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- /*************************************************************************/
- /* rasterizer_scene_forward_rd.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "rasterizer_scene_forward_rd.h"
- #include "core/project_settings.h"
- #include "servers/visual/rendering_device.h"
- #include "servers/visual/visual_server_raster.h"
- static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[1][0];
- p_array[2] = p_mtx.basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.elements[0][1];
- p_array[5] = p_mtx.basis.elements[1][1];
- p_array[6] = p_mtx.basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.elements[0][2];
- p_array[9] = p_mtx.basis.elements[1][2];
- p_array[10] = p_mtx.basis.elements[2][2];
- p_array[11] = 0;
- p_array[12] = p_mtx.origin.x;
- p_array[13] = p_mtx.origin.y;
- p_array[14] = p_mtx.origin.z;
- p_array[15] = 1;
- }
- static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[1][0];
- p_array[2] = p_mtx.basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.elements[0][1];
- p_array[5] = p_mtx.basis.elements[1][1];
- p_array[6] = p_mtx.basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.elements[0][2];
- p_array[9] = p_mtx.basis.elements[1][2];
- p_array[10] = p_mtx.basis.elements[2][2];
- p_array[11] = 0;
- }
- static _FORCE_INLINE_ void store_transform_3x3_430(const Transform &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[1][0];
- p_array[2] = p_mtx.basis.elements[2][0];
- p_array[3] = p_mtx.basis.elements[0][1];
- p_array[4] = p_mtx.basis.elements[1][1];
- p_array[5] = p_mtx.basis.elements[2][1];
- p_array[6] = p_mtx.basis.elements[0][2];
- p_array[7] = p_mtx.basis.elements[1][2];
- p_array[8] = p_mtx.basis.elements[2][2];
- }
- static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
- }
- void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
- //compile
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
- uses_screen_texture = false;
- if (code == String()) {
- return; //just invalid, but no error
- }
- ShaderCompilerRD::GeneratedCode gen_code;
- int blend_mode = BLEND_MODE_MIX;
- int depth_testi = DEPTH_TEST_ENABLED;
- int cull = CULL_BACK;
- uses_point_size = false;
- uses_alpha = false;
- uses_blend_alpha = false;
- uses_depth_pre_pass = false;
- uses_discard = false;
- uses_roughness = false;
- uses_normal = false;
- bool wireframe = false;
- unshaded = false;
- uses_vertex = false;
- uses_sss = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
- uses_time = false;
- writes_modelview_or_projection = false;
- uses_world_coordinates = false;
- int depth_drawi = DEPTH_DRAW_OPAQUE;
- ShaderCompilerRD::IdentifierActions actions;
- actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
- actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
- actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
- actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
- actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
- actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
- actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
- actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
- actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
- actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
- actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
- actions.render_mode_flags["unshaded"] = &unshaded;
- actions.render_mode_flags["wireframe"] = &wireframe;
- actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
- actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
- actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
- actions.usage_flag_pointers["DISCARD"] = &uses_discard;
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
- actions.usage_flag_pointers["NORMAL"] = &uses_normal;
- actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
- actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
- actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
- actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
- actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
- actions.write_flag_pointers["VERTEX"] = &uses_vertex;
- actions.uniforms = &uniforms;
- RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
- Error err = scene_singleton->shader.compiler.compile(VS::SHADER_SPATIAL, code, &actions, path, gen_code);
- ERR_FAIL_COND(err != OK);
- if (version.is_null()) {
- version = scene_singleton->shader.scene_shader.version_create();
- }
- depth_draw = DepthDraw(depth_drawi);
- depth_test = DepthTest(depth_testi);
- #if 0
- print_line("**compiling shader:");
- print_line("**defines:\n");
- for (int i = 0; i < gen_code.defines.size(); i++) {
- print_line(gen_code.defines[i]);
- }
- print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
- #endif
- 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);
- ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
- //blend modes
- RD::PipelineColorBlendState::Attachment blend_attachment;
- switch (blend_mode) {
- case BLEND_MODE_MIX: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- } break;
- case BLEND_MODE_ADD: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- uses_blend_alpha = true; //force alpha used because of blend
- } break;
- case BLEND_MODE_SUB: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
- blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- uses_blend_alpha = true; //force alpha used because of blend
- } break;
- case BLEND_MODE_MUL: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- uses_blend_alpha = true; //force alpha used because of blend
- } break;
- }
- RD::PipelineColorBlendState blend_state_blend;
- blend_state_blend.attachments.push_back(blend_attachment);
- RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
- RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
- //update pipelines
- RD::PipelineDepthStencilState depth_stencil_state;
- if (depth_test != DEPTH_TEST_DISABLED) {
- depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
- }
- for (int i = 0; i < CULL_VARIANT_MAX; i++) {
- RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
- };
- RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[cull][i];
- for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
- RD::RenderPrimitive primitive_rd_table[VS::PRIMITIVE_MAX] = {
- RD::RENDER_PRIMITIVE_POINTS,
- RD::RENDER_PRIMITIVE_LINES,
- RD::RENDER_PRIMITIVE_LINESTRIPS,
- RD::RENDER_PRIMITIVE_TRIANGLES,
- RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
- };
- RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
- for (int k = 0; k < SHADER_VERSION_MAX; k++) {
- RD::PipelineRasterizationState raster_state;
- raster_state.cull_mode = cull_mode_rd;
- raster_state.wireframe = wireframe;
- RD::PipelineColorBlendState blend_state;
- RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- if (uses_alpha || uses_blend_alpha) {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_blend;
- if (depth_draw == DEPTH_DRAW_OPAQUE) {
- depth_stencil.enable_depth_write = false; //alpha does not draw depth
- }
- } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) {
- if (k == SHADER_VERSION_DEPTH_PASS || k == k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, blend state contains nothing
- } else {
- blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
- }
- } else {
- pipelines[i][j][k].clear();
- continue; // do not use this version (will error if using it is attempted)
- }
- } else {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_opaque;
- } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, leave empty
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
- blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
- } else {
- //specular write
- blend_state = blend_state_opaque_specular;
- }
- }
- RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
- }
- }
- }
- valid = true;
- }
- void RasterizerSceneForwardRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
- if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
