renderer_scene_render_forward_clustered.cpp 155 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_forward_clustered.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_forward_clustered.h"
  31. #include "core/config/project_settings.h"
  32. #include "servers/rendering/rendering_device.h"
  33. #include "servers/rendering/rendering_server_default.h"
  34. /* SCENE SHADER */
  35. void RendererSceneRenderForwardClustered::ShaderData::set_code(const String &p_code) {
  36. //compile
  37. code = p_code;
  38. valid = false;
  39. ubo_size = 0;
  40. uniforms.clear();
  41. uses_screen_texture = false;
  42. if (code == String()) {
  43. return; //just invalid, but no error
  44. }
  45. ShaderCompilerRD::GeneratedCode gen_code;
  46. int blend_mode = BLEND_MODE_MIX;
  47. int depth_testi = DEPTH_TEST_ENABLED;
  48. int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
  49. int cull = CULL_BACK;
  50. uses_point_size = false;
  51. uses_alpha = false;
  52. uses_blend_alpha = false;
  53. uses_depth_pre_pass = false;
  54. uses_discard = false;
  55. uses_roughness = false;
  56. uses_normal = false;
  57. bool wireframe = false;
  58. unshaded = false;
  59. uses_vertex = false;
  60. uses_sss = false;
  61. uses_transmittance = false;
  62. uses_screen_texture = false;
  63. uses_depth_texture = false;
  64. uses_normal_texture = false;
  65. uses_time = false;
  66. writes_modelview_or_projection = false;
  67. uses_world_coordinates = false;
  68. int depth_drawi = DEPTH_DRAW_OPAQUE;
  69. ShaderCompilerRD::IdentifierActions actions;
  70. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  71. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  72. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  73. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  74. actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  75. actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  76. actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
  77. actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
  78. actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
  79. actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
  80. actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
  81. actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
  82. actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
  83. actions.render_mode_flags["unshaded"] = &unshaded;
  84. actions.render_mode_flags["wireframe"] = &wireframe;
  85. actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
  86. actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
  87. actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
  88. actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
  89. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  90. actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
  91. actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
  92. actions.usage_flag_pointers["DISCARD"] = &uses_discard;
  93. actions.usage_flag_pointers["TIME"] = &uses_time;
  94. actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
  95. actions.usage_flag_pointers["NORMAL"] = &uses_normal;
  96. actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
  97. actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
  98. actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
  99. actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
  100. actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
  101. actions.write_flag_pointers["VERTEX"] = &uses_vertex;
  102. actions.uniforms = &uniforms;
  103. RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
  104. Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
  105. ERR_FAIL_COND(err != OK);
  106. if (version.is_null()) {
  107. version = scene_singleton->shader.scene_shader.version_create();
  108. }
  109. depth_draw = DepthDraw(depth_drawi);
  110. depth_test = DepthTest(depth_testi);
  111. #if 0
  112. print_line("**compiling shader:");
  113. print_line("**defines:\n");
  114. for (int i = 0; i < gen_code.defines.size(); i++) {
  115. print_line(gen_code.defines[i]);
  116. }
  117. print_line("\n**uniforms:\n" + gen_code.uniforms);
  118. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  119. print_line("\n**vertex_code:\n" + gen_code.vertex);
  120. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  121. print_line("\n**fragment_code:\n" + gen_code.fragment);
  122. print_line("\n**light_code:\n" + gen_code.light);
  123. #endif
  124. scene_singleton->shader.scene_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
  125. ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
  126. ubo_size = gen_code.uniform_total_size;
  127. ubo_offsets = gen_code.uniform_offsets;
  128. texture_uniforms = gen_code.texture_uniforms;
  129. //blend modes
  130. // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
  131. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
  132. blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
  133. }
  134. RD::PipelineColorBlendState::Attachment blend_attachment;
  135. switch (blend_mode) {
  136. case BLEND_MODE_MIX: {
  137. blend_attachment.enable_blend = true;
  138. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  139. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  140. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  141. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  142. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  143. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  144. } break;
  145. case BLEND_MODE_ADD: {
  146. blend_attachment.enable_blend = true;
  147. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  148. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  149. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  150. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  151. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  152. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  153. uses_blend_alpha = true; //force alpha used because of blend
  154. } break;
  155. case BLEND_MODE_SUB: {
  156. blend_attachment.enable_blend = true;
  157. blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  158. blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  159. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  160. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  161. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  162. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  163. uses_blend_alpha = true; //force alpha used because of blend
  164. } break;
  165. case BLEND_MODE_MUL: {
  166. blend_attachment.enable_blend = true;
  167. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  168. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  169. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  170. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  171. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  172. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  173. uses_blend_alpha = true; //force alpha used because of blend
  174. } break;
  175. case BLEND_MODE_ALPHA_TO_COVERAGE: {
  176. blend_attachment.enable_blend = true;
  177. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  178. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  179. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  180. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  181. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  182. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  183. }
  184. }
  185. RD::PipelineColorBlendState blend_state_blend;
  186. blend_state_blend.attachments.push_back(blend_attachment);
  187. RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
  188. RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
