2482. ginstance->data->dirty_dependencies = true;
  2483. }
  2484. void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
  2485. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2486. ERR_FAIL_COND(!ginstance);
  2487. ginstance->mesh_instance = p_mesh_instance;
  2488. _geometry_instance_mark_dirty(ginstance);
  2489. }
  2490. void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
  2491. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2492. ERR_FAIL_COND(!ginstance);
  2493. RendererStorageRD::store_transform(p_transform, ginstance->push_constant.transform);
  2494. ginstance->data->transform = p_transform;
  2495. ginstance->mirror = p_transform.basis.determinant() < 0;
  2496. ginstance->data->aabb = p_aabb;
  2497. ginstance->transformed_aabb = p_transformed_aabb;
  2498. Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
  2499. // handle non uniform scale here
  2500. float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
  2501. float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
  2502. ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
  2503. ginstance->lod_model_scale = max_scale;
  2504. }
  2505. void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
  2506. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2507. ERR_FAIL_COND(!ginstance);
  2508. ginstance->lod_bias = p_lod_bias;
  2509. }
  2510. void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
  2511. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2512. ERR_FAIL_COND(!ginstance);
  2513. ginstance->data->use_baked_light = p_enable;
  2514. _geometry_instance_mark_dirty(ginstance);
  2515. }
  2516. void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
  2517. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2518. ERR_FAIL_COND(!ginstance);
  2519. ginstance->data->use_dynamic_gi = p_enable;
  2520. _geometry_instance_mark_dirty(ginstance);
  2521. }
  2522. void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
  2523. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2524. ERR_FAIL_COND(!ginstance);
  2525. ginstance->lightmap_instance = p_lightmap_instance;
  2526. ginstance->data->lightmap_uv_scale = p_lightmap_uv_scale;
  2527. ginstance->data->lightmap_slice_index = p_lightmap_slice_index;
  2528. _geometry_instance_mark_dirty(ginstance);
  2529. }
  2530. void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
  2531. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2532. ERR_FAIL_COND(!ginstance);
  2533. if (p_sh9) {
  2534. if (ginstance->lightmap_sh == nullptr) {
  2535. ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
  2536. }
  2537. copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
  2538. } else {
  2539. if (ginstance->lightmap_sh != nullptr) {
  2540. geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
  2541. ginstance->lightmap_sh = nullptr;
  2542. }
  2543. }
  2544. _geometry_instance_mark_dirty(ginstance);
  2545. }
  2546. void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
  2547. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2548. ERR_FAIL_COND(!ginstance);
  2549. ginstance->data->shader_parameters_offset = p_offset;
  2550. _geometry_instance_mark_dirty(ginstance);
  2551. }
  2552. void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
  2553. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2554. ERR_FAIL_COND(!ginstance);
  2555. ginstance->data->cast_double_sided_shaodows = p_enable;
  2556. _geometry_instance_mark_dirty(ginstance);
  2557. }
  2558. void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
  2559. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2560. ERR_FAIL_COND(!ginstance);
  2561. ginstance->data->layer_mask = p_layer_mask;
  2562. ginstance->push_constant.layer_mask = p_layer_mask;
  2563. }
  2564. void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) {
  2565. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2566. ERR_FAIL_COND(!ginstance);
  2567. if (ginstance->lightmap_sh != nullptr) {
  2568. geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
  2569. }
  2570. GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
  2571. while (surf) {
  2572. GeometryInstanceSurfaceDataCache *next = surf->next;
  2573. geometry_instance_surface_alloc.free(surf);
  2574. surf = next;
  2575. }
  2576. memdelete(ginstance->data);
  2577. geometry_instance_alloc.free(ginstance);
  2578. }
  2579. uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() {
  2580. return (1 << RS::INSTANCE_GI_PROBE);
  2581. }
  2582. void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
  2583. }
  2584. void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
  2585. }
  2586. void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
  2587. }
  2588. Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) {
  2589. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
  2590. ERR_FAIL_COND_V(!ginstance, Transform());
  2591. return ginstance->data->transform;
  2592. }
  2593. AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) {
  2594. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
  2595. ERR_FAIL_COND_V(!ginstance, AABB());
  2596. return ginstance->data->aabb;
  2597. }
  2598. void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
  2599. GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
  2600. ERR_FAIL_COND(!ginstance);
  2601. if (p_gi_probe_instance_count > 0) {
  2602. ginstance->gi_probes[0] = p_gi_probe_instances[0];
  2603. } else {
  2604. ginstance->gi_probes[0] = RID();
  2605. }
  2606. if (p_gi_probe_instance_count > 1) {
  2607. ginstance->gi_probes[1] = p_gi_probe_instances[1];
  2608. } else {
  2609. ginstance->gi_probes[1] = RID();
  2610. }
  2611. }
  2612. RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
  2613. RendererSceneRenderRD(p_storage) {
  2614. singleton = this;
  2615. low_end = is_low_end();
  2616. storage = p_storage;
  2617. /* SCENE SHADER */
  2618. {
  2619. String defines;
  2620. if (low_end) {
  2621. defines += "\n#define LOW_END_MODE \n";
  2622. }
  2623. defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  2624. if (is_using_radiance_cubemap_array()) {
  2625. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  2626. }
  2627. defines += "\n#define SDFGI_OCT_SIZE " + itos(sdfgi_get_lightprobe_octahedron_size()) + "\n";
  2628. defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
  2629. {
  2630. //lightmaps
  2631. scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
  2632. defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
  2633. defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
  2634. scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
  2635. }
  2636. {
  2637. //captures
