rasterizer_scene_forward_rd.cpp 98 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601
  1. /*************************************************************************/
  2. /* rasterizer_scene_forward_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_scene_forward_rd.h"
  31. #include "core/project_settings.h"
  32. #include "servers/visual/rendering_device.h"
  33. #include "servers/visual/visual_server_raster.h"
  34. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  35. p_array[0] = p_mtx.basis.elements[0][0];
  36. p_array[1] = p_mtx.basis.elements[1][0];
  37. p_array[2] = p_mtx.basis.elements[2][0];
  38. p_array[3] = 0;
  39. p_array[4] = p_mtx.basis.elements[0][1];
  40. p_array[5] = p_mtx.basis.elements[1][1];
  41. p_array[6] = p_mtx.basis.elements[2][1];
  42. p_array[7] = 0;
  43. p_array[8] = p_mtx.basis.elements[0][2];
  44. p_array[9] = p_mtx.basis.elements[1][2];
  45. p_array[10] = p_mtx.basis.elements[2][2];
  46. p_array[11] = 0;
  47. p_array[12] = p_mtx.origin.x;
  48. p_array[13] = p_mtx.origin.y;
  49. p_array[14] = p_mtx.origin.z;
  50. p_array[15] = 1;
  51. }
  52. static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
  53. p_array[0] = p_mtx.basis.elements[0][0];
  54. p_array[1] = p_mtx.basis.elements[1][0];
  55. p_array[2] = p_mtx.basis.elements[2][0];
  56. p_array[3] = 0;
  57. p_array[4] = p_mtx.basis.elements[0][1];
  58. p_array[5] = p_mtx.basis.elements[1][1];
  59. p_array[6] = p_mtx.basis.elements[2][1];
  60. p_array[7] = 0;
  61. p_array[8] = p_mtx.basis.elements[0][2];
  62. p_array[9] = p_mtx.basis.elements[1][2];
  63. p_array[10] = p_mtx.basis.elements[2][2];
  64. p_array[11] = 0;
  65. }
  66. static _FORCE_INLINE_ void store_transform_3x3_430(const Transform &p_mtx, float *p_array) {
  67. p_array[0] = p_mtx.basis.elements[0][0];
  68. p_array[1] = p_mtx.basis.elements[1][0];
  69. p_array[2] = p_mtx.basis.elements[2][0];
  70. p_array[3] = p_mtx.basis.elements[0][1];
  71. p_array[4] = p_mtx.basis.elements[1][1];
  72. p_array[5] = p_mtx.basis.elements[2][1];
  73. p_array[6] = p_mtx.basis.elements[0][2];
  74. p_array[7] = p_mtx.basis.elements[1][2];
  75. p_array[8] = p_mtx.basis.elements[2][2];
  76. }
  77. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  78. for (int i = 0; i < 4; i++) {
  79. for (int j = 0; j < 4; j++) {
  80. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  81. }
  82. }
  83. }
  84. void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
  85. //compile
  86. code = p_code;
  87. valid = false;
  88. ubo_size = 0;
  89. uniforms.clear();
  90. uses_screen_texture = false;
  91. if (code == String()) {
  92. return; //just invalid, but no error
  93. }
  94. ShaderCompilerRD::GeneratedCode gen_code;
  95. int blend_mode = BLEND_MODE_MIX;
  96. int depth_testi = DEPTH_TEST_ENABLED;
  97. int cull = CULL_BACK;
  98. uses_point_size = false;
  99. uses_alpha = false;
  100. uses_blend_alpha = false;
  101. uses_depth_pre_pass = false;
  102. uses_discard = false;
  103. uses_roughness = false;
  104. uses_normal = false;
  105. bool wireframe = false;
  106. unshaded = false;
  107. uses_vertex = false;
  108. uses_sss = false;
  109. uses_screen_texture = false;
  110. uses_depth_texture = false;
  111. uses_normal_texture = false;
  112. uses_time = false;
  113. writes_modelview_or_projection = false;
  114. uses_world_coordinates = false;
  115. int depth_drawi = DEPTH_DRAW_OPAQUE;
  116. ShaderCompilerRD::IdentifierActions actions;
  117. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  118. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  119. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  120. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  121. actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
  122. actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
  123. actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
  124. actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
  125. actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
  126. actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
  127. actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
  128. actions.render_mode_flags["unshaded"] = &unshaded;
  129. actions.render_mode_flags["wireframe"] = &wireframe;
  130. actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
  131. actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
  132. actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
  133. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  134. actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
  135. actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
  136. actions.usage_flag_pointers["DISCARD"] = &uses_discard;
  137. actions.usage_flag_pointers["TIME"] = &uses_time;
  138. actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
  139. actions.usage_flag_pointers["NORMAL"] = &uses_normal;
  140. actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
  141. actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
  142. actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
  143. actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
  144. actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
  145. actions.write_flag_pointers["VERTEX"] = &uses_vertex;
  146. actions.uniforms = &uniforms;
  147. RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
  148. Error err = scene_singleton->shader.compiler.compile(VS::SHADER_SPATIAL, code, &actions, path, gen_code);
  149. ERR_FAIL_COND(err != OK);
  150. if (version.is_null()) {
  151. version = scene_singleton->shader.scene_shader.version_create();
  152. }
  153. depth_draw = DepthDraw(depth_drawi);
  154. depth_test = DepthTest(depth_testi);
  155. #if 0
  156. print_line("**compiling shader:");
  157. print_line("**defines:\n");
  158. for (int i = 0; i < gen_code.defines.size(); i++) {
  159. print_line(gen_code.defines[i]);
  160. }
  161. print_line("\n**uniforms:\n" + gen_code.uniforms);
  162. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  163. print_line("\n**vertex_code:\n" + gen_code.vertex);
  164. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  165. print_line("\n**fragment_code:\n" + gen_code.fragment);
  166. print_line("\n**light_code:\n" + gen_code.light);
  167. #endif
  168. 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);
  169. ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
  170. ubo_size = gen_code.uniform_total_size;
  171. ubo_offsets = gen_code.uniform_offsets;
  172. texture_uniforms = gen_code.texture_uniforms;
  173. //blend modes
  174. RD::PipelineColorBlendState::Attachment blend_attachment;
  175. switch (blend_mode) {
  176. case BLEND_MODE_MIX: {
  177. blend_attachment.enable_blend = true;
  178. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  179. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  180. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  181. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  182. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  183. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  184. } break;
  185. case BLEND_MODE_ADD: {
  186. blend_attachment.enable_blend = true;
  187. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  188. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  189. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  190. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  191. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  192. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  193. uses_blend_alpha = true; //force alpha used because of blend
  194. } break;
  195. case BLEND_MODE_SUB: {
  196. blend_attachment.enable_blend = true;
  197. blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  198. blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  199. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  200. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  201. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  202. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  203. uses_blend_alpha = true; //force alpha used because of blend
  204. } break;
  205. case BLEND_MODE_MUL: {
  206. blend_attachment.enable_blend = true;
  207. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  208. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  209. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  210. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  211. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  212. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  213. uses_blend_alpha = true; //force alpha used because of blend
  214. } break;
  215. }
  216. RD::PipelineColorBlendState blend_state_blend;
  217. blend_state_blend.attachments.push_back(blend_attachment);
  218. RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
  219. RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
  220. //update pipelines
  221. RD::PipelineDepthStencilState depth_stencil_state;
  222. if (depth_test != DEPTH_TEST_DISABLED) {
  223. depth_stencil_state.enable_depth_test = true;
  224. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  225. depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
  226. }
  227. for (int i = 0; i < CULL_VARIANT_MAX; i++) {
  228. RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
  229. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
  230. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
  231. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
  232. };
  233. RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[cull][i];
  234. for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
  235. RD::RenderPrimitive primitive_rd_table[VS::PRIMITIVE_MAX] = {
  236. RD::RENDER_PRIMITIVE_POINTS,
  237. RD::RENDER_PRIMITIVE_LINES,
  238. RD::RENDER_PRIMITIVE_LINESTRIPS,
  239. RD::RENDER_PRIMITIVE_TRIANGLES,
  240. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  241. };
  242. RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
  243. for (int k = 0; k < SHADER_VERSION_MAX; k++) {
  244. RD::PipelineRasterizationState raster_state;
  245. raster_state.cull_mode = cull_mode_rd;
  246. raster_state.wireframe = wireframe;
  247. RD::PipelineColorBlendState blend_state;
  248. RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
  249. if (uses_alpha || uses_blend_alpha) {