- } else {
- default_texture_params[p_name] = p_texture;
- }
- }
- void RasterizerSceneForwardRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
- p_param_list->push_back(pi);
- }
- }
- bool RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
- return uniforms[p_param].texture_order >= 0;
- }
- bool RasterizerSceneForwardRD::ShaderData::is_animated() const {
- return false;
- }
- bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const {
- return false;
- }
- Variant RasterizerSceneForwardRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- return Variant();
- }
- RasterizerSceneForwardRD::ShaderData::ShaderData() {
- valid = false;
- uses_screen_texture = false;
- }
- RasterizerSceneForwardRD::ShaderData::~ShaderData() {
- RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->shader.scene_shader.version_free(version);
- }
- }
- RasterizerStorageRD::ShaderData *RasterizerSceneForwardRD::_create_shader_func() {
- ShaderData *shader_data = memnew(ShaderData);
- return shader_data;
- }
- void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) {
- priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
- }
- void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) {
- next_pass = p_pass;
- }
- void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw());
- }
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
- Vector<RD::Uniform> uniforms;
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), 2);
- }
- RasterizerSceneForwardRD::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
- }
- RasterizerStorageRD::MaterialData *RasterizerSceneForwardRD::_create_material_func(ShaderData *p_shader) {
- MaterialData *material_data = memnew(MaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
- }
- RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() {
- clear();
- }
- void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
- if (color_fb.is_valid()) {
- RD::get_singleton()->free(color_fb);
- color_fb = RID();
- }
- if (color.is_valid()) {
- RD::get_singleton()->free(color);
- color = RID();
- }
- if (depth.is_valid()) {
- RD::get_singleton()->free(depth);
- depth = RID();
- }
- }
- void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
- clear();
- width = p_width;
- height = p_height;
- render_target = p_render_target;
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = p_width;
- tf.height = p_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- color = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
- tf.width = p_width;
- tf.height = p_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
- {
- Vector<RID> fb;
- fb.push_back(color);
- fb.push_back(depth);
- color_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- {
- Vector<RID> fb;
- fb.push_back(color);
- color_only_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- }
- RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() {
- return memnew(RenderBufferDataForward);
- }
- bool RasterizerSceneForwardRD::free(RID p_rid) {
- if (RasterizerSceneRD::free(p_rid)) {
- return true;
- }
- return false;
- }
- void RasterizerSceneForwardRD::_fill_instances(RenderList::Element **p_elements, int p_element_count) {
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
- InstanceData &id = scene_state.instances[i];
- store_transform(e->instance->transform, id.transform);
- store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
- id.flags = 0;
- id.mask = e->instance->layer_mask;
- //forward
- uint32_t reflection_count = 0;
- uint32_t omni_count = 0;
- uint32_t spot_count = 0;
- uint32_t decal_count = 0;
- if (!e->instance->light_instances.empty()) {
- uint32_t light_count = e->instance->light_instances.size();
- const RID *light_ptrs = e->instance->light_instances.ptr();
- for (uint32_t j = 0; j < light_count; j++) {
- if (render_pass != light_instance_get_render_pass(light_ptrs[j])) {
- continue; //not rendered this frame
- }
- RID base = light_instance_get_base_light(light_ptrs[j]);
- uint32_t mask = storage->light_get_cull_mask(base);
- if (!(mask & id.mask)) {
- continue; //masked
- }
- if (storage->light_get_type(base) == VS::LIGHT_OMNI) {
- if (omni_count < 8) {
- id.omni_light_indices[omni_count] = light_instance_get_index(light_ptrs[j]);
- omni_count++;
- }
- } else {
- if (spot_count < 8) {
- id.omni_light_indices[spot_count] = light_instance_get_index(light_ptrs[j]);
- spot_count++;
- }
- }
- }
- }
- id.flags |= reflection_count;
- id.flags |= omni_count << 3;
- id.flags |= spot_count << 6;
- id.flags |= decal_count << 9;
- }
- RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
- }
- /// RENDERING ///
- void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi) {
- RD::DrawListID draw_list = p_draw_list;
- RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
- //global scope bindings
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, 0);
- MaterialData *prev_material = nullptr;
- // ShaderData *prev_shader = nullptr;
- RID prev_vertex_array_rd;
- RID prev_index_array_rd;
- RID prev_pipeline_rd;
- PushConstant push_constant;
- zeromem(&push_constant, sizeof(PushConstant));
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
- MaterialData *material = e->material;
- ShaderData *shader = material->shader_data;
- //find cull variant
- ShaderData::CullVariant cull_variant;
- if ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
- cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
- } else {
- bool mirror = e->instance->mirror;
- if (p_reverse_cull) {
- mirror = !mirror;
- }
- cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
- }
- //find primitive and vertex format
- VS::PrimitiveType primitive;
- switch (e->instance->base_type) {
- case VS::INSTANCE_MESH: {
- primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
- } break;
- case VS::INSTANCE_MULTIMESH: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case VS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case VS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
- ShaderVersion shader_version;
- switch (p_pass_mode) {
- case PASS_MODE_COLOR:
- case PASS_MODE_COLOR_TRANSPARENT: {
- if (e->uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (e->uses_vct) {
- shader_version = SHADER_VERSION_VCT_COLOR_PASS;
- } else {
- shader_version = SHADER_VERSION_COLOR_PASS;
- }
- } break;
- case PASS_MODE_COLOR_SPECULAR: {
- if (e->uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- } else if (e->uses_vct) {
- shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- } else {
- shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- }
- } break;
- case PASS_MODE_SHADOW:
- case PASS_MODE_DEPTH: {
- shader_version = SHADER_VERSION_DEPTH_PASS;
- } break;
- case PASS_MODE_SHADOW_DP: {
- shader_version = SHADER_VERSION_DEPTH_PASS_DP;
- } break;
- case PASS_MODE_DEPTH_NORMAL: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL;
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
- } break;
- }
- RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
- pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
- RD::VertexFormatID vertex_format;
- RID vertex_array_rd;
- RID index_array_rd;
- switch (e->instance->base_type) {
- case VS::INSTANCE_MESH: {
- storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- case VS::INSTANCE_MULTIMESH: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case VS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case VS::INSTANCE_PARTICLES: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
- if (prev_vertex_array_rd != vertex_array_rd) {
- RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
- prev_vertex_array_rd = vertex_array_rd;
- }
- if (prev_index_array_rd != index_array_rd) {
- if (index_array_rd.is_valid()) {
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
- }
- prev_index_array_rd = index_array_rd;
- }
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format);
- if (pipeline_rd != prev_pipeline_rd) {
- // checking with prev shader does not make so much sense, as
- // the pipeline may still be different.