  2638. scene_state.max_lightmap_captures = 2048;
  2639. scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
  2640. scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
  2641. }
  2642. {
  2643. defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
  2644. }
  2645. Vector<String> shader_versions;
  2646. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
  2647. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
  2648. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
  2649. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
  2650. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
  2651. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
  2652. shader_versions.push_back("");
  2653. shader_versions.push_back("\n#define USE_FORWARD_GI\n");
  2654. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
  2655. shader_versions.push_back("\n#define USE_LIGHTMAP\n");
  2656. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
  2657. shader.scene_shader.initialize(shader_versions, defines);
  2658. if (is_low_end()) {
  2659. //disable the high end versions
  2660. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
  2661. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
  2662. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
  2663. shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
  2664. shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
  2665. shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
  2666. }
  2667. }
  2668. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
  2669. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
  2670. {
  2671. //shader compiler
  2672. ShaderCompilerRD::DefaultIdentifierActions actions;
  2673. actions.renames["WORLD_MATRIX"] = "world_matrix";
  2674. actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
  2675. actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
  2676. actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
  2677. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  2678. actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
  2679. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  2680. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  2681. actions.renames["VERTEX"] = "vertex";
  2682. actions.renames["NORMAL"] = "normal";
  2683. actions.renames["TANGENT"] = "tangent";
  2684. actions.renames["BINORMAL"] = "binormal";
  2685. actions.renames["POSITION"] = "position";
  2686. actions.renames["UV"] = "uv_interp";
  2687. actions.renames["UV2"] = "uv2_interp";
  2688. actions.renames["COLOR"] = "color_interp";
  2689. actions.renames["POINT_SIZE"] = "gl_PointSize";
  2690. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2691. actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
  2692. actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
  2693. actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
  2694. actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
  2695. //builtins
  2696. actions.renames["TIME"] = "scene_data.time";
  2697. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  2698. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2699. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  2700. actions.renames["NORMAL_MAP"] = "normal_map";
  2701. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  2702. actions.renames["ALBEDO"] = "albedo";
  2703. actions.renames["ALPHA"] = "alpha";
  2704. actions.renames["METALLIC"] = "metallic";
  2705. actions.renames["SPECULAR"] = "specular";
  2706. actions.renames["ROUGHNESS"] = "roughness";
  2707. actions.renames["RIM"] = "rim";
  2708. actions.renames["RIM_TINT"] = "rim_tint";
  2709. actions.renames["CLEARCOAT"] = "clearcoat";
  2710. actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  2711. actions.renames["ANISOTROPY"] = "anisotropy";
  2712. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  2713. actions.renames["SSS_STRENGTH"] = "sss_strength";
  2714. actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
  2715. actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
  2716. actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
  2717. actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
  2718. actions.renames["BACKLIGHT"] = "backlight";
  2719. actions.renames["AO"] = "ao";
  2720. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  2721. actions.renames["EMISSION"] = "emission";
  2722. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2723. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2724. actions.renames["SCREEN_UV"] = "screen_uv";
  2725. actions.renames["SCREEN_TEXTURE"] = "color_buffer";
  2726. actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
  2727. actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
  2728. actions.renames["DEPTH"] = "gl_FragDepth";
  2729. actions.renames["OUTPUT_IS_SRGB"] = "true";
  2730. actions.renames["FOG"] = "custom_fog";
  2731. actions.renames["RADIANCE"] = "custom_radiance";
  2732. actions.renames["IRRADIANCE"] = "custom_irradiance";
  2733. actions.renames["BONE_INDICES"] = "bone_attrib";
  2734. actions.renames["BONE_WEIGHTS"] = "weight_attrib";
  2735. actions.renames["CUSTOM0"] = "custom0_attrib";
  2736. actions.renames["CUSTOM1"] = "custom1_attrib";
  2737. actions.renames["CUSTOM2"] = "custom2_attrib";
  2738. actions.renames["CUSTOM3"] = "custom3_attrib";
  2739. //for light
  2740. actions.renames["VIEW"] = "view";
  2741. actions.renames["LIGHT_COLOR"] = "light_color";
  2742. actions.renames["LIGHT"] = "light";
  2743. actions.renames["ATTENUATION"] = "attenuation";
  2744. actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
  2745. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  2746. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  2747. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  2748. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  2749. actions.usage_defines["BINORMAL"] = "@TANGENT";
  2750. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  2751. actions.usage_defines["RIM_TINT"] = "@RIM";
  2752. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  2753. actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  2754. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  2755. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  2756. actions.usage_defines["AO"] = "#define AO_USED\n";
  2757. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  2758. actions.usage_defines["UV"] = "#define UV_USED\n";
  2759. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  2760. actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
  2761. actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
  2762. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