  250. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  251. blend_state = blend_state_blend;
  252. if (depth_draw == DEPTH_DRAW_OPAQUE) {
  253. depth_stencil.enable_depth_write = false; //alpha does not draw depth
  254. }
  255. } 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)) {
  256. if (k == SHADER_VERSION_DEPTH_PASS || k == k == SHADER_VERSION_DEPTH_PASS_DP) {
  257. //none, blend state contains nothing
  258. } else {
  259. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  260. }
  261. } else {
  262. pipelines[i][j][k].clear();
  263. continue; // do not use this version (will error if using it is attempted)
  264. }
  265. } else {
  266. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  267. blend_state = blend_state_opaque;
  268. } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  269. //none, leave empty
  270. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
  271. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  272. } else {
  273. //specular write
  274. blend_state = blend_state_opaque_specular;
  275. }
  276. }
  277. RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
  278. pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
  279. }
  280. }
  281. }
  282. valid = true;
  283. }
  284. void RasterizerSceneForwardRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  285. if (!p_texture.is_valid()) {
  286. default_texture_params.erase(p_name);
  287. } else {
  288. default_texture_params[p_name] = p_texture;
  289. }
  290. }
  291. void RasterizerSceneForwardRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  292. Map<int, StringName> order;
  293. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  294. if (E->get().texture_order >= 0) {
  295. order[E->get().texture_order + 100000] = E->key();
  296. } else {
  297. order[E->get().order] = E->key();
  298. }
  299. }
  300. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  301. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  302. pi.name = E->get();
  303. p_param_list->push_back(pi);
  304. }
  305. }
  306. bool RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const {
  307. if (!uniforms.has(p_param)) {
  308. return false;
  309. }
  310. return uniforms[p_param].texture_order >= 0;
  311. }
  312. bool RasterizerSceneForwardRD::ShaderData::is_animated() const {
  313. return false;
  314. }
  315. bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const {
  316. return false;
  317. }
  318. Variant RasterizerSceneForwardRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  319. if (uniforms.has(p_parameter)) {
  320. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  321. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  322. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  323. }
  324. return Variant();
  325. }
  326. RasterizerSceneForwardRD::ShaderData::ShaderData() {
  327. valid = false;
  328. uses_screen_texture = false;
  329. }
  330. RasterizerSceneForwardRD::ShaderData::~ShaderData() {
  331. RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
  332. ERR_FAIL_COND(!scene_singleton);
  333. //pipeline variants will clear themselves if shader is gone
  334. if (version.is_valid()) {
  335. scene_singleton->shader.scene_shader.version_free(version);
  336. }
  337. }
  338. RasterizerStorageRD::ShaderData *RasterizerSceneForwardRD::_create_shader_func() {
  339. ShaderData *shader_data = memnew(ShaderData);
  340. return shader_data;
  341. }
  342. void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) {
  343. priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  344. }
  345. void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) {
  346. next_pass = p_pass;
  347. }
  348. void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  349. RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
  350. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  351. p_uniform_dirty = true;
  352. if (uniform_buffer.is_valid()) {
  353. RD::get_singleton()->free(uniform_buffer);
  354. uniform_buffer = RID();
  355. }
  356. ubo_data.resize(shader_data->ubo_size);
  357. if (ubo_data.size()) {
  358. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  359. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  360. }
  361. //clear previous uniform set
  362. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  363. RD::get_singleton()->free(uniform_set);
  364. uniform_set = RID();
  365. }
  366. }
  367. //check whether buffer changed
  368. if (p_uniform_dirty && ubo_data.size()) {
  369. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  370. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  371. }
  372. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  373. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  374. texture_cache.resize(tex_uniform_count);
  375. p_textures_dirty = true;
  376. //clear previous uniform set
  377. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  378. RD::get_singleton()->free(uniform_set);
  379. uniform_set = RID();
  380. }
  381. }
  382. if (p_textures_dirty && tex_uniform_count) {
  383. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw());
  384. }
  385. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  386. // This material does not require an uniform set, so don't create it.
  387. return;
  388. }
  389. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  390. //no reason to update uniform set, only UBO (or nothing) was needed to update
  391. return;
  392. }
  393. Vector<RD::Uniform> uniforms;
  394. {
  395. if (shader_data->ubo_size) {
  396. RD::Uniform u;
  397. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  398. u.binding = 0;
  399. u.ids.push_back(uniform_buffer);
  400. uniforms.push_back(u);
  401. }
  402. const RID *textures = texture_cache.ptrw();
  403. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  404. RD::Uniform u;
  405. u.type = RD::UNIFORM_TYPE_TEXTURE;
  406. u.binding = 1 + i;
  407. u.ids.push_back(textures[i]);
  408. uniforms.push_back(u);
  409. }
  410. }
  411. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), 2);
  412. }
  413. RasterizerSceneForwardRD::MaterialData::~MaterialData() {
  414. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  415. RD::get_singleton()->free(uniform_set);
  416. }
  417. if (uniform_buffer.is_valid()) {
  418. RD::get_singleton()->free(uniform_buffer);
  419. }
  420. }
  421. RasterizerStorageRD::MaterialData *RasterizerSceneForwardRD::_create_material_func(ShaderData *p_shader) {
  422. MaterialData *material_data = memnew(MaterialData);
  423. material_data->shader_data = p_shader;
  424. material_data->last_frame = false;
  425. //update will happen later anyway so do nothing.
  426. return material_data;
  427. }
  428. RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() {
  429. clear();
  430. }
  431. void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
  432. if (color_fb.is_valid()) {
  433. RD::get_singleton()->free(color_fb);
  434. color_fb = RID();
  435. }
  436. if (color.is_valid()) {
  437. RD::get_singleton()->free(color);
  438. color = RID();
  439. }
  440. if (depth.is_valid()) {
  441. RD::get_singleton()->free(depth);
  442. depth = RID();
  443. }
  444. }
  445. void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
  446. clear();
  447. width = p_width;
  448. height = p_height;
  449. render_target = p_render_target;
  450. {
  451. RD::TextureFormat tf;
  452. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  453. tf.width = p_width;
  454. tf.height = p_height;
  455. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  456. color = RD::get_singleton()->texture_create(tf, RD::TextureView());
  457. }
  458. {
  459. RD::TextureFormat tf;
  460. 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;
  461. tf.width = p_width;
  462. tf.height = p_height;
  463. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  464. depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  465. }
  466. {
  467. Vector<RID> fb;
  468. fb.push_back(color);
  469. fb.push_back(depth);
  470. color_fb = RD::get_singleton()->framebuffer_create(fb);
  471. }
  472. {
  473. Vector<RID> fb;
  474. fb.push_back(color);
  475. color_only_fb = RD::get_singleton()->framebuffer_create(fb);
  476. }
  477. }
  478. RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() {
  479. return memnew(RenderBufferDataForward);
  480. }
  481. bool RasterizerSceneForwardRD::free(RID p_rid) {
  482. if (RasterizerSceneRD::free(p_rid)) {
  483. return true;
  484. }
  485. return false;
  486. }
  487. void RasterizerSceneForwardRD::_fill_instances(RenderList::Element **p_elements, int p_element_count) {
  488. for (int i = 0; i < p_element_count; i++) {
  489. const RenderList::Element *e = p_elements[i];
  490. InstanceData &id = scene_state.instances[i];
  491. store_transform(e->instance->transform, id.transform);
  492. store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
  493. id.flags = 0;
  494. id.mask = e->instance->layer_mask;
  495. //forward
  496. uint32_t reflection_count = 0;
  497. uint32_t omni_count = 0;
  498. uint32_t spot_count = 0;
  499. uint32_t decal_count = 0;
  500. if (!e->instance->light_instances.empty()) {
  501. uint32_t light_count = e->instance->light_instances.size();
  502. const RID *light_ptrs = e->instance->light_instances.ptr();
  503. for (uint32_t j = 0; j < light_count; j++) {
  504. if (render_pass != light_instance_get_render_pass(light_ptrs[j])) {
  505. continue; //not rendered this frame
  506. }
  507. RID base = light_instance_get_base_light(light_ptrs[j]);
  508. uint32_t mask = storage->light_get_cull_mask(base);
  509. if (!(mask & id.mask)) {
  510. continue; //masked
  511. }
  512. if (storage->light_get_type(base) == VS::LIGHT_OMNI) {
  513. if (omni_count < 8) {
  514. id.omni_light_indices[omni_count] = light_instance_get_index(light_ptrs[j]);
  515. omni_count++;
  516. }
  517. } else {
  518. if (spot_count < 8) {
  519. id.omni_light_indices[spot_count] = light_instance_get_index(light_ptrs[j]);
  520. spot_count++;
  521. }
  522. }
  523. }
  524. }
  525. id.flags |= reflection_count;
  526. id.flags |= omni_count << 3;
  527. id.flags |= spot_count << 6;
  528. id.flags |= decal_count << 9;
  529. }
  530. RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
  531. }