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
- prev_pipeline_rd = pipeline_rd;
- }
- if (material != prev_material) {
- //update uniform set
- if (material->uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 2);
- }
- prev_material = material;
- }
- push_constant.index = i;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
- switch (e->instance->base_type) {
- case VS::INSTANCE_MESH: {
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
- } break;
- case VS::INSTANCE_MULTIMESH: {
- } break;
- case VS::INSTANCE_IMMEDIATE: {
- } break;
- case VS::INSTANCE_PARTICLES: {
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
- }
- }
- void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas) {
- //CameraMatrix projection = p_cam_projection;
- //projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
- correction.set_depth_correction();
- CameraMatrix projection = correction * p_cam_projection;
- //store camera into ubo
- store_camera(projection, scene_state.ubo.projection_matrix);
- store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
- store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
- scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
- scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
- if (p_shadow_atlas.is_valid()) {
- Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
- scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
- scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
- }
- {
- Vector2 dss = directional_shadow_get_size();
- scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
- scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
- }
- //time global variables
- scene_state.ubo.time = time;
- if (is_environment(p_environment)) {
- VS::EnvironmentBG env_bg = environment_get_background(p_environment);
- VS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
- float bg_energy = environment_get_bg_energy(p_environment);
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
- scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
- //ambient
- if (ambient_src == VS::ENV_AMBIENT_SOURCE_BG && (env_bg == VS::ENV_BG_CLEAR_COLOR || env_bg == VS::ENV_BG_COLOR)) {
- Color color = (p_render_target.is_valid() && env_bg == VS::ENV_BG_CLEAR_COLOR) ? (p_render_target.is_valid() ? storage->render_target_get_clear_request_color(p_render_target) : Color(0, 0, 0)) : environment_get_bg_color(p_environment);
- color = color.to_linear();
- scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
- scene_state.ubo.use_ambient_light = true;
- scene_state.ubo.use_ambient_cubemap = false;
- } else {
- float energy = environment_get_ambient_light_ambient_energy(p_environment);
- Color color = environment_get_ambient_light_color(p_environment);
- color = color.to_linear();
- scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
- Basis sky_transform = environment_get_sky_orientation(p_environment);
- sky_transform = sky_transform.inverse() * p_cam_transform.basis;
- store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
- scene_state.ubo.use_ambient_cubemap = (ambient_src == VS::ENV_AMBIENT_SOURCE_BG && env_bg == VS::ENV_BG_SKY) || ambient_src == VS::ENV_AMBIENT_SOURCE_SKY;
- scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == VS::ENV_AMBIENT_SOURCE_COLOR;
- }
- //specular
- VS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
- if ((ref_src == VS::ENV_REFLECTION_SOURCE_BG && env_bg == VS::ENV_BG_SKY) || ref_src == VS::ENV_REFLECTION_SOURCE_SKY) {
- scene_state.ubo.use_reflection_cubemap = true;
- } else {
- scene_state.ubo.use_reflection_cubemap = false;
- }
- } else {
- if (p_render_target.is_valid()) {
- scene_state.ubo.use_ambient_light = true;
- Color clear_color = storage->render_target_get_clear_request_color(p_render_target);
- clear_color = clear_color.to_linear();
- scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
- scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
- scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
- scene_state.ubo.ambient_light_color_energy[3] = 1.0;
- } else {
- scene_state.ubo.use_ambient_light = false;
- }
- scene_state.ubo.use_ambient_cubemap = false;
- scene_state.ubo.use_reflection_cubemap = false;
- }
- #if 0
- //bg and ambient
- if (p_environment.is_valid()) {
- state.ubo_data.bg_energy = env->bg_energy;
- state.ubo_data.ambient_energy = env->ambient_energy;
- Color linear_ambient_color = env->ambient_color.to_linear();
- state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
- state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
- state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
- state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
- Color bg_color;
- switch (env->bg_mode) {
- case VS::ENV_BG_CLEAR_COLOR: {
- bg_color = storage->frame.clear_request_color.to_linear();
- } break;
- case VS::ENV_BG_COLOR: {
- bg_color = env->bg_color.to_linear();
- } break;
- default: {
- bg_color = Color(0, 0, 0, 1);
- } break;
- }
- state.ubo_data.bg_color[0] = bg_color.r;
- state.ubo_data.bg_color[1] = bg_color.g;
- state.ubo_data.bg_color[2] = bg_color.b;
- state.ubo_data.bg_color[3] = bg_color.a;
- //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
- sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
- state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
- state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
- state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
- //fog
- Color linear_fog = env->fog_color.to_linear();
- state.ubo_data.fog_color_enabled[0] = linear_fog.r;
- state.ubo_data.fog_color_enabled[1] = linear_fog.g;
- state.ubo_data.fog_color_enabled[2] = linear_fog.b;
- state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
- state.ubo_data.fog_density = linear_fog.a;
- Color linear_sun = env->fog_sun_color.to_linear();
- state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
- state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
- state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
- state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
- state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
- state.ubo_data.fog_depth_begin = env->fog_depth_begin;
- state.ubo_data.fog_depth_end = env->fog_depth_end;
- state.ubo_data.fog_depth_curve = env->fog_depth_curve;
- state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
- state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
- state.ubo_data.fog_height_enabled = env->fog_height_enabled;
- state.ubo_data.fog_height_min = env->fog_height_min;
- state.ubo_data.fog_height_max = env->fog_height_max;
- state.ubo_data.fog_height_curve = env->fog_height_curve;
- } else {
- state.ubo_data.bg_energy = 1.0;
- state.ubo_data.ambient_energy = 1.0;
- //use from clear color instead, since there is no ambient
- Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
- state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
- state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
- state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
- state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
- state.ubo_data.bg_color[0] = linear_ambient_color.r;
- state.ubo_data.bg_color[1] = linear_ambient_color.g;
- state.ubo_data.bg_color[2] = linear_ambient_color.b;
- state.ubo_data.bg_color[3] = linear_ambient_color.a;
- state.env_radiance_data.ambient_contribution = 0;
- state.ubo_data.ambient_occlusion_affect_light = 0;
- state.ubo_data.fog_color_enabled[3] = 0.0;
- }
- {
- //directional shadow
- state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
- state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
- glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
- }
- glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- //fill up environment
- store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
- glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- #endif
- RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
- }
- void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
- RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
- /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
- m_src = default_overdraw_material;
- }*/
- MaterialData *material = NULL;
- if (m_src.is_valid()) {
- material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- material = NULL;
- }
- }
- if (!material) {
- material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- }
- ERR_FAIL_COND(!material);
- _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
- while (material->next_pass.is_valid()) {
- material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid)
- break;
- _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
- }
- }
- void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
- bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
- bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
- if (p_material->shader_data->uses_sss) {
- scene_state.used_sss = true;
- }
- if (p_material->shader_data->uses_screen_texture) {
- scene_state.used_screen_texture = true;
- }
- if (p_material->shader_data->uses_depth_texture) {
- scene_state.used_depth_texture = true;
- }
- if (p_material->shader_data->uses_normal_texture) {
- scene_state.used_normal_texture = true;
- }
- if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
- if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
- //conditions in which no depth pass should be processed
- return;
- }
- if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
- //shader does not use discard and does not write a vertex position, use generic material
- if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- }
- }
- has_alpha = false;
- }
- RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element();
- if (!e)
- return;
- e->instance = p_instance;
- e->material = p_material;
- e->surface_index = p_surface;
- e->sort_key = 0;
- if (e->material->last_pass != render_pass) {
- e->material->last_pass = render_pass;
- e->material->index = scene_state.current_material_index++;
- if (e->material->shader_data->last_pass != render_pass) {
- e->material->shader_data->last_pass = scene_state.current_material_index++;
- e->material->shader_data->index = scene_state.current_shader_index++;
- }
- }
- e->geometry_index = p_geometry_index;
- e->material_index = e->material->index;
- e->uses_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
- e->uses_lightmap = e->instance->lightmap.is_valid();
- e->uses_vct = e->instance->gi_probe_instances.size();
- e->shader_index = e->shader_index;
- e->depth_layer = e->instance->depth_layer;
- e->priority = p_material->priority;
- if (p_material->shader_data->uses_time) {
- VisualServerRaster::redraw_request();
- }
- }
- void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) {
- scene_state.current_shader_index = 0;
- scene_state.current_material_index = 0;
- scene_state.used_sss = false;
- scene_state.used_screen_texture = false;
- scene_state.used_normal_texture = false;
- scene_state.used_depth_texture = false;
- uint32_t geometry_index = 0;
- //fill list
- for (int i = 0; i < p_cull_count; i++) {
- InstanceBase *inst = p_cull_result[i];
- //add geometry for drawing
- switch (inst->base_type) {
- case VS::INSTANCE_MESH: {
- const RID *materials = NULL;
- uint32_t surface_count;
- materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
- if (!materials) {
- continue; //nothing to do
- }
- const RID *inst_materials = inst->materials.ptr();
- for (uint32_t j = 0; j < surface_count; j++) {
- RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
- uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
- _add_geometry(inst, j, material, p_pass_mode, surface_index);
- }
- //mesh->last_pass=frame;
- } break;
- #if 0
- case VS::INSTANCE_MULTIMESH: {
- RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base);
- ERR_CONTINUE(!multi_mesh);
- if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
- continue;
- RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh);
- if (!mesh)
- continue; //mesh not assigned
- int ssize = mesh->surfaces.size();
- for (int j = 0; j < ssize; j++) {
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
- _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
- }
- } break;
- case VS::INSTANCE_IMMEDIATE: {
- RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
- ERR_CONTINUE(!immediate);
- _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
- } break;
- case VS::INSTANCE_PARTICLES: {
- RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
- ERR_CONTINUE(!particles);
- for (int j = 0; j < particles->draw_passes.size(); j++) {
- RID pmesh = particles->draw_passes[j];
- if (!pmesh.is_valid())
- continue;
- RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
- if (!mesh)
- continue; //mesh not assigned
- int ssize = mesh->surfaces.size();
- for (int k = 0; k < ssize; k++) {
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
- _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
- }
- }
- } break;
- #endif
- default: {
- }
- }
- }
- }
- void RasterizerSceneForwardRD::_draw_sky(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha) {
- ERR_FAIL_COND(!is_environment(p_environment));
- RID sky = environment_get_sky(p_environment);
- ERR_FAIL_COND(!sky.is_valid());
- RID panorama = sky_get_panorama_texture_rd(sky);
- ERR_FAIL_COND(!panorama.is_valid());
- Basis sky_transform = environment_get_sky_orientation(p_environment);
- sky_transform.invert();
- float multiplier = environment_get_bg_energy(p_environment);
- float custom_fov = environment_get_sky_custom_fov(p_environment);
- // Camera
- CameraMatrix camera;
- if (custom_fov) {
- float near_plane = p_projection.get_z_near();
- float far_plane = p_projection.get_z_far();
- float aspect = p_projection.get_aspect();
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
- } else {
- camera = p_projection;
- }
- sky_transform = p_transform.basis * sky_transform;
- storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier);
- }
- void RasterizerSceneForwardRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) {
- for (uint32_t i = 0; i < p_reflection_probe_cull_count; i++) {
- RID rpi = p_reflection_probe_cull_result[i];
- if (i >= scene_state.max_reflections) {
- reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
- continue;
- }
- reflection_probe_instance_set_render_index(rpi, i);
- RID base_probe = reflection_probe_instance_get_probe(rpi);
- ReflectionData &reflection_ubo = scene_state.reflections[i];
- Vector3 extents = storage->reflection_probe_get_extents(base_probe);
- reflection_ubo.box_extents[0] = extents.x;
- reflection_ubo.box_extents[1] = extents.y;
- reflection_ubo.box_extents[2] = extents.z;
- reflection_ubo.box_extents[3] = 0;
- Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
- reflection_ubo.box_offset[0] = origin_offset.x;
- reflection_ubo.box_offset[1] = origin_offset.y;
- reflection_ubo.box_offset[2] = origin_offset.z;
- reflection_ubo.box_offset[3] = 0;
- float intensity = storage->reflection_probe_get_intensity(base_probe);
- bool interior = storage->reflection_probe_is_interior(base_probe);
- bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
- reflection_ubo.params[0] = intensity;
- reflection_ubo.params[1] = 0;
