cluster_builder_rd.cpp 26 KB

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  1. /**************************************************************************/
  2. /* cluster_builder_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "cluster_builder_rd.h"
  31. #include "servers/rendering/rendering_device.h"
  32. #include "servers/rendering/rendering_server_globals.h"
  33. ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
  34. RD::VertexFormatID vertex_format;
  35. {
  36. Vector<RD::VertexAttribute> attributes;
  37. {
  38. RD::VertexAttribute va;
  39. va.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  40. va.stride = sizeof(float) * 3;
  41. attributes.push_back(va);
  42. }
  43. vertex_format = RD::get_singleton()->vertex_format_create(attributes);
  44. }
  45. {
  46. RD::FramebufferFormatID fb_format;
  47. RD::PipelineColorBlendState blend_state;
  48. String defines;
  49. if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
  50. fb_format = RD::get_singleton()->framebuffer_format_create_empty();
  51. blend_state = RD::PipelineColorBlendState::create_disabled();
  52. } else {
  53. Vector<RD::AttachmentFormat> afs;
  54. afs.push_back(RD::AttachmentFormat());
  55. afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  56. fb_format = RD::get_singleton()->framebuffer_format_create(afs);
  57. defines = "\n#define USE_ATTACHMENT\n";
  58. }
  59. Vector<String> versions;
  60. versions.push_back("");
  61. cluster_render.cluster_render_shader.initialize(versions, defines);
  62. cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
  63. cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
  64. cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  65. RD::PipelineMultisampleState ms;
  66. ms.sample_count = RD::TEXTURE_SAMPLES_4;
  67. cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), blend_state, 0);
  68. }
  69. {
  70. Vector<String> versions;
  71. versions.push_back("");
  72. cluster_store.cluster_store_shader.initialize(versions);
  73. cluster_store.shader_version = cluster_store.cluster_store_shader.version_create();
  74. cluster_store.shader = cluster_store.cluster_store_shader.version_get_shader(cluster_store.shader_version, 0);
  75. cluster_store.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_store.shader);
  76. }
  77. {
  78. Vector<String> versions;
  79. versions.push_back("");
  80. cluster_debug.cluster_debug_shader.initialize(versions);
  81. cluster_debug.shader_version = cluster_debug.cluster_debug_shader.version_create();
  82. cluster_debug.shader = cluster_debug.cluster_debug_shader.version_get_shader(cluster_debug.shader_version, 0);
  83. cluster_debug.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_debug.shader);
  84. }
  85. { // Sphere mesh data.
  86. static const uint32_t icosphere_vertex_count = 42;
  87. static const float icosphere_vertices[icosphere_vertex_count * 3] = {
