renderer_scene_render_forward.h 27 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_forward.h */
  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. #ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
  31. #define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
  32. #include "core/templates/paged_allocator.h"
  33. #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  34. #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
  35. #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
  36. #include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h"
  37. class RendererSceneRenderForward : public RendererSceneRenderRD {
  38. enum {
  39. SCENE_UNIFORM_SET = 0,
  40. RENDER_PASS_UNIFORM_SET = 1,
  41. TRANSFORMS_UNIFORM_SET = 2,
  42. MATERIAL_UNIFORM_SET = 3
  43. };
  44. enum {
  45. SDFGI_MAX_CASCADES = 8,
  46. MAX_GI_PROBES = 8,
  47. MAX_LIGHTMAPS = 8,
  48. MAX_GI_PROBES_PER_INSTANCE = 2,
  49. };
  50. /* Scene Shader */
  51. enum ShaderVersion {
  52. SHADER_VERSION_DEPTH_PASS,
  53. SHADER_VERSION_DEPTH_PASS_DP,
  54. SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
  55. SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
  56. SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
  57. SHADER_VERSION_DEPTH_PASS_WITH_SDF,
  58. SHADER_VERSION_COLOR_PASS,
  59. SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
  60. SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
  61. SHADER_VERSION_LIGHTMAP_COLOR_PASS,
  62. SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
  63. SHADER_VERSION_MAX
  64. };
  65. struct {
  66. SceneForwardShaderRD scene_shader;
  67. ShaderCompilerRD compiler;
  68. } shader;
  69. RendererStorageRD *storage;
  70. /* Material */
  71. struct ShaderData : public RendererStorageRD::ShaderData {
  72. enum BlendMode { //used internally
  73. BLEND_MODE_MIX,
  74. BLEND_MODE_ADD,
  75. BLEND_MODE_SUB,
  76. BLEND_MODE_MUL,
  77. BLEND_MODE_ALPHA_TO_COVERAGE
  78. };
  79. enum DepthDraw {
  80. DEPTH_DRAW_DISABLED,
  81. DEPTH_DRAW_OPAQUE,
  82. DEPTH_DRAW_ALWAYS
  83. };
  84. enum DepthTest {
  85. DEPTH_TEST_DISABLED,
  86. DEPTH_TEST_ENABLED
  87. };
  88. enum Cull {
  89. CULL_DISABLED,
  90. CULL_FRONT,
  91. CULL_BACK
  92. };
  93. enum CullVariant {
  94. CULL_VARIANT_NORMAL,
  95. CULL_VARIANT_REVERSED,
  96. CULL_VARIANT_DOUBLE_SIDED,
  97. CULL_VARIANT_MAX
  98. };
  99. enum AlphaAntiAliasing {
  100. ALPHA_ANTIALIASING_OFF,
  101. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  102. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
  103. };
  104. bool valid;
  105. RID version;
  106. uint32_t vertex_input_mask;
  107. PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
  108. String path;
  109. Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  110. Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
  111. Vector<uint32_t> ubo_offsets;
  112. uint32_t ubo_size;
  113. String code;
  114. Map<StringName, RID> default_texture_params;
  115. DepthDraw depth_draw;
  116. DepthTest depth_test;
  117. bool uses_point_size;
  118. bool uses_alpha;
  119. bool uses_blend_alpha;
  120. bool uses_alpha_clip;
  121. bool uses_depth_pre_pass;
  122. bool uses_discard;
  123. bool uses_roughness;
  124. bool uses_normal;
  125. bool unshaded;
  126. bool uses_vertex;
  127. bool uses_sss;
  128. bool uses_transmittance;
  129. bool uses_screen_texture;
  130. bool uses_depth_texture;
  131. bool uses_normal_texture;
  132. bool uses_time;
  133. bool writes_modelview_or_projection;
  134. bool uses_world_coordinates;
  135. uint64_t last_pass = 0;
  136. uint32_t index = 0;
  137. virtual void set_code(const String &p_Code);
  138. virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
  139. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  140. void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
  141. virtual bool is_param_texture(const StringName &p_param) const;
  142. virtual bool is_animated() const;
  143. virtual bool casts_shadows() const;
  144. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  145. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  146. ShaderData();
  147. virtual ~ShaderData();
  148. };
  149. RendererStorageRD::ShaderData *_create_shader_func();
  150. static RendererStorageRD::ShaderData *_create_shader_funcs() {
  151. return static_cast<RendererSceneRenderForward *>(singleton)->_create_shader_func();
  152. }
  153. struct MaterialData : public RendererStorageRD::MaterialData {