- reflection_ubo.params[2] = interior ? 1.0 : 0.0;
- reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
- if (interior) {
- Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
- float interior_ambient_energy = storage->reflection_probe_get_interior_ambient_energy(base_probe);
- float interior_ambient_probe_contrib = storage->reflection_probe_get_interior_ambient_probe_contribution(base_probe);
- reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
- reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
- reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
- reflection_ubo.ambient[3] = interior_ambient_probe_contrib;
- } else {
- Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
- if (is_environment(p_environment)) {
- Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear();
- float env_ambient_energy = environment_get_ambient_light_ambient_energy(p_environment);
- ambient_linear = env_ambient_color;
- ambient_linear.r *= env_ambient_energy;
- ambient_linear.g *= env_ambient_energy;
- ambient_linear.b *= env_ambient_energy;
- }
- reflection_ubo.ambient[0] = ambient_linear.r;
- reflection_ubo.ambient[1] = ambient_linear.g;
- reflection_ubo.ambient[2] = ambient_linear.b;
- reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
- }
- Transform transform = reflection_probe_instance_get_transform(rpi);
- Transform proj = (p_camera_inverse_transform * transform).inverse();
- store_transform(proj, reflection_ubo.local_matrix);
- }
- if (p_reflection_probe_cull_count) {
- RD::get_singleton()->buffer_update(scene_state.reflection_buffer, 0, MIN(scene_state.max_reflections, p_reflection_probe_cull_count) * sizeof(ReflectionData), scene_state.reflections, true);
- }
- }
- void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas) {
- uint32_t light_count = 0;
- scene_state.ubo.directional_light_count = 0;
- for (int i = 0; i < p_light_cull_count; i++) {
- RID li = p_light_cull_result[i];
- RID base = light_instance_get_base_light(li);
- ERR_CONTINUE(base.is_null());
- VS::LightType type = storage->light_get_type(base);
- switch (type) {
- case VS::LIGHT_DIRECTIONAL: {
- if (scene_state.ubo.directional_light_count >= scene_state.max_directional_lights) {
- continue;
- }
- } break;
- case VS::LIGHT_SPOT:
- case VS::LIGHT_OMNI: {
- if (light_count >= scene_state.max_lights) {
- continue;
- }
- Transform light_transform = light_instance_get_base_transform(li);
- LightData &light_data = scene_state.lights[light_count];
- float sign = storage->light_is_negative(base) ? -1 : 1;
- Color linear_col = storage->light_get_color(base).to_linear();
- light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, VS::LIGHT_PARAM_ATTENUATION));
- light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, VS::LIGHT_PARAM_ENERGY) * Math_PI);
- light_data.color_specular[0] = CLAMP(uint32_t(linear_col.r * 255), 0, 255);
- light_data.color_specular[1] = CLAMP(uint32_t(linear_col.g * 255), 0, 255);
- light_data.color_specular[2] = CLAMP(uint32_t(linear_col.b * 255), 0, 255);
- light_data.color_specular[3] = CLAMP(uint32_t(storage->light_get_param(base, VS::LIGHT_PARAM_SPECULAR) * 255), 0, 255);
- light_data.inv_radius = 1.0 / MAX(0.001, storage->light_get_param(base, VS::LIGHT_PARAM_RANGE));
- Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin);
- light_data.position[0] = pos.x;
- light_data.position[1] = pos.y;
- light_data.position[2] = pos.z;
- Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
- light_data.direction[0] = direction.x;
- light_data.direction[1] = direction.y;
- light_data.direction[2] = direction.z;
- light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, VS::LIGHT_PARAM_SPOT_ATTENUATION));
- light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(storage->light_get_param(base, VS::LIGHT_PARAM_SPOT_ANGLE))));
- light_data.mask = storage->light_get_cull_mask(base);
- Color shadow_color = storage->light_get_shadow_color(base);
- bool has_shadow = storage->light_has_shadow(base);
- light_data.shadow_color_enabled[0] = CLAMP(uint32_t(shadow_color.r * 255), 0, 255);
- light_data.shadow_color_enabled[1] = CLAMP(uint32_t(shadow_color.g * 255), 0, 255);
- light_data.shadow_color_enabled[2] = CLAMP(uint32_t(shadow_color.b * 255), 0, 255);
- light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
- light_data.atlas_rect[0] = 0;
- light_data.atlas_rect[1] = 0;
- light_data.atlas_rect[2] = 0;
- light_data.atlas_rect[3] = 0;
- if (storage->light_has_shadow(base) && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
- // fill in the shadow information
- Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
- if (type == VS::LIGHT_OMNI) {
- light_data.atlas_rect[0] = rect.position.x;
- light_data.atlas_rect[1] = rect.position.y;
- light_data.atlas_rect[2] = rect.size.width;
- light_data.atlas_rect[3] = rect.size.height * 0.5;
- Transform proj = (p_camera_inverse_transform * light_transform).inverse();
- store_transform(proj, light_data.shadow_matrix);
- } else if (type == VS::LIGHT_SPOT) {
- Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
- CameraMatrix bias;
- bias.set_light_bias();
- CameraMatrix rectm;
- rectm.set_light_atlas_rect(rect);
- CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
- store_camera(shadow_mtx, light_data.shadow_matrix);
- }
- }
- light_instance_set_index(li, light_count);
- light_count++;
- } break;
- }
- light_instance_set_render_pass(li, render_pass);
- //update UBO for forward rendering, blit to texture for clustered
- }
- if (light_count) {
- RD::get_singleton()->buffer_update(scene_state.light_buffer, 0, sizeof(LightData) * light_count, scene_state.lights, true);
- }
- if (scene_state.ubo.directional_light_count) {
- RD::get_singleton()->buffer_update(scene_state.directional_light_buffer, 0, sizeof(DirectionalLightData) * light_count, scene_state.directional_lights, true);
- }
- }
- void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
- RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
- //first of all, make a new render pass
- render_pass++;
- //fill up ubo
- #if 0
- storage->info.render.object_count += p_cull_count;
- Environment *env = environment_owner.getornull(p_environment);
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
- if (shadow_atlas && shadow_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
- scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
- scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
- }
- if (reflection_atlas && reflection_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
- glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
- }
- #endif
- if (p_reflection_probe.is_valid()) {
- scene_state.ubo.reflection_multiplier = 0.0;
- } else {
- scene_state.ubo.reflection_multiplier = 1.0;
- }
- //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
- scene_state.ubo.viewport_size[0] = vp_he.x;
- scene_state.ubo.viewport_size[1] = vp_he.y;
- RID render_target;
- Size2 screen_pixel_size;
- RID opaque_framebuffer;
- RID alpha_framebuffer;
- if (render_buffer) {
- screen_pixel_size.width = 1.0 / render_buffer->width;
- screen_pixel_size.height = 1.0 / render_buffer->height;
- render_target = render_buffer->render_target;
- opaque_framebuffer = render_buffer->color_fb;
- alpha_framebuffer = opaque_framebuffer;
- } else if (p_reflection_probe.is_valid()) {
- uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
- screen_pixel_size.width = 1.0 / resolution;
- screen_pixel_size.height = 1.0 / resolution;
- opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
- alpha_framebuffer = opaque_framebuffer;
- } else {
- ERR_FAIL(); //bug?