  88. 0, 0, -1, 0.7236073, -0.5257253, -0.4472195, -0.276388, -0.8506492, -0.4472199, -0.8944262, 0, -0.4472156, -0.276388, 0.8506492, -0.4472199, 0.7236073, 0.5257253, -0.4472195, 0.276388, -0.8506492, 0.4472199, -0.7236073, -0.5257253, 0.4472195, -0.7236073, 0.5257253, 0.4472195, 0.276388, 0.8506492, 0.4472199, 0.8944262, 0, 0.4472156, 0, 0, 1, -0.1624555, -0.4999952, -0.8506544, 0.4253227, -0.3090114, -0.8506542, 0.2628688, -0.8090116, -0.5257377, 0.8506479, 0, -0.5257359, 0.4253227, 0.3090114, -0.8506542, -0.5257298, 0, -0.8506517, -0.6881894, -0.4999969, -0.5257362, -0.1624555, 0.4999952, -0.8506544, -0.6881894, 0.4999969, -0.5257362, 0.2628688, 0.8090116, -0.5257377, 0.9510579, -0.3090126, 0, 0.9510579, 0.3090126, 0, 0, -1, 0, 0.5877856, -0.8090167, 0, -0.9510579, -0.3090126, 0, -0.5877856, -0.8090167, 0, -0.5877856, 0.8090167, 0, -0.9510579, 0.3090126, 0, 0.5877856, 0.8090167, 0, 0, 1, 0, 0.6881894, -0.4999969, 0.5257362, -0.2628688, -0.8090116, 0.5257377, -0.8506479, 0, 0.5257359, -0.2628688, 0.8090116, 0.5257377, 0.6881894, 0.4999969, 0.5257362, 0.1624555, -0.4999952, 0.8506544, 0.5257298, 0, 0.8506517, -0.4253227, -0.3090114, 0.8506542, -0.4253227, 0.3090114, 0.8506542, 0.1624555, 0.4999952, 0.8506544
  89. };
  90. static const uint32_t icosphere_triangle_count = 80;
  91. static const uint32_t icosphere_triangle_indices[icosphere_triangle_count * 3] = {
  92. 0, 13, 12, 1, 13, 15, 0, 12, 17, 0, 17, 19, 0, 19, 16, 1, 15, 22, 2, 14, 24, 3, 18, 26, 4, 20, 28, 5, 21, 30, 1, 22, 25, 2, 24, 27, 3, 26, 29, 4, 28, 31, 5, 30, 23, 6, 32, 37, 7, 33, 39, 8, 34, 40, 9, 35, 41, 10, 36, 38, 38, 41, 11, 38, 36, 41, 36, 9, 41, 41, 40, 11, 41, 35, 40, 35, 8, 40, 40, 39, 11, 40, 34, 39, 34, 7, 39, 39, 37, 11, 39, 33, 37, 33, 6, 37, 37, 38, 11, 37, 32, 38, 32, 10, 38, 23, 36, 10, 23, 30, 36, 30, 9, 36, 31, 35, 9, 31, 28, 35, 28, 8, 35, 29, 34, 8, 29, 26, 34, 26, 7, 34, 27, 33, 7, 27, 24, 33, 24, 6, 33, 25, 32, 6, 25, 22, 32, 22, 10, 32, 30, 31, 9, 30, 21, 31, 21, 4, 31, 28, 29, 8, 28, 20, 29, 20, 3, 29, 26, 27, 7, 26, 18, 27, 18, 2, 27, 24, 25, 6, 24, 14, 25, 14, 1, 25, 22, 23, 10, 22, 15, 23, 15, 5, 23, 16, 21, 5, 16, 19, 21, 19, 4, 21, 19, 20, 4, 19, 17, 20, 17, 3, 20, 17, 18, 3, 17, 12, 18, 12, 2, 18, 15, 16, 5, 15, 13, 16, 13, 0, 16, 12, 14, 2, 12, 13, 14, 13, 1, 14
  93. };
  94. Vector<uint8_t> vertex_data;
  95. vertex_data.resize(sizeof(float) * icosphere_vertex_count * 3);
  96. memcpy(vertex_data.ptrw(), icosphere_vertices, vertex_data.size());
  97. sphere_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
  98. Vector<uint8_t> index_data;
  99. index_data.resize(sizeof(uint32_t) * icosphere_triangle_count * 3);
  100. memcpy(index_data.ptrw(), icosphere_triangle_indices, index_data.size());
  101. sphere_index_buffer = RD::get_singleton()->index_buffer_create(icosphere_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
  102. Vector<RID> buffers;
  103. buffers.push_back(sphere_vertex_buffer);
  104. sphere_vertex_array = RD::get_singleton()->vertex_array_create(icosphere_vertex_count, vertex_format, buffers);
  105. sphere_index_array = RD::get_singleton()->index_array_create(sphere_index_buffer, 0, icosphere_triangle_count * 3);
  106. float min_d = 1e20;
  107. for (uint32_t i = 0; i < icosphere_triangle_count; i++) {
  108. Vector3 vertices[3];
  109. for (uint32_t j = 0; j < 3; j++) {
  110. uint32_t index = icosphere_triangle_indices[i * 3 + j];
  111. for (uint32_t k = 0; k < 3; k++) {
  112. vertices[j][k] = icosphere_vertices[index * 3 + k];
  113. }
  114. }
  115. Plane p(vertices[0], vertices[1], vertices[2]);
  116. min_d = MIN(Math::abs(p.d), min_d);
  117. }
  118. sphere_overfit = 1.0 / min_d;
  119. }
  120. { // Cone mesh data.