  532. /// RENDERING ///
  533. 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) {
  534. RD::DrawListID draw_list = p_draw_list;
  535. RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
  536. //global scope bindings
  537. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, 0);
  538. MaterialData *prev_material = nullptr;
  539. // ShaderData *prev_shader = nullptr;
  540. RID prev_vertex_array_rd;
  541. RID prev_index_array_rd;
  542. RID prev_pipeline_rd;
  543. PushConstant push_constant;
  544. zeromem(&push_constant, sizeof(PushConstant));
  545. for (int i = 0; i < p_element_count; i++) {
  546. const RenderList::Element *e = p_elements[i];
  547. MaterialData *material = e->material;
  548. ShaderData *shader = material->shader_data;
  549. //find cull variant
  550. ShaderData::CullVariant cull_variant;
  551. if ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
  552. cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
  553. } else {
  554. bool mirror = e->instance->mirror;
  555. if (p_reverse_cull) {
  556. mirror = !mirror;
  557. }
  558. cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
  559. }
  560. //find primitive and vertex format
  561. VS::PrimitiveType primitive;
  562. switch (e->instance->base_type) {
  563. case VS::INSTANCE_MESH: {
  564. primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
  565. } break;
  566. case VS::INSTANCE_MULTIMESH: {
  567. ERR_CONTINUE(true); //should be a bug
  568. } break;
  569. case VS::INSTANCE_IMMEDIATE: {
  570. ERR_CONTINUE(true); //should be a bug
  571. } break;
  572. case VS::INSTANCE_PARTICLES: {
  573. ERR_CONTINUE(true); //should be a bug
  574. } break;
  575. default: {
  576. ERR_CONTINUE(true); //should be a bug
  577. }
  578. }
  579. ShaderVersion shader_version;
  580. switch (p_pass_mode) {
  581. case PASS_MODE_COLOR:
  582. case PASS_MODE_COLOR_TRANSPARENT: {
  583. if (e->uses_lightmap) {
  584. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
  585. } else if (e->uses_vct) {
  586. shader_version = SHADER_VERSION_VCT_COLOR_PASS;
  587. } else {
  588. shader_version = SHADER_VERSION_COLOR_PASS;
  589. }
  590. } break;
  591. case PASS_MODE_COLOR_SPECULAR: {
  592. if (e->uses_lightmap) {
  593. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  594. } else if (e->uses_vct) {
  595. shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  596. } else {
  597. shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  598. }
  599. } break;
  600. case PASS_MODE_SHADOW:
  601. case PASS_MODE_DEPTH: {
  602. shader_version = SHADER_VERSION_DEPTH_PASS;
  603. } break;
  604. case PASS_MODE_SHADOW_DP: {
  605. shader_version = SHADER_VERSION_DEPTH_PASS_DP;
  606. } break;
  607. case PASS_MODE_DEPTH_NORMAL: {
  608. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL;
  609. } break;
  610. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  611. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
  612. } break;
  613. }
  614. RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
  615. pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
  616. RD::VertexFormatID vertex_format;
  617. RID vertex_array_rd;
  618. RID index_array_rd;
  619. switch (e->instance->base_type) {
  620. case VS::INSTANCE_MESH: {
  621. 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);
  622. } break;
  623. case VS::INSTANCE_MULTIMESH: {
  624. ERR_CONTINUE(true); //should be a bug
  625. } break;
  626. case VS::INSTANCE_IMMEDIATE: {
  627. ERR_CONTINUE(true); //should be a bug
  628. } break;
  629. case VS::INSTANCE_PARTICLES: {
  630. ERR_CONTINUE(true); //should be a bug
  631. } break;
  632. default: {
  633. ERR_CONTINUE(true); //should be a bug
  634. }
  635. }
  636. if (prev_vertex_array_rd != vertex_array_rd) {
  637. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
  638. prev_vertex_array_rd = vertex_array_rd;
  639. }
  640. if (prev_index_array_rd != index_array_rd) {
  641. if (index_array_rd.is_valid()) {
  642. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
  643. }
  644. prev_index_array_rd = index_array_rd;
  645. }
  646. RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format);
  647. if (pipeline_rd != prev_pipeline_rd) {
  648. // checking with prev shader does not make so much sense, as
  649. // the pipeline may still be different.
  650. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
  651. prev_pipeline_rd = pipeline_rd;
  652. }
  653. if (material != prev_material) {
  654. //update uniform set
  655. if (material->uniform_set.is_valid()) {
  656. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 2);
  657. }
  658. prev_material = material;
  659. }
  660. push_constant.index = i;
  661. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
  662. switch (e->instance->base_type) {
  663. case VS::INSTANCE_MESH: {
  664. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
  665. } break;
  666. case VS::INSTANCE_MULTIMESH: {
  667. } break;
  668. case VS::INSTANCE_IMMEDIATE: {
  669. } break;
  670. case VS::INSTANCE_PARTICLES: {
  671. } break;
  672. default: {
  673. ERR_CONTINUE(true); //should be a bug
  674. }
  675. }
  676. }
  677. }
  678. 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) {
  679. //CameraMatrix projection = p_cam_projection;
  680. //projection.flip_y(); // Vulkan and modern APIs use Y-Down
  681. CameraMatrix correction;
  682. correction.set_depth_correction();
  683. CameraMatrix projection = correction * p_cam_projection;
  684. //store camera into ubo
  685. store_camera(projection, scene_state.ubo.projection_matrix);
  686. store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
  687. store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
  688. store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
  689. scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
  690. scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
  691. if (p_shadow_atlas.is_valid()) {
  692. Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
  693. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
  694. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
  695. }
  696. {
  697. Vector2 dss = directional_shadow_get_size();
  698. scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
  699. scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
  700. }
  701. //time global variables
  702. scene_state.ubo.time = time;
  703. if (is_environment(p_environment)) {
  704. VS::EnvironmentBG env_bg = environment_get_background(p_environment);
  705. VS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
  706. float bg_energy = environment_get_bg_energy(p_environment);
  707. scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
  708. scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
  709. //ambient
  710. if (ambient_src == VS::ENV_AMBIENT_SOURCE_BG && (env_bg == VS::ENV_BG_CLEAR_COLOR || env_bg == VS::ENV_BG_COLOR)) {
  711. 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);
  712. color = color.to_linear();
  713. scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
  714. scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
  715. scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
  716. scene_state.ubo.use_ambient_light = true;
  717. scene_state.ubo.use_ambient_cubemap = false;
  718. } else {
  719. float energy = environment_get_ambient_light_ambient_energy(p_environment);
  720. Color color = environment_get_ambient_light_color(p_environment);
  721. color = color.to_linear();
  722. scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
  723. scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
  724. scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
  725. Basis sky_transform = environment_get_sky_orientation(p_environment);
  726. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  727. store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
  728. 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;
  729. scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == VS::ENV_AMBIENT_SOURCE_COLOR;
  730. }
  731. //specular
  732. VS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
  733. if ((ref_src == VS::ENV_REFLECTION_SOURCE_BG && env_bg == VS::ENV_BG_SKY) || ref_src == VS::ENV_REFLECTION_SOURCE_SKY) {
  734. scene_state.ubo.use_reflection_cubemap = true;
  735. } else {
  736. scene_state.ubo.use_reflection_cubemap = false;
  737. }
  738. } else {
  739. if (p_render_target.is_valid()) {
  740. scene_state.ubo.use_ambient_light = true;
  741. Color clear_color = storage->render_target_get_clear_request_color(p_render_target);
  742. clear_color = clear_color.to_linear();
  743. scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
  744. scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
  745. scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
  746. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  747. } else {
  748. scene_state.ubo.use_ambient_light = false;
  749. }
  750. scene_state.ubo.use_ambient_cubemap = false;
  751. scene_state.ubo.use_reflection_cubemap = false;
  752. }
  753. #if 0
  754. //bg and ambient
  755. if (p_environment.is_valid()) {
  756. state.ubo_data.bg_energy = env->bg_energy;
  757. state.ubo_data.ambient_energy = env->ambient_energy;
  758. Color linear_ambient_color = env->ambient_color.to_linear();
  759. state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
  760. state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
  761. state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
  762. state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
  763. Color bg_color;
  764. switch (env->bg_mode) {
  765. case VS::ENV_BG_CLEAR_COLOR: {
  766. bg_color = storage->frame.clear_request_color.to_linear();
  767. } break;
  768. case VS::ENV_BG_COLOR: {
  769. bg_color = env->bg_color.to_linear();
  770. } break;
  771. default: {
  772. bg_color = Color(0, 0, 0, 1);
  773. } break;
  774. }
  775. state.ubo_data.bg_color[0] = bg_color.r;
  776. state.ubo_data.bg_color[1] = bg_color.g;
  777. state.ubo_data.bg_color[2] = bg_color.b;
  778. state.ubo_data.bg_color[3] = bg_color.a;
  779. //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
  780. sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
  781. state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