- }
- _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas);
- _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
- _setup_environment(render_target, p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas);
- #if 0
- for (int i = 0; i < p_light_cull_count; i++) {
- ERR_BREAK(i >= RenderList::MAX_LIGHTS);
- LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]);
- if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
- state.used_contact_shadows = true;
- }
- }
- #endif
- #if 0
- // Do depth prepass if it's explicitly enabled
- bool use_depth_prepass = storage->config.use_depth_prepass;
- // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
- use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
- // Never do depth prepass if effects are disabled or if we render overdraws
- use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
- use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
- if (use_depth_prepass) {
- //pre z pass
- glDisable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- glDrawBuffers(0, NULL);
- glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
- glColorMask(0, 0, 0, 0);
- glClearDepth(1.0f);
- glClear(GL_DEPTH_BUFFER_BIT);
- render_list.clear();
- _fill_render_list(p_cull_result, p_cull_count, true, false);
- render_list.sort_by_key(false);
- state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
- _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
- state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
- glColorMask(1, 1, 1, 1);
- if (state.used_contact_shadows) {
- _prepare_depth_texture();
- _bind_depth_texture();
- }
- fb_cleared = true;
- render_pass++;
- state.used_depth_prepass = true;
- } else {
- state.used_depth_prepass = false;
- }
- _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
- _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);
- bool use_mrt = false;
- #endif
- render_list.clear();
- _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
- #if 0
- //
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- //rendering to a probe cubemap side
- ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
- GLuint current_fbo;
- if (probe) {
- ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas);
- ERR_FAIL_COND(!ref_atlas);
- int target_size = ref_atlas->size / ref_atlas->subdiv;
- int cubemap_index = reflection_cubemaps.size() - 1;
- for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
- //find appropriate cubemap to render to
- if (reflection_cubemaps[i].size > target_size * 2)
- break;
- cubemap_index = i;
- }
- current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
- use_mrt = false;
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
- glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
- glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
- } else {
- use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
- //effects disabled and transparency also prevent using MRTs
- use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
- use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
- use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
- use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
- glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
- if (use_mrt) {
- current_fbo = storage->frame.current_rt->buffers.fbo;
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);
- Vector<GLenum> draw_buffers;
- draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
- draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
- draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
- if (state.used_sss) {
- draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
- }
- glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
- Color black(0, 0, 0, 0);
- glClearBufferfv(GL_COLOR, 1, black.components); // specular
- glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
- if (state.used_sss) {
- glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
- }
- } else {
- if (storage->frame.current_rt->buffers.active) {
- current_fbo = storage->frame.current_rt->buffers.fbo;
- } else {
- current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
- Vector<GLenum> draw_buffers;
- draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
- glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
- }
- }
- if (!fb_cleared) {
- glClearDepth(1.0f);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- Color clear_color(0, 0, 0, 0);
- RasterizerStorageGLES3::Sky *sky = NULL;
- Ref<CameraFeed> feed;
- GLuint env_radiance_tex = 0;
- if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
- clear_color = Color(0, 0, 0, 0);
- storage->frame.clear_request = false;
- } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- clear_color = Color(0, 0, 0, 0);
- storage->frame.clear_request = false;
- } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
- if (storage->frame.clear_request) {
- clear_color = storage->frame.clear_request_color.to_linear();
- storage->frame.clear_request = false;
- }
- } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
- clear_color = env->bg_color.to_linear();
- storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_COLOR) {
- clear_color = env->bg_color.to_linear();
- storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_SKY) {
- storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
- clear_color = env->bg_color.to_linear();
- storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
- feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
- storage->frame.clear_request = false;
- } else {
- storage->frame.clear_request = false;
- }
- if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
- glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
- }
- VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
- if (env) {
- switch (bg_mode) {
- case VS::ENV_BG_COLOR_SKY:
- case VS::ENV_BG_SKY:
- sky = storage->sky_owner.getornull(env->sky);
- if (sky) {
- env_radiance_tex = sky->radiance;
- }
- break;
- case VS::ENV_BG_CANVAS:
- //copy canvas to 3d buffer and convert it to linear
- glDisable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
- storage->shaders.copy.bind();
- _copy_screen(true, true);
- //turn off everything used
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
- //restore
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- break;
- case VS::ENV_BG_CAMERA_FEED:
- if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
- // copy our camera feed to our background
- glDisable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
- if (feed->get_datatype() == CameraFeed::FEED_RGB) {
- RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
- VS::get_singleton()->texture_bind(camera_RGBA, 0);
- } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
- RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
- VS::get_singleton()->texture_bind(camera_YCbCr, 0);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
- } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
- RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
- RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
- VS::get_singleton()->texture_bind(camera_Y, 0);
- VS::get_singleton()->texture_bind(camera_CbCr, 1);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
- };
- storage->shaders.copy.bind();
- storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
- _copy_screen(true, true);
- //turn off everything used
- storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
- //restore
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- } else {
- // don't have a feed, just show greenscreen :)
- clear_color = Color(0.0, 1.0, 0.0, 1.0);
- }
- break;
- default: {
- }
- }
- }
- if (probe && probe->probe_ptr->interior) {
- env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
- }
- state.texscreen_copied = false;
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- }
- #endif
- RID radiance_cubemap;
- bool draw_sky = false;
- Color clear_color;
- bool keep_color = false;
- if (is_environment(p_environment)) {
- VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
- float bg_energy = environment_get_bg_energy(p_environment);
- switch (bg_mode) {
- case VS::ENV_BG_CLEAR_COLOR: {
- clear_color = render_target.is_valid() ? storage->render_target_get_clear_request_color(render_target) : environment_get_bg_color(p_environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
- } break;