  121. static const uint32_t cone_vertex_count = 99;
  122. static const float cone_vertices[cone_vertex_count * 3] = {
  123. 0, 1, -1, 0.1950903, 0.9807853, -1, 0.3826835, 0.9238795, -1, 0.5555703, 0.8314696, -1, 0.7071068, 0.7071068, -1, 0.8314697, 0.5555702, -1, 0.9238795, 0.3826834, -1, 0.9807853, 0.1950903, -1, 1, 0, -1, 0.9807853, -0.1950902, -1, 0.9238796, -0.3826833, -1, 0.8314697, -0.5555702, -1, 0.7071068, -0.7071068, -1, 0.5555702, -0.8314697, -1, 0.3826833, -0.9238796, -1, 0.1950901, -0.9807853, -1, -3.25841e-7, -1, -1, -0.1950907, -0.9807852, -1, -0.3826839, -0.9238793, -1, -0.5555707, -0.8314693, -1, -0.7071073, -0.7071063, -1, -0.83147, -0.5555697, -1, -0.9238799, -0.3826827, -1, 0, 0, 0, -0.9807854, -0.1950894, -1, -1, 9.65599e-7, -1, -0.9807851, 0.1950913, -1, -0.9238791, 0.3826845, -1, -0.8314689, 0.5555713, -1, -0.7071059, 0.7071077, -1, -0.5555691, 0.8314704, -1, -0.3826821, 0.9238801, -1, -0.1950888, 0.9807856, -1
  124. };
  125. static const uint32_t cone_triangle_count = 62;
  126. static const uint32_t cone_triangle_indices[cone_triangle_count * 3] = {
  127. 0, 23, 1, 1, 23, 2, 2, 23, 3, 3, 23, 4, 4, 23, 5, 5, 23, 6, 6, 23, 7, 7, 23, 8, 8, 23, 9, 9, 23, 10, 10, 23, 11, 11, 23, 12, 12, 23, 13, 13, 23, 14, 14, 23, 15, 15, 23, 16, 16, 23, 17, 17, 23, 18, 18, 23, 19, 19, 23, 20, 20, 23, 21, 21, 23, 22, 22, 23, 24, 24, 23, 25, 25, 23, 26, 26, 23, 27, 27, 23, 28, 28, 23, 29, 29, 23, 30, 30, 23, 31, 31, 23, 32, 32, 23, 0, 7, 15, 24, 32, 0, 1, 1, 2, 3, 3, 4, 5, 5, 6, 3, 6, 7, 3, 7, 8, 9, 9, 10, 7, 10, 11, 7, 11, 12, 15, 12, 13, 15, 13, 14, 15, 15, 16, 17, 17, 18, 19, 19, 20, 24, 20, 21, 24, 21, 22, 24, 24, 25, 26, 26, 27, 28, 28, 29, 30, 30, 31, 32, 32, 1, 3, 15, 17, 24, 17, 19, 24, 24, 26, 32, 26, 28, 32, 28, 30, 32, 32, 3, 7, 7, 11, 15, 32, 7, 24
  128. };
  129. Vector<uint8_t> vertex_data;
  130. vertex_data.resize(sizeof(float) * cone_vertex_count * 3);
  131. memcpy(vertex_data.ptrw(), cone_vertices, vertex_data.size());
  132. cone_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
  133. Vector<uint8_t> index_data;
  134. index_data.resize(sizeof(uint32_t) * cone_triangle_count * 3);
  135. memcpy(index_data.ptrw(), cone_triangle_indices, index_data.size());
  136. cone_index_buffer = RD::get_singleton()->index_buffer_create(cone_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
  137. Vector<RID> buffers;
  138. buffers.push_back(cone_vertex_buffer);
  139. cone_vertex_array = RD::get_singleton()->vertex_array_create(cone_vertex_count, vertex_format, buffers);
  140. cone_index_array = RD::get_singleton()->index_array_create(cone_index_buffer, 0, cone_triangle_count * 3);
  141. float min_d = 1e20;
  142. for (uint32_t i = 0; i < cone_triangle_count; i++) {
  143. Vector3 vertices[3];
  144. int32_t zero_index = -1;
  145. for (uint32_t j = 0; j < 3; j++) {
  146. uint32_t index = cone_triangle_indices[i * 3 + j];
  147. for (uint32_t k = 0; k < 3; k++) {
  148. vertices[j][k] = cone_vertices[index * 3 + k];
  149. }
  150. if (vertices[j] == Vector3()) {
  151. zero_index = j;
  152. }
  153. }
  154. if (zero_index != -1) {
  155. Vector3 a = vertices[(zero_index + 1) % 3];
  156. Vector3 b = vertices[(zero_index + 2) % 3];
  157. Vector3 c = a + Vector3(0, 0, 1);
  158. Plane p(a, b, c);
  159. min_d = MIN(Math::abs(p.d), min_d);
  160. }
  161. }
  162. cone_overfit = 1.0 / min_d;
  163. }
  164. { // Box mesh data.