  782. state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
  783. state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
  784. //fog
  785. Color linear_fog = env->fog_color.to_linear();
  786. state.ubo_data.fog_color_enabled[0] = linear_fog.r;
  787. state.ubo_data.fog_color_enabled[1] = linear_fog.g;
  788. state.ubo_data.fog_color_enabled[2] = linear_fog.b;
  789. state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
  790. state.ubo_data.fog_density = linear_fog.a;
  791. Color linear_sun = env->fog_sun_color.to_linear();
  792. state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
  793. state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
  794. state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
  795. state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
  796. state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
  797. state.ubo_data.fog_depth_begin = env->fog_depth_begin;
  798. state.ubo_data.fog_depth_end = env->fog_depth_end;
  799. state.ubo_data.fog_depth_curve = env->fog_depth_curve;
  800. state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
  801. state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
  802. state.ubo_data.fog_height_enabled = env->fog_height_enabled;
  803. state.ubo_data.fog_height_min = env->fog_height_min;
  804. state.ubo_data.fog_height_max = env->fog_height_max;
  805. state.ubo_data.fog_height_curve = env->fog_height_curve;
  806. } else {
  807. state.ubo_data.bg_energy = 1.0;
  808. state.ubo_data.ambient_energy = 1.0;
  809. //use from clear color instead, since there is no ambient
  810. Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
  811. state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
  812. state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
  813. state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
  814. state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
  815. state.ubo_data.bg_color[0] = linear_ambient_color.r;
  816. state.ubo_data.bg_color[1] = linear_ambient_color.g;
  817. state.ubo_data.bg_color[2] = linear_ambient_color.b;
  818. state.ubo_data.bg_color[3] = linear_ambient_color.a;
  819. state.env_radiance_data.ambient_contribution = 0;
  820. state.ubo_data.ambient_occlusion_affect_light = 0;
  821. state.ubo_data.fog_color_enabled[3] = 0.0;
  822. }
  823. {
  824. //directional shadow
  825. state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
  826. state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
  827. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  828. glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
  829. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  830. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
  831. }
  832. glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
  833. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
  834. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  835. //fill up environment
  836. store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
  837. glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
  838. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
  839. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  840. #endif
  841. RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
  842. }
  843. void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
  844. RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
  845. /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  846. m_src = default_overdraw_material;
  847. }*/
  848. MaterialData *material = NULL;
  849. if (m_src.is_valid()) {
  850. material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
  851. if (!material || !material->shader_data->valid) {
  852. material = NULL;
  853. }
  854. }
  855. if (!material) {
  856. material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  857. }
  858. ERR_FAIL_COND(!material);
  859. _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
  860. while (material->next_pass.is_valid()) {
  861. material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
  862. if (!material || !material->shader_data->valid)
  863. break;
  864. _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
  865. }
  866. }
  867. 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) {
  868. 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;
  869. bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
  870. bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
  871. bool has_alpha = has_base_alpha || has_blend_alpha;
  872. if (p_material->shader_data->uses_sss) {
  873. scene_state.used_sss = true;
  874. }
  875. if (p_material->shader_data->uses_screen_texture) {
  876. scene_state.used_screen_texture = true;
  877. }
  878. if (p_material->shader_data->uses_depth_texture) {
  879. scene_state.used_depth_texture = true;
  880. }
  881. if (p_material->shader_data->uses_normal_texture) {
  882. scene_state.used_normal_texture = true;
  883. }
  884. if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
  885. 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) {
  886. //conditions in which no depth pass should be processed
  887. return;
  888. }
  889. 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) {
  890. //shader does not use discard and does not write a vertex position, use generic material
  891. if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
  892. p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  893. } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) {
  894. p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  895. } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
  896. p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  897. }
  898. }
  899. has_alpha = false;
  900. }
  901. RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element();
  902. if (!e)
  903. return;
  904. e->instance = p_instance;
  905. e->material = p_material;
  906. e->surface_index = p_surface;
  907. e->sort_key = 0;
  908. if (e->material->last_pass != render_pass) {
  909. e->material->last_pass = render_pass;
  910. e->material->index = scene_state.current_material_index++;
  911. if (e->material->shader_data->last_pass != render_pass) {
  912. e->material->shader_data->last_pass = scene_state.current_material_index++;
  913. e->material->shader_data->index = scene_state.current_shader_index++;
  914. }
  915. }
  916. e->geometry_index = p_geometry_index;
  917. e->material_index = e->material->index;
  918. e->uses_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
  919. e->uses_lightmap = e->instance->lightmap.is_valid();
  920. e->uses_vct = e->instance->gi_probe_instances.size();
  921. e->shader_index = e->shader_index;
  922. e->depth_layer = e->instance->depth_layer;
  923. e->priority = p_material->priority;
  924. if (p_material->shader_data->uses_time) {
  925. VisualServerRaster::redraw_request();
  926. }
  927. }
  928. void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) {
  929. scene_state.current_shader_index = 0;
  930. scene_state.current_material_index = 0;
  931. scene_state.used_sss = false;
  932. scene_state.used_screen_texture = false;
  933. scene_state.used_normal_texture = false;
  934. scene_state.used_depth_texture = false;
  935. uint32_t geometry_index = 0;
  936. //fill list
  937. for (int i = 0; i < p_cull_count; i++) {
  938. InstanceBase *inst = p_cull_result[i];
  939. //add geometry for drawing
  940. switch (inst->base_type) {
  941. case VS::INSTANCE_MESH: {
  942. const RID *materials = NULL;
  943. uint32_t surface_count;
  944. materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
  945. if (!materials) {
  946. continue; //nothing to do
  947. }
  948. const RID *inst_materials = inst->materials.ptr();
  949. for (uint32_t j = 0; j < surface_count; j++) {
  950. RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
  951. uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
  952. _add_geometry(inst, j, material, p_pass_mode, surface_index);
  953. }
  954. //mesh->last_pass=frame;
  955. } break;
  956. #if 0
  957. case VS::INSTANCE_MULTIMESH: {
  958. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base);
  959. ERR_CONTINUE(!multi_mesh);
  960. if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
  961. continue;
  962. RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh);
  963. if (!mesh)
  964. continue; //mesh not assigned
  965. int ssize = mesh->surfaces.size();
  966. for (int j = 0; j < ssize; j++) {
  967. RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
  968. _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
  969. }
  970. } break;
  971. case VS::INSTANCE_IMMEDIATE: {
  972. RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
  973. ERR_CONTINUE(!immediate);
  974. _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
  975. } break;
  976. case VS::INSTANCE_PARTICLES: {
  977. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
  978. ERR_CONTINUE(!particles);
  979. for (int j = 0; j < particles->draw_passes.size(); j++) {
  980. RID pmesh = particles->draw_passes[j];
  981. if (!pmesh.is_valid())
  982. continue;
  983. RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
  984. if (!mesh)
  985. continue; //mesh not assigned
  986. int ssize = mesh->surfaces.size();
  987. for (int k = 0; k < ssize; k++) {
  988. RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
  989. _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
  990. }
  991. }
  992. } break;
  993. #endif
  994. default: {
  995. }
  996. }
  997. }
  998. }
  999. 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) {
  1000. ERR_FAIL_COND(!is_environment(p_environment));
  1001. RID sky = environment_get_sky(p_environment);
  1002. ERR_FAIL_COND(!sky.is_valid());
  1003. RID panorama = sky_get_panorama_texture_rd(sky);
  1004. ERR_FAIL_COND(!panorama.is_valid());
  1005. Basis sky_transform = environment_get_sky_orientation(p_environment);
  1006. sky_transform.invert();
  1007. float multiplier = environment_get_bg_energy(p_environment);
  1008. float custom_fov = environment_get_sky_custom_fov(p_environment);
  1009. // Camera
  1010. CameraMatrix camera;
  1011. if (custom_fov) {
  1012. float near_plane = p_projection.get_z_near();
  1013. float far_plane = p_projection.get_z_far();
  1014. float aspect = p_projection.get_aspect();