- case VS::ENV_BG_COLOR: {
- clear_color = environment_get_bg_color(p_environment);
- clear_color.r *= bg_energy;
- clear_color.g *= bg_energy;
- clear_color.b *= bg_energy;
- } break;
- case VS::ENV_BG_SKY: {
- RID sky = environment_get_sky(p_environment);
- if (sky.is_valid()) {
- radiance_cubemap = sky_get_radiance_texture_rd(sky);
- draw_sky = true;
- }
- } break;
- case VS::ENV_BG_CANVAS: {
- keep_color = true;
- } break;
- case VS::ENV_BG_KEEP: {
- keep_color = true;
- } break;
- case VS::ENV_BG_CAMERA_FEED: {
- } break;
- }
- } else {
- if (render_target.is_valid()) {
- clear_color = storage->render_target_get_clear_request_color(render_target);
- }
- }
- _setup_render_base_uniform_set(RID(), RID(), RID(), RID(), radiance_cubemap, p_shadow_atlas, RID());
- render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count);
- bool can_continue = true; //unless the middle buffers are needed
- bool using_separate_specular = false;
- {
- //regular forward for now
- Vector<Color> c;
- c.push_back(clear_color.to_linear());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP_COLOR : RD::INITIAL_ACTION_CLEAR, (can_continue || draw_sky) ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
- RD::get_singleton()->draw_list_end();
- }
- if (draw_sky) {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
- _draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, p_cam_projection, p_cam_transform, 1.0);
- RD::get_singleton()->draw_list_end();
- if (using_separate_specular && !can_continue) {
- //can't continue, so close the buffers
- //RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
- //RD::get_singleton()->draw_list_end();
- }
- }
- //_render_list
- #if 0
- if (state.directional_light_count == 0) {
- directional_light = NULL;
- _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL);
- } else {
- for (int i = 0; i < state.directional_light_count; i++) {
- directional_light = directional_lights[i];
- if (i > 0) {
- glEnable(GL_BLEND);
- }
- _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
- _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL);
- }
- }
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
- if (use_mrt) {
- GLenum gldb = GL_COLOR_ATTACHMENT0;
- glDrawBuffers(1, &gldb);
- }
- if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
- /*
- if (use_mrt) {
- glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
- */
- if (sky && sky->panorama.is_valid())
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
- }
- //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
- //glColorMask(1,1,1,1);
- //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
- if (use_mrt) {
- _render_mrts(env, p_cam_projection);
- } else {
- // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
- // - prepare screen texture for any geometry that uses a shader with screen texture
- // - prepare depth texture for any geometry that uses a shader with depth texture
- bool framebuffer_dirty = false;
- if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- _blur_effect_buffer();
- framebuffer_dirty = true;
- }
- if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
- _prepare_depth_texture();
- framebuffer_dirty = true;
- }
- if (framebuffer_dirty) {
- // Restore framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
- }
- }
- if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
- _bind_depth_texture();
- }
- if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
- }
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- #endif
- render_list.sort_by_reverse_depth_and_priority(true);
- _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count);
- {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP_COLOR_AND_DEPTH, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
- RD::get_singleton()->draw_list_end();
- }
- //_render_list
- #if 0
- if (state.directional_light_count == 0) {
- directional_light = NULL;
- _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
- } else {
- for (int i = 0; i < state.directional_light_count; i++) {
- directional_light = directional_lights[i];
- _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
- _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
- }
- }
- #endif
- if (p_reflection_probe.is_valid()) {
- //was rendering a probe, so do no more
- return;
- }
- RasterizerEffectsRD *effects = storage->get_effects();
- {
- //tonemap
- RasterizerEffectsRD::TonemapSettings tonemap;
- tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- if (is_environment(p_environment)) {
- tonemap.tonemap_mode = environment_get_tonemapper(p_environment);
- tonemap.white = environment_get_white(p_environment);
- tonemap.exposure = environment_get_exposure(p_environment);
- }
- effects->tonemapper(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), tonemap);
- }
- storage->render_target_disable_clear_request(render_buffer->render_target);
- if (true) {
- if (p_shadow_atlas.is_valid()) {
- RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
- Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
- effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2(Vector2(), rtsize / 2));
- }
- }
- #if 0
- _post_process(env, p_cam_projection);
- // Needed only for debugging
- /* if (shadow_atlas && storage->frame.current_rt) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- }
- if (storage->frame.current_rt) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
- //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
- }
- if (reflection_atlas && storage->frame.current_rt) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- }
- if (directional_shadow.fbo) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- }
- if ( env_radiance_tex) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }*/
- //disable all stuff
- #endif
- }
- void RasterizerSceneForwardRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) {
- render_pass++;
- scene_state.ubo.shadow_z_offset = p_bias;
- scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
- scene_state.ubo.z_far = p_zfar;
- scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), RID(), p_projection, p_transform, true, Vector2(1, 1), RID());
- render_list.clear();
- PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode, true);
- _setup_render_base_uniform_set(RID(), RID(), RID(), RID(), RID(), RID(), RID());
- render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count);
- {
- //regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true);
- RD::get_singleton()->draw_list_end();
- }
- }
- void RasterizerSceneForwardRD::_setup_render_base_uniform_set(RID p_depth_buffer, RID p_color_buffer, RID p_normal_buffer, RID p_roughness_limit_buffer, RID p_radiance_cubemap, RID p_shadow_atlas, RID p_reflection_atlas) {
- if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
- RD::get_singleton()->free(render_base_uniform_set);
- }
- //default render buffer and scene state uniform set
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = p_depth_buffer.is_valid() ? p_depth_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = p_color_buffer.is_valid() ? p_color_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = p_normal_buffer.is_valid() ? p_normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = p_roughness_limit_buffer.is_valid() ? p_roughness_limit_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = p_radiance_cubemap.is_valid() ? p_radiance_cubemap : storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(shadow_sampler);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.instance_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.reflection_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 11;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.light_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 12;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- if (p_shadow_atlas.is_valid()) {
- u.ids.push_back(shadow_atlas_get_texture(p_shadow_atlas));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 13;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.directional_light_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 14;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- if (directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- uniforms.push_back(u);
- }
- render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
- }
- RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL;