  154. uint64_t last_frame;
  155. ShaderData *shader_data;
  156. RID uniform_buffer;
  157. RID uniform_set;
  158. Vector<RID> texture_cache;
  159. Vector<uint8_t> ubo_data;
  160. uint64_t last_pass = 0;
  161. uint32_t index = 0;
  162. RID next_pass;
  163. uint8_t priority;
  164. virtual void set_render_priority(int p_priority);
  165. virtual void set_next_pass(RID p_pass);
  166. virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  167. virtual ~MaterialData();
  168. };
  169. RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
  170. static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  171. return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
  172. }
  173. /* Framebuffer */
  174. struct RenderBufferDataForward : public RenderBufferData {
  175. //for rendering, may be MSAAd
  176. RID color;
  177. RID depth;
  178. RID specular;
  179. RID normal_roughness_buffer;
  180. RID giprobe_buffer;
  181. RID ambient_buffer;
  182. RID reflection_buffer;
  183. RS::ViewportMSAA msaa;
  184. RD::TextureSamples texture_samples;
  185. RID color_msaa;
  186. RID depth_msaa;
  187. RID specular_msaa;
  188. RID normal_roughness_buffer_msaa;
  189. RID roughness_buffer_msaa;
  190. RID giprobe_buffer_msaa;
  191. RID depth_fb;
  192. RID depth_normal_roughness_fb;
  193. RID depth_normal_roughness_giprobe_fb;
  194. RID color_fb;
  195. RID color_specular_fb;
  196. RID specular_only_fb;
  197. int width, height;
  198. RID render_sdfgi_uniform_set;
  199. void ensure_specular();
  200. void ensure_gi();
  201. void ensure_giprobe();
  202. void clear();
  203. virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
  204. ~RenderBufferDataForward();
  205. };
  206. virtual RenderBufferData *_create_render_buffer_data();
  207. void _allocate_normal_roughness_texture(RenderBufferDataForward *rb);
  208. RID shadow_sampler;
  209. RID render_base_uniform_set;
  210. RID render_pass_uniform_set;
  211. RID sdfgi_pass_uniform_set;
  212. uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
  213. virtual void _base_uniforms_changed();
  214. void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
  215. virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
  216. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
  217. virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
  218. virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers);
  219. void _update_render_base_uniform_set();
  220. RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
  221. RID _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);
  222. struct LightmapData {
  223. float normal_xform[12];
  224. };
  225. struct LightmapCaptureData {
  226. float sh[9 * 4];
  227. };
  228. enum {
  229. INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
  230. INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
  231. INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
  232. INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
  233. INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
  234. INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
  235. INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
  236. INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
  237. INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
  238. INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
  239. INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
  240. INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
  241. INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
  242. };
  243. struct SceneState {
  244. struct UBO {
  245. float projection_matrix[16];
  246. float inv_projection_matrix[16];
  247. float camera_matrix[16];
  248. float inv_camera_matrix[16];
  249. float viewport_size[2];
  250. float screen_pixel_size[2];
  251. uint32_t cluster_shift;
  252. uint32_t cluster_width;
  253. uint32_t cluster_type_size;
  254. uint32_t max_cluster_element_count_div_32;
  255. float directional_penumbra_shadow_kernel[128]; //32 vec4s
  256. float directional_soft_shadow_kernel[128];
  257. float penumbra_shadow_kernel[128];
  258. float soft_shadow_kernel[128];
  259. uint32_t directional_penumbra_shadow_samples;
  260. uint32_t directional_soft_shadow_samples;
  261. uint32_t penumbra_shadow_samples;
  262. uint32_t soft_shadow_samples;
  263. float ambient_light_color_energy[4];
  264. float ambient_color_sky_mix;
  265. uint32_t use_ambient_light;
  266. uint32_t use_ambient_cubemap;