  1015. camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
  1016. } else {
  1017. camera = p_projection;
  1018. }
  1019. sky_transform = p_transform.basis * sky_transform;
  1020. storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier);
  1021. }
  1022. 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) {
  1023. for (uint32_t i = 0; i < p_reflection_probe_cull_count; i++) {
  1024. RID rpi = p_reflection_probe_cull_result[i];
  1025. if (i >= scene_state.max_reflections) {
  1026. reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
  1027. continue;
  1028. }
  1029. reflection_probe_instance_set_render_index(rpi, i);
  1030. RID base_probe = reflection_probe_instance_get_probe(rpi);
  1031. ReflectionData &reflection_ubo = scene_state.reflections[i];
  1032. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  1033. reflection_ubo.box_extents[0] = extents.x;
  1034. reflection_ubo.box_extents[1] = extents.y;
  1035. reflection_ubo.box_extents[2] = extents.z;
  1036. reflection_ubo.box_extents[3] = 0;
  1037. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  1038. reflection_ubo.box_offset[0] = origin_offset.x;
  1039. reflection_ubo.box_offset[1] = origin_offset.y;
  1040. reflection_ubo.box_offset[2] = origin_offset.z;
  1041. reflection_ubo.box_offset[3] = 0;
  1042. float intensity = storage->reflection_probe_get_intensity(base_probe);
  1043. bool interior = storage->reflection_probe_is_interior(base_probe);
  1044. bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
  1045. reflection_ubo.params[0] = intensity;
  1046. reflection_ubo.params[1] = 0;
  1047. reflection_ubo.params[2] = interior ? 1.0 : 0.0;
  1048. reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
  1049. if (interior) {
  1050. Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
  1051. float interior_ambient_energy = storage->reflection_probe_get_interior_ambient_energy(base_probe);
  1052. float interior_ambient_probe_contrib = storage->reflection_probe_get_interior_ambient_probe_contribution(base_probe);
  1053. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  1054. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  1055. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  1056. reflection_ubo.ambient[3] = interior_ambient_probe_contrib;
  1057. } else {
  1058. Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear();
  1059. if (is_environment(p_environment)) {
  1060. Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear();
  1061. float env_ambient_energy = environment_get_ambient_light_ambient_energy(p_environment);
  1062. ambient_linear = env_ambient_color;
  1063. ambient_linear.r *= env_ambient_energy;
  1064. ambient_linear.g *= env_ambient_energy;
  1065. ambient_linear.b *= env_ambient_energy;
  1066. }
  1067. reflection_ubo.ambient[0] = ambient_linear.r;
  1068. reflection_ubo.ambient[1] = ambient_linear.g;
  1069. reflection_ubo.ambient[2] = ambient_linear.b;
  1070. reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
  1071. }
  1072. Transform transform = reflection_probe_instance_get_transform(rpi);
  1073. Transform proj = (p_camera_inverse_transform * transform).inverse();
  1074. store_transform(proj, reflection_ubo.local_matrix);
  1075. }
  1076. if (p_reflection_probe_cull_count) {
  1077. 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);
  1078. }
  1079. }
  1080. void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas) {
  1081. uint32_t light_count = 0;
  1082. scene_state.ubo.directional_light_count = 0;
  1083. for (int i = 0; i < p_light_cull_count; i++) {
  1084. RID li = p_light_cull_result[i];
  1085. RID base = light_instance_get_base_light(li);
  1086. ERR_CONTINUE(base.is_null());
  1087. VS::LightType type = storage->light_get_type(base);
  1088. switch (type) {
  1089. case VS::LIGHT_DIRECTIONAL: {
  1090. if (scene_state.ubo.directional_light_count >= scene_state.max_directional_lights) {
  1091. continue;
  1092. }
  1093. } break;
  1094. case VS::LIGHT_SPOT:
  1095. case VS::LIGHT_OMNI: {
  1096. if (light_count >= scene_state.max_lights) {
  1097. continue;
  1098. }
  1099. Transform light_transform = light_instance_get_base_transform(li);
  1100. LightData &light_data = scene_state.lights[light_count];
  1101. float sign = storage->light_is_negative(base) ? -1 : 1;
  1102. Color linear_col = storage->light_get_color(base).to_linear();
  1103. light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, VS::LIGHT_PARAM_ATTENUATION));
  1104. light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, VS::LIGHT_PARAM_ENERGY) * Math_PI);
  1105. light_data.color_specular[0] = CLAMP(uint32_t(linear_col.r * 255), 0, 255);
  1106. light_data.color_specular[1] = CLAMP(uint32_t(linear_col.g * 255), 0, 255);
  1107. light_data.color_specular[2] = CLAMP(uint32_t(linear_col.b * 255), 0, 255);
  1108. light_data.color_specular[3] = CLAMP(uint32_t(storage->light_get_param(base, VS::LIGHT_PARAM_SPECULAR) * 255), 0, 255);
  1109. light_data.inv_radius = 1.0 / MAX(0.001, storage->light_get_param(base, VS::LIGHT_PARAM_RANGE));
  1110. Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin);
  1111. light_data.position[0] = pos.x;
  1112. light_data.position[1] = pos.y;
  1113. light_data.position[2] = pos.z;
  1114. Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  1115. light_data.direction[0] = direction.x;
  1116. light_data.direction[1] = direction.y;
  1117. light_data.direction[2] = direction.z;
  1118. light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, VS::LIGHT_PARAM_SPOT_ATTENUATION));
  1119. light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(storage->light_get_param(base, VS::LIGHT_PARAM_SPOT_ANGLE))));
  1120. light_data.mask = storage->light_get_cull_mask(base);
  1121. Color shadow_color = storage->light_get_shadow_color(base);
  1122. bool has_shadow = storage->light_has_shadow(base);
  1123. light_data.shadow_color_enabled[0] = CLAMP(uint32_t(shadow_color.r * 255), 0, 255);
  1124. light_data.shadow_color_enabled[1] = CLAMP(uint32_t(shadow_color.g * 255), 0, 255);
  1125. light_data.shadow_color_enabled[2] = CLAMP(uint32_t(shadow_color.b * 255), 0, 255);
  1126. light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
  1127. light_data.atlas_rect[0] = 0;
  1128. light_data.atlas_rect[1] = 0;
  1129. light_data.atlas_rect[2] = 0;
  1130. light_data.atlas_rect[3] = 0;
  1131. if (storage->light_has_shadow(base) && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
  1132. // fill in the shadow information
  1133. Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
  1134. if (type == VS::LIGHT_OMNI) {
  1135. light_data.atlas_rect[0] = rect.position.x;
  1136. light_data.atlas_rect[1] = rect.position.y;
  1137. light_data.atlas_rect[2] = rect.size.width;
  1138. light_data.atlas_rect[3] = rect.size.height * 0.5;
  1139. Transform proj = (p_camera_inverse_transform * light_transform).inverse();
  1140. store_transform(proj, light_data.shadow_matrix);
  1141. } else if (type == VS::LIGHT_SPOT) {
  1142. Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
  1143. CameraMatrix bias;
  1144. bias.set_light_bias();
  1145. CameraMatrix rectm;
  1146. rectm.set_light_atlas_rect(rect);
  1147. CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
  1148. store_camera(shadow_mtx, light_data.shadow_matrix);
  1149. }
  1150. }
  1151. light_instance_set_index(li, light_count);
  1152. light_count++;
  1153. } break;
  1154. }
  1155. light_instance_set_render_pass(li, render_pass);
  1156. //update UBO for forward rendering, blit to texture for clustered
  1157. }
  1158. if (light_count) {
  1159. RD::get_singleton()->buffer_update(scene_state.light_buffer, 0, sizeof(LightData) * light_count, scene_state.lights, true);
  1160. }
  1161. if (scene_state.ubo.directional_light_count) {
  1162. RD::get_singleton()->buffer_update(scene_state.directional_light_buffer, 0, sizeof(DirectionalLightData) * light_count, scene_state.directional_lights, true);
  1163. }
  1164. }
  1165. 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) {
  1166. RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
  1167. //first of all, make a new render pass
  1168. render_pass++;
  1169. //fill up ubo
  1170. #if 0
  1171. storage->info.render.object_count += p_cull_count;
  1172. Environment *env = environment_owner.getornull(p_environment);
  1173. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  1174. ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
  1175. if (shadow_atlas && shadow_atlas->size) {
  1176. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
  1177. glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
  1178. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  1179. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
  1180. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
  1181. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
  1182. }
  1183. if (reflection_atlas && reflection_atlas->size) {
  1184. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1185. glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
  1186. }
  1187. #endif
  1188. if (p_reflection_probe.is_valid()) {
  1189. scene_state.ubo.reflection_multiplier = 0.0;
  1190. } else {
  1191. scene_state.ubo.reflection_multiplier = 1.0;
  1192. }
  1193. //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
  1194. scene_state.ubo.shadow_z_offset = 0;
  1195. scene_state.ubo.shadow_z_slope_scale = 0;
  1196. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1197. scene_state.ubo.viewport_size[0] = vp_he.x;
  1198. scene_state.ubo.viewport_size[1] = vp_he.y;
  1199. RID render_target;
  1200. Size2 screen_pixel_size;
  1201. RID opaque_framebuffer;
  1202. RID alpha_framebuffer;
  1203. if (render_buffer) {
  1204. screen_pixel_size.width = 1.0 / render_buffer->width;
  1205. screen_pixel_size.height = 1.0 / render_buffer->height;
  1206. render_target = render_buffer->render_target;
  1207. opaque_framebuffer = render_buffer->color_fb;
  1208. alpha_framebuffer = opaque_framebuffer;
  1209. } else if (p_reflection_probe.is_valid()) {
  1210. uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
  1211. screen_pixel_size.width = 1.0 / resolution;
  1212. screen_pixel_size.height = 1.0 / resolution;
  1213. opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1214. alpha_framebuffer = opaque_framebuffer;