  165. static const uint32_t box_vertex_count = 8;
  166. static const float box_vertices[box_vertex_count * 3] = {
  167. -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1
  168. };
  169. static const uint32_t box_triangle_count = 12;
  170. static const uint32_t box_triangle_indices[box_triangle_count * 3] = {
  171. 1, 2, 0, 3, 6, 2, 7, 4, 6, 5, 0, 4, 6, 0, 2, 3, 5, 7, 1, 3, 2, 3, 7, 6, 7, 5, 4, 5, 1, 0, 6, 4, 0, 3, 1, 5
  172. };
  173. Vector<uint8_t> vertex_data;
  174. vertex_data.resize(sizeof(float) * box_vertex_count * 3);
  175. memcpy(vertex_data.ptrw(), box_vertices, vertex_data.size());
  176. box_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
  177. Vector<uint8_t> index_data;
  178. index_data.resize(sizeof(uint32_t) * box_triangle_count * 3);
  179. memcpy(index_data.ptrw(), box_triangle_indices, index_data.size());
  180. box_index_buffer = RD::get_singleton()->index_buffer_create(box_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
  181. Vector<RID> buffers;
  182. buffers.push_back(box_vertex_buffer);
  183. box_vertex_array = RD::get_singleton()->vertex_array_create(box_vertex_count, vertex_format, buffers);
  184. box_index_array = RD::get_singleton()->index_array_create(box_index_buffer, 0, box_triangle_count * 3);
  185. }
  186. }
  187. ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() {
  188. RD::get_singleton()->free(sphere_vertex_buffer);
  189. RD::get_singleton()->free(sphere_index_buffer);
  190. RD::get_singleton()->free(cone_vertex_buffer);
  191. RD::get_singleton()->free(cone_index_buffer);
  192. RD::get_singleton()->free(box_vertex_buffer);
  193. RD::get_singleton()->free(box_index_buffer);
  194. cluster_render.cluster_render_shader.version_free(cluster_render.shader_version);
  195. cluster_store.cluster_store_shader.version_free(cluster_store.shader_version);
  196. cluster_debug.cluster_debug_shader.version_free(cluster_debug.shader_version);
  197. }
  198. /////////////////////////////
  199. void ClusterBuilderRD::_clear() {
  200. if (cluster_buffer.is_null()) {
  201. return;
  202. }
  203. RD::get_singleton()->free(cluster_buffer);
  204. RD::get_singleton()->free(cluster_render_buffer);
  205. RD::get_singleton()->free(element_buffer);
  206. cluster_buffer = RID();
  207. cluster_render_buffer = RID();
  208. element_buffer = RID();
  209. memfree(render_elements);
  210. render_elements = nullptr;
  211. render_element_max = 0;
  212. render_element_count = 0;
  213. RD::get_singleton()->free(framebuffer);
  214. framebuffer = RID();
  215. cluster_render_uniform_set = RID();
  216. cluster_store_uniform_set = RID();
  217. }
  218. void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer) {
  219. ERR_FAIL_COND(p_max_elements == 0);
  220. ERR_FAIL_COND(p_screen_size.x < 1);
  221. ERR_FAIL_COND(p_screen_size.y < 1);
  222. _clear();
  223. screen_size = p_screen_size;
  224. cluster_screen_size.width = (p_screen_size.width - 1) / cluster_size + 1;
  225. cluster_screen_size.height = (p_screen_size.height - 1) / cluster_size + 1;
  226. max_elements_by_type = p_max_elements;
  227. if (max_elements_by_type % 32) { // Needs to be aligned to 32.
  228. max_elements_by_type += 32 - (max_elements_by_type % 32);
  229. }
  230. cluster_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (max_elements_by_type / 32 + 32) * ELEMENT_TYPE_MAX * 4;
  231. render_element_max = max_elements_by_type * ELEMENT_TYPE_MAX;
  232. uint32_t element_tag_bits_size = render_element_max / 32;
  233. uint32_t element_tag_depth_bits_size = render_element_max;
  234. cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // Tag bits (element was used) and tag depth (depth range in which it was used).