- void RasterizerSceneForwardRD::set_time(double p_time) {
- time = p_time;
- }
- RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) :
- RasterizerSceneRD(p_storage) {
- singleton = this;
- storage = p_storage;
- /* SHADER */
- {
- String defines;
- defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
- if (is_using_radiance_cubemap_array()) {
- defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
- }
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
- if (textures_per_stage <= 16) {
- //ARM pretty much, and very old Intel GPUs under Linux
- scene_state.max_reflection_probes_per_instance = 4; //sad
- } else {
- //maximum 8
- scene_state.max_reflection_probes_per_instance = 8;
- }
- defines += "\n#define MAX_REFLECTION_PROBES " + itos(scene_state.max_reflection_probes_per_instance) + "\n";
- uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
- { //reflections
- uint32_t reflection_buffer_size;
- if (uniform_max_size < 65536) {
- //Yes, you guessed right, ARM again
- reflection_buffer_size = uniform_max_size;
- } else {
- reflection_buffer_size = 65536;
- }
- scene_state.max_reflections = reflection_buffer_size / sizeof(ReflectionData);
- scene_state.reflections = memnew_arr(ReflectionData, scene_state.max_reflections);
- scene_state.reflection_buffer = RD::get_singleton()->uniform_buffer_create(reflection_buffer_size);
- defines += "\n#define MAX_REFLECTION_DATA_STRUCTS " + itos(scene_state.max_reflections) + "\n";
- }
- { //lights
- scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
- uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
- print_line("ID: " + itos(sizeof(InstanceData)));
- scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
- scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
- defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
- scene_state.max_directional_lights = 4;
- uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
- scene_state.directional_lights = memnew_arr(DirectionalLightData, scene_state.max_directional_lights);
- scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
- defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(scene_state.max_directional_lights) + "\n";
- }
- Vector<String> shader_versions;
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
- shader_versions.push_back("");
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
- shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n");
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\n");
- shader_versions.push_back("\n#define USE_LIGHTMAP\n");
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
- shader.scene_shader.initialize(shader_versions, defines);
- }
- storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
- storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs);
- {
- //shader compiler
- ShaderCompilerRD::DefaultIdentifierActions actions;
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
- actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
- actions.renames["MODELVIEW_MATRIX"] = "modelview";
- actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
- actions.renames["VERTEX"] = "vertex";
- actions.renames["NORMAL"] = "normal";
- actions.renames["TANGENT"] = "tangent";
- actions.renames["BINORMAL"] = "binormal";
- actions.renames["POSITION"] = "position";
- actions.renames["UV"] = "uv_interp";
- actions.renames["UV2"] = "uv2_interp";
- actions.renames["COLOR"] = "color_interp";
- actions.renames["POINT_SIZE"] = "gl_PointSize";
- actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
- //builtins
- actions.renames["TIME"] = "scene_data.time";
- actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
- actions.renames["FRAGCOORD"] = "gl_FragCoord";
- actions.renames["FRONT_FACING"] = "gl_FrontFacing";
- actions.renames["NORMALMAP"] = "normalmap";
- actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
- actions.renames["ALBEDO"] = "albedo";
- actions.renames["ALPHA"] = "alpha";
- actions.renames["METALLIC"] = "metallic";
- actions.renames["SPECULAR"] = "specular";
- actions.renames["ROUGHNESS"] = "roughness";
- actions.renames["RIM"] = "rim";
- actions.renames["RIM_TINT"] = "rim_tint";
- actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
- actions.renames["ANISOTROPY"] = "anisotropy";
- actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- actions.renames["SSS_STRENGTH"] = "sss_strength";
- actions.renames["TRANSMISSION"] = "transmission";
- actions.renames["AO"] = "ao";
- actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
- actions.renames["EMISSION"] = "emission";
- actions.renames["POINT_COORD"] = "gl_PointCoord";
- actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
- actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "screen_texture";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_TEXTURE"] = "normal_buffer";
- actions.renames["DEPTH"] = "gl_FragDepth";
- actions.renames["OUTPUT_IS_SRGB"] = "true";
- //for light
- actions.renames["VIEW"] = "view";
- actions.renames["LIGHT_COLOR"] = "light_color";
- actions.renames["LIGHT"] = "light";
- actions.renames["ATTENUATION"] = "attenuation";
- actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
- actions.renames["SPECULAR_LIGHT"] = "specular_light";
- actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
- actions.usage_defines["BINORMAL"] = "@TANGENT";
- actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
- actions.usage_defines["RIM_TINT"] = "@RIM";
- actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
- actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
- actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
- actions.usage_defines["AO"] = "#define AO_USED\n";
- actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
- actions.usage_defines["UV"] = "#define UV_USED\n";
- actions.usage_defines["UV2"] = "#define UV2_USED\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
- actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
- actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
- actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
- actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
- actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
- actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
- actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
- actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
- actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
- if (!force_lambert) {
- actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
- }
- actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
- actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
- actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
- actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
- actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
- actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
- actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
- actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 2;
- actions.base_uniform_string = "material.";
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- shader.compiler.initialize(actions);
- }
- //render list
- render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
- render_list.init();
- render_pass = 0;
- {
- scene_state.max_instances = render_list.max_elements;
- scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
- scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
- }
- scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
- {
- //default material and shader
- default_shader = storage->shader_create();
- 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");
- default_material = storage->material_create();
- storage->material_set_shader(default_material, default_shader);
- MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
- }
- {
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.enable_compare = true;
- sampler.compare_op = RD::COMPARE_OP_LESS;
- shadow_sampler = RD::get_singleton()->sampler_create(sampler);
- }
- }
- RasterizerSceneForwardRD::~RasterizerSceneForwardRD() {
- //clear base uniform set if still valid
- if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
- RD::get_singleton()->free(render_base_uniform_set);
- }
- {
- RD::get_singleton()->free(scene_state.reflection_buffer);
- memdelete_arr(scene_state.reflections);
- }
- }
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