  1215. } else {
  1216. ERR_FAIL(); //bug?
  1217. }
  1218. _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas);
  1219. _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
  1220. _setup_environment(render_target, p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas);
  1221. #if 0
  1222. for (int i = 0; i < p_light_cull_count; i++) {
  1223. ERR_BREAK(i >= RenderList::MAX_LIGHTS);
  1224. LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]);
  1225. if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
  1226. state.used_contact_shadows = true;
  1227. }
  1228. }
  1229. #endif
  1230. #if 0
  1231. // Do depth prepass if it's explicitly enabled
  1232. bool use_depth_prepass = storage->config.use_depth_prepass;
  1233. // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
  1234. use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
  1235. // Never do depth prepass if effects are disabled or if we render overdraws
  1236. use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
  1237. use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
  1238. if (use_depth_prepass) {
  1239. //pre z pass
  1240. glDisable(GL_BLEND);
  1241. glDepthMask(GL_TRUE);
  1242. glEnable(GL_DEPTH_TEST);
  1243. glDisable(GL_SCISSOR_TEST);
  1244. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
  1245. glDrawBuffers(0, NULL);
  1246. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  1247. glColorMask(0, 0, 0, 0);
  1248. glClearDepth(1.0f);
  1249. glClear(GL_DEPTH_BUFFER_BIT);
  1250. render_list.clear();
  1251. _fill_render_list(p_cull_result, p_cull_count, true, false);
  1252. render_list.sort_by_key(false);
  1253. state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
  1254. _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
  1255. state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
  1256. glColorMask(1, 1, 1, 1);
  1257. if (state.used_contact_shadows) {
  1258. _prepare_depth_texture();
  1259. _bind_depth_texture();
  1260. }
  1261. fb_cleared = true;
  1262. render_pass++;
  1263. state.used_depth_prepass = true;
  1264. } else {
  1265. state.used_depth_prepass = false;
  1266. }
  1267. _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
  1268. _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);
  1269. bool use_mrt = false;
  1270. #endif
  1271. render_list.clear();
  1272. _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
  1273. #if 0
  1274. //
  1275. glEnable(GL_BLEND);
  1276. glDepthMask(GL_TRUE);
  1277. glEnable(GL_DEPTH_TEST);
  1278. glDisable(GL_SCISSOR_TEST);
  1279. //rendering to a probe cubemap side
  1280. ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
  1281. GLuint current_fbo;
  1282. if (probe) {
  1283. ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas);
  1284. ERR_FAIL_COND(!ref_atlas);
  1285. int target_size = ref_atlas->size / ref_atlas->subdiv;
  1286. int cubemap_index = reflection_cubemaps.size() - 1;
  1287. for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
  1288. //find appropriate cubemap to render to
  1289. if (reflection_cubemaps[i].size > target_size * 2)
  1290. break;
  1291. cubemap_index = i;
  1292. }
  1293. current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
  1294. use_mrt = false;
  1295. state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
  1296. glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
  1297. glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
  1298. } else {
  1299. 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
  1300. //effects disabled and transparency also prevent using MRTs
  1301. use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  1302. use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
  1303. use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
  1304. use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
  1305. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  1306. if (use_mrt) {
  1307. current_fbo = storage->frame.current_rt->buffers.fbo;
  1308. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
  1309. state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);
  1310. Vector<GLenum> draw_buffers;
  1311. draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
  1312. draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
  1313. draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
  1314. if (state.used_sss) {
  1315. draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
  1316. }
  1317. glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
  1318. Color black(0, 0, 0, 0);
  1319. glClearBufferfv(GL_COLOR, 1, black.components); // specular
  1320. glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
  1321. if (state.used_sss) {
  1322. glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
  1323. }
  1324. } else {
  1325. if (storage->frame.current_rt->buffers.active) {
  1326. current_fbo = storage->frame.current_rt->buffers.fbo;
  1327. } else {
  1328. current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
  1329. }
  1330. glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
  1331. state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
  1332. Vector<GLenum> draw_buffers;
  1333. draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
  1334. glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
  1335. }
  1336. }
  1337. if (!fb_cleared) {
  1338. glClearDepth(1.0f);
  1339. glClear(GL_DEPTH_BUFFER_BIT);
  1340. }
  1341. Color clear_color(0, 0, 0, 0);
  1342. RasterizerStorageGLES3::Sky *sky = NULL;
  1343. Ref<CameraFeed> feed;
  1344. GLuint env_radiance_tex = 0;
  1345. if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1346. clear_color = Color(0, 0, 0, 0);
  1347. storage->frame.clear_request = false;
  1348. } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1349. clear_color = Color(0, 0, 0, 0);
  1350. storage->frame.clear_request = false;
  1351. } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
  1352. if (storage->frame.clear_request) {
  1353. clear_color = storage->frame.clear_request_color.to_linear();
  1354. storage->frame.clear_request = false;
  1355. }
  1356. } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
  1357. clear_color = env->bg_color.to_linear();
  1358. storage->frame.clear_request = false;
  1359. } else if (env->bg_mode == VS::ENV_BG_COLOR) {
  1360. clear_color = env->bg_color.to_linear();
  1361. storage->frame.clear_request = false;
  1362. } else if (env->bg_mode == VS::ENV_BG_SKY) {
  1363. storage->frame.clear_request = false;
  1364. } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
  1365. clear_color = env->bg_color.to_linear();
  1366. storage->frame.clear_request = false;
  1367. } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
  1368. feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
  1369. storage->frame.clear_request = false;
  1370. } else {
  1371. storage->frame.clear_request = false;
  1372. }
  1373. if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
  1374. glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
  1375. }
  1376. 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.
  1377. if (env) {
  1378. switch (bg_mode) {
  1379. case VS::ENV_BG_COLOR_SKY:
  1380. case VS::ENV_BG_SKY:
  1381. sky = storage->sky_owner.getornull(env->sky);
  1382. if (sky) {
  1383. env_radiance_tex = sky->radiance;
  1384. }
  1385. break;
  1386. case VS::ENV_BG_CANVAS:
  1387. //copy canvas to 3d buffer and convert it to linear
  1388. glDisable(GL_BLEND);
  1389. glDepthMask(GL_FALSE);
  1390. glDisable(GL_DEPTH_TEST);
  1391. glDisable(GL_CULL_FACE);
  1392. glActiveTexture(GL_TEXTURE0);
  1393. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  1394. storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
  1395. storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
  1396. storage->shaders.copy.bind();
  1397. _copy_screen(true, true);
  1398. //turn off everything used
  1399. storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
  1400. storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
  1401. //restore
  1402. glEnable(GL_BLEND);
  1403. glDepthMask(GL_TRUE);
  1404. glEnable(GL_DEPTH_TEST);
  1405. glEnable(GL_CULL_FACE);
  1406. break;
  1407. case VS::ENV_BG_CAMERA_FEED:
  1408. if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
  1409. // copy our camera feed to our background
  1410. glDisable(GL_BLEND);
  1411. glDepthMask(GL_FALSE);
  1412. glDisable(GL_DEPTH_TEST);
  1413. glDisable(GL_CULL_FACE);
  1414. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
  1415. storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
  1416. storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
  1417. if (feed->get_datatype() == CameraFeed::FEED_RGB) {
  1418. RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
  1419. VS::get_singleton()->texture_bind(camera_RGBA, 0);
  1420. } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
  1421. RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
  1422. VS::get_singleton()->texture_bind(camera_YCbCr, 0);
  1423. storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
  1424. } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
  1425. RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
  1426. RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
  1427. VS::get_singleton()->texture_bind(camera_Y, 0);
  1428. VS::get_singleton()->texture_bind(camera_CbCr, 1);
  1429. storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
  1430. storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
  1431. };
  1432. storage->shaders.copy.bind();
  1433. storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
  1434. _copy_screen(true, true);
  1435. //turn off everything used
  1436. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
  1437. storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
  1438. storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
  1439. storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
  1440. storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
  1441. //restore
  1442. glEnable(GL_BLEND);
  1443. glDepthMask(GL_TRUE);
  1444. glEnable(GL_DEPTH_TEST);
  1445. glEnable(GL_CULL_FACE);
  1446. } else {
  1447. // don't have a feed, just show greenscreen :)
  1448. clear_color = Color(0.0, 1.0, 0.0, 1.0);
  1449. }
  1450. break;
  1451. default: {
  1452. }
  1453. }
  1454. }
  1455. if (probe && probe->probe_ptr->interior) {
  1456. env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
  1457. }
  1458. state.texscreen_copied = false;
  1459. glBlendEquation(GL_FUNC_ADD);
  1460. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1461. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1462. glEnable(GL_BLEND);
  1463. } else {
  1464. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1465. glDisable(GL_BLEND);
  1466. }
  1467. #endif
  1468. RID radiance_cubemap;
  1469. bool draw_sky = false;
  1470. Color clear_color;
  1471. bool keep_color = false;
  1472. if (is_environment(p_environment)) {
  1473. VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
  1474. float bg_energy = environment_get_bg_energy(p_environment);
  1475. switch (bg_mode) {
  1476. case VS::ENV_BG_CLEAR_COLOR: {
  1477. clear_color = render_target.is_valid() ? storage->render_target_get_clear_request_color(render_target) : environment_get_bg_color(p_environment);
  1478. clear_color.r *= bg_energy;
  1479. clear_color.g *= bg_energy;
  1480. clear_color.b *= bg_energy;
  1481. } break;
  1482. case VS::ENV_BG_COLOR: {
  1483. clear_color = environment_get_bg_color(p_environment);
  1484. clear_color.r *= bg_energy;
  1485. clear_color.g *= bg_energy;
  1486. clear_color.b *= bg_energy;
  1487. } break;
  1488. case VS::ENV_BG_SKY: {
  1489. RID sky = environment_get_sky(p_environment);
  1490. if (sky.is_valid()) {
  1491. radiance_cubemap = sky_get_radiance_texture_rd(sky);
  1492. draw_sky = true;
  1493. }
  1494. } break;
  1495. case VS::ENV_BG_CANVAS: {
  1496. keep_color = true;
  1497. } break;
  1498. case VS::ENV_BG_KEEP: {
  1499. keep_color = true;
  1500. } break;
  1501. case VS::ENV_BG_CAMERA_FEED: {
  1502. } break;
  1503. }
  1504. } else {
  1505. if (render_target.is_valid()) {
  1506. clear_color = storage->render_target_get_clear_request_color(render_target);
  1507. }
  1508. }
  1509. _setup_render_base_uniform_set(RID(), RID(), RID(), RID(), radiance_cubemap, p_shadow_atlas, RID());