  235. cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size);
  236. cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size);
  237. render_elements = static_cast<RenderElementData *>(memalloc(sizeof(RenderElementData) * render_element_max));
  238. render_element_count = 0;
  239. element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max);
  240. uint32_t div_value = 1 << divisor;
  241. if (use_msaa) {
  242. framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value, RD::TEXTURE_SAMPLES_4);
  243. } else {
  244. framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value);
  245. }
  246. {
  247. Vector<RD::Uniform> uniforms;
  248. {
  249. RD::Uniform u;
  250. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  251. u.binding = 1;
  252. u.append_id(state_uniform);
  253. uniforms.push_back(u);
  254. }
  255. {
  256. RD::Uniform u;
  257. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  258. u.binding = 2;
  259. u.append_id(element_buffer);
  260. uniforms.push_back(u);
  261. }
  262. {
  263. RD::Uniform u;
  264. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  265. u.binding = 3;
  266. u.append_id(cluster_render_buffer);
  267. uniforms.push_back(u);
  268. }
  269. cluster_render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_render.shader, 0);
  270. }
  271. {
  272. Vector<RD::Uniform> uniforms;
  273. {
  274. RD::Uniform u;
  275. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  276. u.binding = 1;
  277. u.append_id(cluster_render_buffer);
  278. uniforms.push_back(u);
  279. }
  280. {
  281. RD::Uniform u;
  282. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  283. u.binding = 2;
  284. u.append_id(cluster_buffer);
  285. uniforms.push_back(u);
  286. }
  287. {
  288. RD::Uniform u;
  289. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  290. u.binding = 3;
  291. u.append_id(element_buffer);
  292. uniforms.push_back(u);
  293. }
  294. cluster_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_store.shader, 0);
  295. }
  296. if (p_color_buffer.is_valid()) {
  297. Vector<RD::Uniform> uniforms;
  298. {
  299. RD::Uniform u;
  300. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  301. u.binding = 1;
  302. u.append_id(cluster_buffer);
  303. uniforms.push_back(u);
  304. }
  305. {
  306. RD::Uniform u;
  307. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  308. u.binding = 2;
  309. u.append_id(p_color_buffer);
  310. uniforms.push_back(u);
  311. }
  312. {
  313. RD::Uniform u;
  314. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  315. u.binding = 3;
  316. u.append_id(p_depth_buffer);
  317. uniforms.push_back(u);
  318. }
  319. {
  320. RD::Uniform u;
  321. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  322. u.binding = 4;
  323. u.append_id(p_depth_buffer_sampler);
  324. uniforms.push_back(u);
  325. }
  326. debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_debug.shader, 0);
  327. } else {
  328. debug_uniform_set = RID();
  329. }
  330. }
  331. void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) {
  332. view_xform = p_view_transform.affine_inverse();
  333. projection = p_cam_projection;
  334. z_near = projection.get_z_near();
  335. z_far = projection.get_z_far();
  336. camera_orthogonal = p_cam_projection.is_orthogonal();
  337. adjusted_projection = projection;
  338. if (!camera_orthogonal) {
  339. adjusted_projection.adjust_perspective_znear(0.0001);
  340. }
  341. Projection correction;
  342. correction.set_depth_correction(p_flip_y);
  343. projection = correction * projection;
  344. adjusted_projection = correction * adjusted_projection;
  345. // Reset counts.
  346. render_element_count = 0;
  347. for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) {
  348. cluster_count_by_type[i] = 0;
  349. }
  350. }
  351. void ClusterBuilderRD::bake_cluster() {
  352. RENDER_TIMESTAMP("> Bake 3D Cluster");
  353. RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
  354. // Clear cluster buffer.
  355. RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  356. if (render_element_count > 0) {
  357. // Clear render buffer.
  358. RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER);
  359. { // Fill state uniform.
  360. StateUniform state;
  361. RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection);
  362. state.inv_z_far = 1.0 / z_far;
  363. state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
  364. state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less
  365. state.cluster_screen_width = cluster_screen_size.x;
  366. state.cluster_depth_offset = (render_element_max / 32);
  367. state.cluster_data_size = state.cluster_depth_offset + render_element_max;
  368. RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  369. }
  370. // Update instances.
  371. RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  372. RENDER_TIMESTAMP("Render 3D Cluster Elements");
  373. // Render elements.