  2763. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
  2764. actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
  2765. actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
  2766. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  2767. actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
  2768. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2769. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  2770. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  2771. actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
  2772. actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
  2773. actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
  2774. actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
  2775. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  2776. actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
  2777. actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
  2778. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  2779. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2780. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2781. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2782. actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
  2783. actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
  2784. actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
  2785. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2786. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  2787. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  2788. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  2789. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  2790. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  2791. if (!force_lambert) {
  2792. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  2793. }
  2794. actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  2795. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  2796. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  2797. actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
  2798. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  2799. if (!force_blinn) {
  2800. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  2801. } else {
  2802. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  2803. }
  2804. actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  2805. actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  2806. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  2807. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  2808. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  2809. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  2810. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  2811. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2812. actions.sampler_array_name = "material_samplers";
  2813. actions.base_texture_binding_index = 1;
  2814. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2815. actions.base_uniform_string = "material.";
  2816. actions.base_varying_index = 10;
  2817. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  2818. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  2819. actions.global_buffer_array_variable = "global_variables.data";
  2820. actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
  2821. shader.compiler.initialize(actions);
  2822. }
  2823. //render list
  2824. render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
  2825. render_list.init();
  2826. render_pass = 0;
  2827. scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
  2828. {
  2829. //default material and shader
  2830. default_shader = storage->shader_create();
  2831. 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");
  2832. default_material = storage->material_create();
  2833. storage->material_set_shader(default_material, default_shader);
  2834. MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2835. default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
  2836. if (!low_end) {
  2837. default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
  2838. }
  2839. }
  2840. {
  2841. overdraw_material_shader = storage->shader_create();
  2842. 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; }");
  2843. overdraw_material = storage->material_create();
  2844. storage->material_set_shader(overdraw_material, overdraw_material_shader);
  2845. wireframe_material_shader = storage->shader_create();
  2846. 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); }");
  2847. wireframe_material = storage->material_create();
  2848. storage->material_set_shader(wireframe_material, wireframe_material_shader);
  2849. }
  2850. {
  2851. default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
  2852. Vector<RD::Uniform> uniforms;
  2853. RD::Uniform u;
  2854. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2855. u.ids.push_back(default_vec4_xform_buffer);
  2856. u.binding = 0;
  2857. uniforms.push_back(u);
  2858. default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2859. }
  2860. {
  2861. RD::SamplerState sampler;
  2862. sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2863. sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2864. sampler.enable_compare = true;
  2865. sampler.compare_op = RD::COMPARE_OP_LESS;
  2866. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  2867. }
  2868. render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
  2869. }
  2870. RendererSceneRenderForward::~RendererSceneRenderForward() {
  2871. directional_shadow_atlas_set_size(0);
  2872. //clear base uniform set if still valid
  2873. if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
  2874. RD::get_singleton()->free(render_pass_uniform_set);
  2875. }
  2876. if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
  2877. RD::get_singleton()->free(sdfgi_pass_uniform_set);
  2878. }
  2879. RD::get_singleton()->free(default_vec4_xform_buffer);
  2880. RD::get_singleton()->free(shadow_sampler);
  2881. storage->free(wireframe_material_shader);
  2882. storage->free(overdraw_material_shader);
  2883. storage->free(default_shader);
  2884. storage->free(wireframe_material);
  2885. storage->free(overdraw_material);
  2886. storage->free(default_material);
  2887. {
  2888. RD::get_singleton()->free(scene_state.uniform_buffer);
  2889. RD::get_singleton()->free(scene_state.lightmap_buffer);
  2890. RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
  2891. memdelete_arr(scene_state.lightmap_captures);
  2892. }
  2893. while (sdfgi_framebuffer_size_cache.front()) {
  2894. RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
  2895. sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
  2896. }
  2897. }