  1510. render_list.sort_by_key(false);
  1511. _fill_instances(render_list.elements, render_list.element_count);
  1512. bool can_continue = true; //unless the middle buffers are needed
  1513. bool using_separate_specular = false;
  1514. {
  1515. //regular forward for now
  1516. Vector<Color> c;
  1517. c.push_back(clear_color.to_linear());
  1518. 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);
  1519. _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);
  1520. RD::get_singleton()->draw_list_end();
  1521. }
  1522. if (draw_sky) {
  1523. 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);
  1524. _draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, p_cam_projection, p_cam_transform, 1.0);
  1525. RD::get_singleton()->draw_list_end();
  1526. if (using_separate_specular && !can_continue) {
  1527. //can't continue, so close the buffers
  1528. //RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
  1529. //RD::get_singleton()->draw_list_end();
  1530. }
  1531. }
  1532. //_render_list
  1533. #if 0
  1534. if (state.directional_light_count == 0) {
  1535. directional_light = NULL;
  1536. _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);
  1537. } else {
  1538. for (int i = 0; i < state.directional_light_count; i++) {
  1539. directional_light = directional_lights[i];
  1540. if (i > 0) {
  1541. glEnable(GL_BLEND);
  1542. }
  1543. _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
  1544. _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);
  1545. }
  1546. }
  1547. state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
  1548. if (use_mrt) {
  1549. GLenum gldb = GL_COLOR_ATTACHMENT0;
  1550. glDrawBuffers(1, &gldb);
  1551. }
  1552. 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))) {
  1553. /*
  1554. if (use_mrt) {
  1555. glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
  1556. */
  1557. if (sky && sky->panorama.is_valid())
  1558. _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
  1559. }
  1560. //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
  1561. //glColorMask(1,1,1,1);
  1562. //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
  1563. if (use_mrt) {
  1564. _render_mrts(env, p_cam_projection);
  1565. } else {
  1566. // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
  1567. // - prepare screen texture for any geometry that uses a shader with screen texture
  1568. // - prepare depth texture for any geometry that uses a shader with depth texture
  1569. bool framebuffer_dirty = false;
  1570. if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
  1571. glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
  1572. glReadBuffer(GL_COLOR_ATTACHMENT0);
  1573. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  1574. 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);
  1575. glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  1576. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  1577. _blur_effect_buffer();
  1578. framebuffer_dirty = true;
  1579. }
  1580. if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
  1581. _prepare_depth_texture();
  1582. framebuffer_dirty = true;
  1583. }
  1584. if (framebuffer_dirty) {
  1585. // Restore framebuffer
  1586. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
  1587. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  1588. }
  1589. }
  1590. if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
  1591. _bind_depth_texture();
  1592. }
  1593. if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
  1594. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
  1595. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  1596. }
  1597. glEnable(GL_BLEND);
  1598. glDepthMask(GL_TRUE);
  1599. glEnable(GL_DEPTH_TEST);
  1600. glDisable(GL_SCISSOR_TEST);
  1601. #endif
  1602. render_list.sort_by_reverse_depth_and_priority(true);
  1603. _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count);
  1604. {
  1605. 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);
  1606. _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);
  1607. RD::get_singleton()->draw_list_end();
  1608. }
  1609. //_render_list
  1610. #if 0
  1611. if (state.directional_light_count == 0) {
  1612. directional_light = NULL;
  1613. _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);
  1614. } else {
  1615. for (int i = 0; i < state.directional_light_count; i++) {
  1616. directional_light = directional_lights[i];
  1617. _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
  1618. _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);
  1619. }
  1620. }
  1621. #endif
  1622. if (p_reflection_probe.is_valid()) {
  1623. //was rendering a probe, so do no more
  1624. return;
  1625. }
  1626. RasterizerEffectsRD *effects = storage->get_effects();
  1627. {
  1628. //tonemap
  1629. RasterizerEffectsRD::TonemapSettings tonemap;
  1630. tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  1631. tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1632. tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1633. if (is_environment(p_environment)) {
  1634. tonemap.tonemap_mode = environment_get_tonemapper(p_environment);
  1635. tonemap.white = environment_get_white(p_environment);
  1636. tonemap.exposure = environment_get_exposure(p_environment);
  1637. }
  1638. effects->tonemapper(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), tonemap);
  1639. }
  1640. storage->render_target_disable_clear_request(render_buffer->render_target);
  1641. if (true) {
  1642. if (p_shadow_atlas.is_valid()) {
  1643. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  1644. Size2 rtsize = storage->render_target_get_size(render_buffer->render_target);
  1645. effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2(Vector2(), rtsize / 2));
  1646. }
  1647. }
  1648. #if 0
  1649. _post_process(env, p_cam_projection);
  1650. // Needed only for debugging
  1651. /* if (shadow_atlas && storage->frame.current_rt) {
  1652. //_copy_texture_to_front_buffer(shadow_atlas->depth);
  1653. storage->canvas->canvas_begin();
  1654. glActiveTexture(GL_TEXTURE0);
  1655. glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
  1656. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  1657. 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));
  1658. }
  1659. if (storage->frame.current_rt) {
  1660. //_copy_texture_to_front_buffer(shadow_atlas->depth);
  1661. storage->canvas->canvas_begin();
  1662. glActiveTexture(GL_TEXTURE0);
  1663. glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
  1664. //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
  1665. 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));
  1666. }
  1667. if (reflection_atlas && storage->frame.current_rt) {
  1668. //_copy_texture_to_front_buffer(shadow_atlas->depth);
  1669. storage->canvas->canvas_begin();
  1670. glActiveTexture(GL_TEXTURE0);
  1671. glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
  1672. 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));
  1673. }
  1674. if (directional_shadow.fbo) {
  1675. //_copy_texture_to_front_buffer(shadow_atlas->depth);
  1676. storage->canvas->canvas_begin();
  1677. glActiveTexture(GL_TEXTURE0);
  1678. glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
  1679. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  1680. 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));
  1681. }
  1682. if ( env_radiance_tex) {
  1683. //_copy_texture_to_front_buffer(shadow_atlas->depth);
  1684. storage->canvas->canvas_begin();
  1685. glActiveTexture(GL_TEXTURE0);
  1686. glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
  1687. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1688. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1689. 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));
  1690. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  1691. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1692. }*/
  1693. //disable all stuff
  1694. #endif
  1695. }
  1696. 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) {
  1697. render_pass++;
  1698. scene_state.ubo.shadow_z_offset = p_bias;
  1699. scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
  1700. scene_state.ubo.z_far = p_zfar;
  1701. scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
  1702. _setup_environment(RID(), RID(), p_projection, p_transform, true, Vector2(1, 1), RID());
  1703. render_list.clear();
  1704. PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
  1705. _fill_render_list(p_cull_result, p_cull_count, pass_mode, true);
  1706. _setup_render_base_uniform_set(RID(), RID(), RID(), RID(), RID(), RID(), RID());
  1707. render_list.sort_by_key(false);
  1708. _fill_instances(render_list.elements, render_list.element_count);
  1709. {
  1710. //regular forward for now
  1711. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH);
  1712. _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);
  1713. RD::get_singleton()->draw_list_end();
  1714. }
  1715. }
  1716. 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) {
  1717. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1718. RD::get_singleton()->free(render_base_uniform_set);
  1719. }
  1720. //default render buffer and scene state uniform set
  1721. Vector<RD::Uniform> uniforms;
  1722. {
  1723. RD::Uniform u;
  1724. u.binding = 1;
  1725. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1726. RID texture = p_depth_buffer.is_valid() ? p_depth_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1727. u.ids.push_back(texture);
  1728. uniforms.push_back(u);
  1729. }
  1730. {
  1731. RD::Uniform u;
  1732. u.binding = 2;
  1733. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1734. RID texture = p_color_buffer.is_valid() ? p_color_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1735. u.ids.push_back(texture);
  1736. uniforms.push_back(u);
  1737. }
  1738. {
  1739. RD::Uniform u;
  1740. u.binding = 3;
  1741. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1742. RID texture = p_normal_buffer.is_valid() ? p_normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  1743. u.ids.push_back(texture);
  1744. uniforms.push_back(u);
  1745. }
  1746. {
  1747. RD::Uniform u;
  1748. u.binding = 4;
  1749. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1750. RID texture = p_roughness_limit_buffer.is_valid() ? p_roughness_limit_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1751. u.ids.push_back(texture);
  1752. uniforms.push_back(u);
  1753. }
  1754. {
  1755. RD::Uniform u;
  1756. u.binding = 5;
  1757. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1758. 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);
  1759. u.ids.push_back(texture);
  1760. uniforms.push_back(u);
  1761. }
  1762. {
  1763. RD::Uniform u;
  1764. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1765. u.binding = 6;
  1766. u.ids.resize(12);
  1767. RID *ids_ptr = u.ids.ptrw();
  1768. ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1769. ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1770. ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1771. ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1772. ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1773. ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1774. ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1775. ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1776. ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1777. ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1778. ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1779. ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1780. uniforms.push_back(u);
  1781. }
  1782. {
  1783. RD::Uniform u;
  1784. u.binding = 7;
  1785. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1786. u.ids.push_back(shadow_sampler);
  1787. uniforms.push_back(u);
  1788. }
  1789. {
  1790. RD::Uniform u;
  1791. u.binding = 8;
  1792. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1793. u.ids.push_back(scene_state.uniform_buffer);
  1794. uniforms.push_back(u);
  1795. }
  1796. {
  1797. RD::Uniform u;
  1798. u.binding = 9;
  1799. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1800. u.ids.push_back(scene_state.instance_buffer);
  1801. uniforms.push_back(u);
  1802. }
  1803. {
  1804. RD::Uniform u;
  1805. u.binding = 10;