  374. {
  375. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
  376. ClusterBuilderSharedDataRD::ClusterRender::PushConstant push_constant = {};
  377. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shared->cluster_render.shader_pipelines[use_msaa ? ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_MSAA : ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_NORMAL]);
  378. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cluster_render_uniform_set, 0);
  379. for (uint32_t i = 0; i < render_element_count;) {
  380. push_constant.base_index = i;
  381. switch (render_elements[i].type) {
  382. case ELEMENT_TYPE_OMNI_LIGHT: {
  383. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array);
  384. RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array);
  385. } break;
  386. case ELEMENT_TYPE_SPOT_LIGHT: {
  387. // If the spot angle is above a certain threshold, use a sphere instead of a cone for building the clusters
  388. // since the cone gets too flat/large (spot angle close to 90 degrees) or
  389. // can't even cover the affected area of the light (spot angle above 90 degrees).
  390. if (render_elements[i].has_wide_spot_angle) {
  391. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array);
  392. RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array);
  393. } else {
  394. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array);
  395. RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array);
  396. }
  397. } break;
  398. case ELEMENT_TYPE_DECAL:
  399. case ELEMENT_TYPE_REFLECTION_PROBE: {
  400. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->box_vertex_array);
  401. RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->box_index_array);
  402. } break;
  403. }
  404. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant));
  405. uint32_t instances = 1;
  406. RD::get_singleton()->draw_list_draw(draw_list, true, instances);
  407. i += instances;
  408. }
  409. RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
  410. }
  411. // Store elements.
  412. RENDER_TIMESTAMP("Pack 3D Cluster Elements");
  413. {
  414. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  415. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_store.shader_pipeline);
  416. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cluster_store_uniform_set, 0);
  417. ClusterBuilderSharedDataRD::ClusterStore::PushConstant push_constant;
  418. push_constant.cluster_render_data_size = render_element_max / 32 + render_element_max;
  419. push_constant.max_render_element_count_div_32 = render_element_max / 32;
  420. push_constant.cluster_screen_size[0] = cluster_screen_size.x;
  421. push_constant.cluster_screen_size[1] = cluster_screen_size.y;
  422. push_constant.render_element_count_div_32 = render_element_count > 0 ? (render_element_count - 1) / 32 + 1 : 0;
  423. push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
  424. push_constant.pad1 = 0;
  425. push_constant.pad2 = 0;
  426. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterStore::PushConstant));
  427. RD::get_singleton()->compute_list_dispatch_threads(compute_list, cluster_screen_size.x, cluster_screen_size.y, 1);
  428. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  429. }
  430. } else {
  431. RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  432. }
  433. RENDER_TIMESTAMP("< Bake 3D Cluster");
  434. RD::get_singleton()->draw_command_end_label();
  435. }
  436. void ClusterBuilderRD::debug(ElementType p_element) {
  437. ERR_FAIL_COND(debug_uniform_set.is_null());
  438. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  439. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_debug.shader_pipeline);
  440. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
  441. ClusterBuilderSharedDataRD::ClusterDebug::PushConstant push_constant;
  442. push_constant.screen_size[0] = screen_size.x;
  443. push_constant.screen_size[1] = screen_size.y;
  444. push_constant.cluster_screen_size[0] = cluster_screen_size.x;
  445. push_constant.cluster_screen_size[1] = cluster_screen_size.y;
  446. push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size);
  447. push_constant.cluster_type = p_element;
  448. push_constant.orthogonal = camera_orthogonal;
  449. push_constant.z_far = z_far;
  450. push_constant.z_near = z_near;
  451. push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
  452. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterDebug::PushConstant));
  453. RD::get_singleton()->compute_list_dispatch_threads(compute_list, screen_size.x, screen_size.y, 1);
  454. RD::get_singleton()->compute_list_end();
  455. }
  456. RID ClusterBuilderRD::get_cluster_buffer() const {
  457. return cluster_buffer;
  458. }
  459. uint32_t ClusterBuilderRD::get_cluster_size() const {
  460. return cluster_size;
  461. }
  462. uint32_t ClusterBuilderRD::get_max_cluster_elements() const {
  463. return max_elements_by_type;
  464. }
  465. void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) {
  466. shared = p_shared;
  467. }
  468. ClusterBuilderRD::ClusterBuilderRD() {
  469. state_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(StateUniform));
  470. }
  471. ClusterBuilderRD::~ClusterBuilderRD() {
  472. _clear();
  473. RD::get_singleton()->free(state_uniform);
  474. }