  267. uint32_t use_reflection_cubemap;
  268. float radiance_inverse_xform[12];
  269. float shadow_atlas_pixel_size[2];
  270. float directional_shadow_pixel_size[2];
  271. uint32_t directional_light_count;
  272. float dual_paraboloid_side;
  273. float z_far;
  274. float z_near;
  275. uint32_t ssao_enabled;
  276. float ssao_light_affect;
  277. float ssao_ao_affect;
  278. uint32_t roughness_limiter_enabled;
  279. float roughness_limiter_amount;
  280. float roughness_limiter_limit;
  281. uint32_t roughness_limiter_pad[2];
  282. float ao_color[4];
  283. float sdf_to_bounds[16];
  284. int32_t sdf_offset[3];
  285. uint32_t material_uv2_mode;
  286. int32_t sdf_size[3];
  287. uint32_t gi_upscale_for_msaa;
  288. uint32_t volumetric_fog_enabled;
  289. float volumetric_fog_inv_length;
  290. float volumetric_fog_detail_spread;
  291. uint32_t volumetric_fog_pad;
  292. // Fog
  293. uint32_t fog_enabled;
  294. float fog_density;
  295. float fog_height;
  296. float fog_height_density;
  297. float fog_light_color[3];
  298. float fog_sun_scatter;
  299. float fog_aerial_perspective;
  300. float time;
  301. float reflection_multiplier;
  302. uint32_t pancake_shadows;
  303. };
  304. UBO ubo;
  305. RID uniform_buffer;
  306. LightmapData lightmaps[MAX_LIGHTMAPS];
  307. RID lightmap_ids[MAX_LIGHTMAPS];
  308. bool lightmap_has_sh[MAX_LIGHTMAPS];
  309. uint32_t lightmaps_used = 0;
  310. uint32_t max_lightmaps;
  311. RID lightmap_buffer;
  312. LightmapCaptureData *lightmap_captures;
  313. uint32_t max_lightmap_captures;
  314. RID lightmap_capture_buffer;
  315. RID giprobe_ids[MAX_GI_PROBES];
  316. uint32_t giprobes_used = 0;
  317. bool used_screen_texture = false;
  318. bool used_normal_texture = false;
  319. bool used_depth_texture = false;
  320. bool used_sss = false;
  321. } scene_state;
  322. static RendererSceneRenderForward *singleton;
  323. uint64_t render_pass;
  324. double time;
  325. RID default_shader;
  326. RID default_material;
  327. RID overdraw_material_shader;
  328. RID overdraw_material;
  329. RID wireframe_material_shader;
  330. RID wireframe_material;
  331. RID default_shader_rd;
  332. RID default_shader_sdfgi_rd;
  333. RID default_vec4_xform_buffer;
  334. RID default_vec4_xform_uniform_set;
  335. enum PassMode {
  336. PASS_MODE_COLOR,
  337. PASS_MODE_COLOR_SPECULAR,
  338. PASS_MODE_COLOR_TRANSPARENT,
  339. PASS_MODE_SHADOW,
  340. PASS_MODE_SHADOW_DP,
  341. PASS_MODE_DEPTH,
  342. PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
  343. PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
  344. PASS_MODE_DEPTH_MATERIAL,
  345. PASS_MODE_SDF,
  346. };
  347. void _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 = false, bool p_pancake_shadows = false);
  348. void _setup_giprobes(const PagedArray<RID> &p_giprobes);
  349. void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
  350. struct GeometryInstanceSurfaceDataCache;
  351. struct RenderListParameters {
  352. GeometryInstanceSurfaceDataCache **elements = nullptr;
  353. int element_count = 0;
  354. bool reverse_cull = false;
  355. PassMode pass_mode = PASS_MODE_COLOR;
  356. bool no_gi = false;
  357. RID render_pass_uniform_set;
  358. bool force_wireframe = false;
  359. Vector2 uv_offset;
  360. Plane lod_plane;
  361. float lod_distance_multiplier = 0.0;
  362. float screen_lod_threshold = 0.0;
  363. RD::FramebufferFormatID framebuffer_format = 0;
  364. RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
  365. elements = p_elements;
  366. element_count = p_element_count;
  367. reverse_cull = p_reverse_cull;
  368. pass_mode = p_pass_mode;
  369. no_gi = p_no_gi;
  370. render_pass_uniform_set = p_render_pass_uniform_set;
  371. force_wireframe = p_force_wireframe;
  372. uv_offset = p_uv_offset;
  373. lod_plane = p_lod_plane;
  374. lod_distance_multiplier = p_lod_distance_multiplier;
  375. screen_lod_threshold = p_screen_lod_threshold;
  376. }
  377. };
  378. template <PassMode p_pass_mode>
  379. _FORCE_INLINE_ void _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);
  380. void _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);
  381. LocalVector<RD::DrawListID> thread_draw_lists;
  382. void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
  383. void _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 = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
  384. uint32_t render_list_thread_threshold = 500;