  1806. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1807. u.ids.push_back(scene_state.reflection_buffer);
  1808. uniforms.push_back(u);
  1809. }
  1810. {
  1811. RD::Uniform u;
  1812. u.binding = 11;
  1813. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1814. u.ids.push_back(scene_state.light_buffer);
  1815. uniforms.push_back(u);
  1816. }
  1817. {
  1818. RD::Uniform u;
  1819. u.binding = 12;
  1820. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1821. if (p_shadow_atlas.is_valid()) {
  1822. u.ids.push_back(shadow_atlas_get_texture(p_shadow_atlas));
  1823. } else {
  1824. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1825. }
  1826. uniforms.push_back(u);
  1827. }
  1828. {
  1829. RD::Uniform u;
  1830. u.binding = 13;
  1831. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1832. u.ids.push_back(scene_state.directional_light_buffer);
  1833. uniforms.push_back(u);
  1834. }
  1835. {
  1836. RD::Uniform u;
  1837. u.binding = 14;
  1838. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1839. if (directional_shadow_get_texture().is_valid()) {
  1840. u.ids.push_back(directional_shadow_get_texture());
  1841. } else {
  1842. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  1843. }
  1844. uniforms.push_back(u);
  1845. }
  1846. render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
  1847. }
  1848. RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL;
  1849. void RasterizerSceneForwardRD::set_time(double p_time) {
  1850. time = p_time;
  1851. }
  1852. RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) :
  1853. RasterizerSceneRD(p_storage) {
  1854. singleton = this;
  1855. storage = p_storage;
  1856. /* SHADER */
  1857. {
  1858. String defines;
  1859. defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  1860. if (is_using_radiance_cubemap_array()) {
  1861. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  1862. }
  1863. uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  1864. if (textures_per_stage <= 16) {
  1865. //ARM pretty much, and very old Intel GPUs under Linux
  1866. scene_state.max_reflection_probes_per_instance = 4; //sad
  1867. } else {
  1868. //maximum 8
  1869. scene_state.max_reflection_probes_per_instance = 8;
  1870. }
  1871. defines += "\n#define MAX_REFLECTION_PROBES " + itos(scene_state.max_reflection_probes_per_instance) + "\n";
  1872. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1873. { //reflections
  1874. uint32_t reflection_buffer_size;
  1875. if (uniform_max_size < 65536) {
  1876. //Yes, you guessed right, ARM again
  1877. reflection_buffer_size = uniform_max_size;
  1878. } else {
  1879. reflection_buffer_size = 65536;
  1880. }
  1881. scene_state.max_reflections = reflection_buffer_size / sizeof(ReflectionData);
  1882. scene_state.reflections = memnew_arr(ReflectionData, scene_state.max_reflections);
  1883. scene_state.reflection_buffer = RD::get_singleton()->uniform_buffer_create(reflection_buffer_size);
  1884. defines += "\n#define MAX_REFLECTION_DATA_STRUCTS " + itos(scene_state.max_reflections) + "\n";
  1885. }
  1886. { //lights
  1887. scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
  1888. uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
  1889. print_line("ID: " + itos(sizeof(InstanceData)));
  1890. scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
  1891. scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
  1892. defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
  1893. scene_state.max_directional_lights = 4;
  1894. uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
  1895. scene_state.directional_lights = memnew_arr(DirectionalLightData, scene_state.max_directional_lights);
  1896. scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  1897. defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(scene_state.max_directional_lights) + "\n";
  1898. }
  1899. Vector<String> shader_versions;
  1900. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
  1901. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
  1902. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
  1903. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
  1904. shader_versions.push_back("");
  1905. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
  1906. shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n");
  1907. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\n");
  1908. shader_versions.push_back("\n#define USE_LIGHTMAP\n");
  1909. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
  1910. shader.scene_shader.initialize(shader_versions, defines);
  1911. }
  1912. storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
  1913. storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs);
  1914. {
  1915. //shader compiler
  1916. ShaderCompilerRD::DefaultIdentifierActions actions;
  1917. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1918. actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
  1919. actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
  1920. actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
  1921. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  1922. actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
  1923. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  1924. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  1925. actions.renames["VERTEX"] = "vertex";
  1926. actions.renames["NORMAL"] = "normal";
  1927. actions.renames["TANGENT"] = "tangent";
  1928. actions.renames["BINORMAL"] = "binormal";
  1929. actions.renames["POSITION"] = "position";
  1930. actions.renames["UV"] = "uv_interp";
  1931. actions.renames["UV2"] = "uv2_interp";
  1932. actions.renames["COLOR"] = "color_interp";
  1933. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1934. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1935. //builtins
  1936. actions.renames["TIME"] = "scene_data.time";
  1937. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  1938. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1939. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  1940. actions.renames["NORMALMAP"] = "normalmap";
  1941. actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
  1942. actions.renames["ALBEDO"] = "albedo";
  1943. actions.renames["ALPHA"] = "alpha";
  1944. actions.renames["METALLIC"] = "metallic";
  1945. actions.renames["SPECULAR"] = "specular";
  1946. actions.renames["ROUGHNESS"] = "roughness";
  1947. actions.renames["RIM"] = "rim";
  1948. actions.renames["RIM_TINT"] = "rim_tint";
  1949. actions.renames["CLEARCOAT"] = "clearcoat";
  1950. actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  1951. actions.renames["ANISOTROPY"] = "anisotropy";
  1952. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  1953. actions.renames["SSS_STRENGTH"] = "sss_strength";
  1954. actions.renames["TRANSMISSION"] = "transmission";
  1955. actions.renames["AO"] = "ao";
  1956. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  1957. actions.renames["EMISSION"] = "emission";
  1958. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1959. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1960. actions.renames["SCREEN_UV"] = "screen_uv";
  1961. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1962. actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
  1963. actions.renames["NORMAL_TEXTURE"] = "normal_buffer";
  1964. actions.renames["DEPTH"] = "gl_FragDepth";
  1965. actions.renames["OUTPUT_IS_SRGB"] = "true";
  1966. //for light
  1967. actions.renames["VIEW"] = "view";
  1968. actions.renames["LIGHT_COLOR"] = "light_color";
  1969. actions.renames["LIGHT"] = "light";
  1970. actions.renames["ATTENUATION"] = "attenuation";
  1971. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  1972. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  1973. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  1974. actions.usage_defines["BINORMAL"] = "@TANGENT";
  1975. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  1976. actions.usage_defines["RIM_TINT"] = "@RIM";
  1977. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  1978. actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  1979. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  1980. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  1981. actions.usage_defines["AO"] = "#define AO_USED\n";
  1982. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  1983. actions.usage_defines["UV"] = "#define UV_USED\n";
  1984. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  1985. actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  1986. actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  1987. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1988. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  1989. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  1990. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  1991. actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
  1992. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1993. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1994. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1995. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1996. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1997. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  1998. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  1999. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  2000. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  2001. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  2002. if (!force_lambert) {
  2003. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  2004. }
  2005. actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  2006. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  2007. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  2008. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  2009. if (!force_blinn) {
  2010. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  2011. } else {
  2012. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  2013. }
  2014. actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  2015. actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  2016. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  2017. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  2018. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  2019. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  2020. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  2021. actions.sampler_array_name = "material_samplers";
  2022. actions.base_texture_binding_index = 1;
  2023. actions.texture_layout_set = 2;
  2024. actions.base_uniform_string = "material.";
  2025. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  2026. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  2027. shader.compiler.initialize(actions);
  2028. }
  2029. //render list
  2030. render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
  2031. render_list.init();
  2032. render_pass = 0;
  2033. {
  2034. scene_state.max_instances = render_list.max_elements;
  2035. scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
  2036. scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
  2037. }
  2038. scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
  2039. {
  2040. //default material and shader
  2041. default_shader = storage->shader_create();
  2042. 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");
  2043. default_material = storage->material_create();
  2044. storage->material_set_shader(default_material, default_shader);
  2045. MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
  2046. default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
  2047. }
  2048. {
  2049. RD::SamplerState sampler;
  2050. sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2051. sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2052. sampler.enable_compare = true;
  2053. sampler.compare_op = RD::COMPARE_OP_LESS;
  2054. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  2055. }
  2056. }
  2057. RasterizerSceneForwardRD::~RasterizerSceneForwardRD() {
  2058. //clear base uniform set if still valid
  2059. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  2060. RD::get_singleton()->free(render_base_uniform_set);
  2061. }
  2062. {
  2063. RD::get_singleton()->free(scene_state.reflection_buffer);
  2064. memdelete_arr(scene_state.reflections);
  2065. }
  2066. }