  385. void _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 = false, bool p_using_opaque_gi = false);
  386. Map<Size2i, RID> sdfgi_framebuffer_size_cache;
  387. struct GeometryInstanceData;
  388. struct GeometryInstanceForward;
  389. struct GeometryInstanceLightmapSH {
  390. Color sh[9];
  391. };
  392. // Cached data for drawing surfaces
  393. struct GeometryInstanceSurfaceDataCache {
  394. enum {
  395. FLAG_PASS_DEPTH = 1,
  396. FLAG_PASS_OPAQUE = 2,
  397. FLAG_PASS_ALPHA = 4,
  398. FLAG_PASS_SHADOW = 8,
  399. FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
  400. FLAG_USES_SUBSURFACE_SCATTERING = 2048,
  401. FLAG_USES_SCREEN_TEXTURE = 4096,
  402. FLAG_USES_DEPTH_TEXTURE = 8192,
  403. FLAG_USES_NORMAL_TEXTURE = 16384,
  404. FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
  405. };
  406. union {
  407. struct {
  408. uint32_t geometry_id;
  409. uint32_t material_id;
  410. uint32_t shader_id;
  411. uint32_t surface_type : 4;
  412. uint32_t uses_forward_gi : 1; //set during addition
  413. uint32_t uses_lightmap : 1; //set during addition
  414. uint32_t depth_layer : 4; //set during addition
  415. uint32_t priority : 8;
  416. };
  417. struct {
  418. uint64_t sort_key1;
  419. uint64_t sort_key2;
  420. };
  421. } sort;
  422. RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
  423. uint32_t flags = 0;
  424. uint32_t surface_index = 0;
  425. void *surface = nullptr;
  426. RID material_uniform_set;
  427. ShaderData *shader = nullptr;
  428. void *surface_shadow = nullptr;
  429. RID material_uniform_set_shadow;
  430. ShaderData *shader_shadow = nullptr;
  431. GeometryInstanceSurfaceDataCache *next = nullptr;
  432. GeometryInstanceForward *owner = nullptr;
  433. };
  434. struct GeometryInstanceForward : public GeometryInstance {
  435. //used during rendering
  436. bool mirror = false;
  437. bool non_uniform_scale = false;
  438. float lod_bias = 0.0;
  439. float lod_model_scale = 1.0;
  440. AABB transformed_aabb; //needed for LOD
  441. float depth = 0;
  442. struct PushConstant {
  443. float transform[16];
  444. uint32_t flags;
  445. uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
  446. uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
  447. uint32_t layer_mask;
  448. float lightmap_uv_scale[4];
  449. } push_constant;
  450. RID transforms_uniform_set;
  451. uint32_t instance_count = 0;
  452. RID mesh_instance;
  453. bool can_sdfgi = false;
  454. //used during setup
  455. uint32_t base_flags = 0;
  456. RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
  457. RID lightmap_instance;
  458. GeometryInstanceLightmapSH *lightmap_sh = nullptr;
  459. GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
  460. SelfList<GeometryInstanceForward> dirty_list_element;
  461. struct Data {
  462. //data used less often goes into regular heap
  463. RID base;
  464. RS::InstanceType base_type;
  465. RID skeleton;
  466. uint32_t layer_mask = 1;
  467. Vector<RID> surface_materials;
  468. RID material_override;
  469. Transform transform;
  470. AABB aabb;
  471. int32_t shader_parameters_offset = -1;
  472. bool use_dynamic_gi = false;
  473. bool use_baked_light = false;
  474. bool cast_double_sided_shaodows = false;
  475. bool mirror = false;
  476. Rect2 lightmap_uv_scale;
  477. uint32_t lightmap_slice_index = 0;
  478. bool dirty_dependencies = false;
  479. RendererStorage::DependencyTracker dependency_tracker;
  480. };
  481. Data *data = nullptr;
  482. GeometryInstanceForward() :
  483. dirty_list_element(this) {}
  484. };
  485. static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
  486. static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
  487. SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
  488. PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
  489. PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
  490. PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
  491. void _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);
  492. void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
  493. void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
  494. void _geometry_instance_update(GeometryInstance *p_geometry_instance);
  495. void _update_dirty_geometry_instances();
  496. bool low_end = false;
  497. /* Render List */
  498. struct RenderList {
  499. int max_elements;
  500. GeometryInstanceSurfaceDataCache **elements = nullptr;
  501. int element_count;
  502. int alpha_element_count;
  503. void clear() {
  504. element_count = 0;
  505. alpha_element_count = 0;
  506. }
  507. //should eventually be replaced by radix
  508. struct SortByKey {
  509. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  510. return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
  511. }
  512. };
  513. void sort_by_key(bool p_alpha) {
  514. SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
  515. if (p_alpha) {
  516. sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
  517. } else {
  518. sorter.sort(elements, element_count);
  519. }
  520. }
  521. struct SortByDepth {
  522. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  523. return (A->owner->depth < B->owner->depth);
  524. }
  525. };
  526. void sort_by_depth(bool p_alpha) { //used for shadows
  527. SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
  528. if (p_alpha) {
  529. sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
  530. } else {
  531. sorter.sort(elements, element_count);
  532. }
  533. }
  534. struct SortByReverseDepthAndPriority {
  535. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  536. return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
  537. }
  538. };
  539. void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
  540. SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
  541. if (p_alpha) {
  542. sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
  543. } else {
  544. sorter.sort(elements, element_count);
  545. }
  546. }
  547. _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
  548. if (element_count + alpha_element_count >= max_elements) {
  549. return;
  550. }
  551. elements[element_count] = p_element;
  552. element_count++;
  553. }
  554. _FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) {
  555. if (element_count + alpha_element_count >= max_elements) {
  556. return;
  557. }
  558. int idx = max_elements - alpha_element_count - 1;
  559. elements[idx] = p_element;
  560. alpha_element_count++;
  561. }
  562. void init() {
  563. element_count = 0;
  564. alpha_element_count = 0;
  565. elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements);
  566. }
  567. RenderList() {
  568. max_elements = 0;
  569. }
  570. ~RenderList() {
  571. memdelete_arr(elements);
  572. }
  573. };
  574. RenderList render_list;
  575. protected:
  576. virtual void _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_lod_threshold);
  577. virtual void _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 = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
  578. virtual void _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);
  579. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
  580. virtual void _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);
  581. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
  582. public:
  583. virtual GeometryInstance *geometry_instance_create(RID p_base);
  584. virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
  585. virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
  586. virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
  587. virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
  588. virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
  589. virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
  590. virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
  591. virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
  592. virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
  593. virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
  594. virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
  595. virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
  596. virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
  597. virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
  598. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
  599. virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
  600. virtual uint32_t geometry_instance_get_pair_mask();
  601. virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
  602. virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
  603. virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
  604. virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
  605. virtual void set_time(double p_time, double p_step);
  606. virtual bool free(RID p_rid);
  607. RendererSceneRenderForward(RendererStorageRD *p_storage);
  608. ~RendererSceneRenderForward();
  609. };
  610. #endif // RASTERIZER_SCENE_HIGHEND_RD_H