  189. RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
  190. RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
  191. //update pipelines
  192. RD::PipelineDepthStencilState depth_stencil_state;
  193. if (depth_test != DEPTH_TEST_DISABLED) {
  194. depth_stencil_state.enable_depth_test = true;
  195. depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
  196. depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
  197. }
  198. for (int i = 0; i < CULL_VARIANT_MAX; i++) {
  199. RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
  200. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
  201. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
  202. { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
  203. };
  204. RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
  205. for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
  206. RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
  207. RD::RENDER_PRIMITIVE_POINTS,
  208. RD::RENDER_PRIMITIVE_LINES,
  209. RD::RENDER_PRIMITIVE_LINESTRIPS,
  210. RD::RENDER_PRIMITIVE_TRIANGLES,
  211. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  212. };
  213. RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
  214. for (int k = 0; k < SHADER_VERSION_MAX; k++) {
  215. if (!static_cast<RendererSceneRenderForwardClustered *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
  216. continue;
  217. }
  218. RD::PipelineRasterizationState raster_state;
  219. raster_state.cull_mode = cull_mode_rd;
  220. raster_state.wireframe = wireframe;
  221. RD::PipelineColorBlendState blend_state;
  222. RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
  223. RD::PipelineMultisampleState multisample_state;
  224. if (uses_alpha || uses_blend_alpha) {
  225. // only allow these flags to go through if we have some form of msaa
  226. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  227. multisample_state.enable_alpha_to_coverage = true;
  228. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  229. multisample_state.enable_alpha_to_coverage = true;
  230. multisample_state.enable_alpha_to_one = true;
  231. }
  232. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  233. blend_state = blend_state_blend;
  234. if (depth_draw == DEPTH_DRAW_OPAQUE) {
  235. depth_stencil.enable_depth_write = false; //alpha does not draw depth
  236. }
  237. } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
  238. if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  239. //none, blend state contains nothing
  240. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  241. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  242. } else {
  243. blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
  244. }
  245. } else {
  246. pipelines[i][j][k].clear();
  247. continue; // do not use this version (will error if using it is attempted)
  248. }
  249. } else {
  250. if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
  251. blend_state = blend_state_opaque;
  252. } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
  253. //none, leave empty
  254. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
  255. blend_state = blend_state_depth_normal_roughness;
  256. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
  257. blend_state = blend_state_depth_normal_roughness_giprobe;
  258. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
  259. blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
  260. } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
  261. blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
  262. } else {
  263. //specular write
  264. blend_state = blend_state_opaque_specular;
  265. depth_stencil.enable_depth_test = false;
  266. depth_stencil.enable_depth_write = false;
  267. }
  268. }
  269. RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
  270. pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
  271. }
  272. }
  273. }
  274. valid = true;
  275. }
  276. void RendererSceneRenderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  277. if (!p_texture.is_valid()) {
  278. default_texture_params.erase(p_name);
  279. } else {
  280. default_texture_params[p_name] = p_texture;
  281. }
  282. }
  283. void RendererSceneRenderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  284. Map<int, StringName> order;
  285. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  286. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  287. continue;
  288. }
  289. if (E->get().texture_order >= 0) {
  290. order[E->get().texture_order + 100000] = E->key();
  291. } else {
  292. order[E->get().order] = E->key();
  293. }
  294. }
  295. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  296. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  297. pi.name = E->get();
  298. p_param_list->push_back(pi);
  299. }
  300. }
  301. void RendererSceneRenderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  302. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  303. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  304. continue;
  305. }
  306. RendererStorage::InstanceShaderParam p;
  307. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  308. p.info.name = E->key(); //supply name
  309. p.index = E->get().instance_index;
  310. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  311. p_param_list->push_back(p);
  312. }
  313. }
  314. bool RendererSceneRenderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const {
  315. if (!uniforms.has(p_param)) {
  316. return false;
  317. }
  318. return uniforms[p_param].texture_order >= 0;
  319. }
  320. bool RendererSceneRenderForwardClustered::ShaderData::is_animated() const {
  321. return false;
  322. }
  323. bool RendererSceneRenderForwardClustered::ShaderData::casts_shadows() const {
  324. return false;
  325. }
  326. Variant RendererSceneRenderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  327. if (uniforms.has(p_parameter)) {
  328. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  329. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  330. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  331. }
  332. return Variant();
  333. }
  334. RS::ShaderNativeSourceCode RendererSceneRenderForwardClustered::ShaderData::get_native_source_code() const {
  335. RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
  336. return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
  337. }
  338. RendererSceneRenderForwardClustered::ShaderData::ShaderData() {
  339. valid = false;
  340. uses_screen_texture = false;
  341. }
  342. RendererSceneRenderForwardClustered::ShaderData::~ShaderData() {
  343. RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
  344. ERR_FAIL_COND(!scene_singleton);
  345. //pipeline variants will clear themselves if shader is gone
  346. if (version.is_valid()) {
  347. scene_singleton->shader.scene_shader.version_free(version);
  348. }
  349. }
  350. RendererStorageRD::ShaderData *RendererSceneRenderForwardClustered::_create_shader_func() {
  351. ShaderData *shader_data = memnew(ShaderData);
  352. return shader_data;
  353. }
  354. void RendererSceneRenderForwardClustered::MaterialData::set_render_priority(int p_priority) {
  355. priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
  356. }
  357. void RendererSceneRenderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
  358. next_pass = p_pass;
  359. }
  360. void RendererSceneRenderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  361. RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
  362. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  363. p_uniform_dirty = true;
  364. if (uniform_buffer.is_valid()) {
  365. RD::get_singleton()->free(uniform_buffer);
  366. uniform_buffer = RID();
  367. }
  368. ubo_data.resize(shader_data->ubo_size);
  369. if (ubo_data.size()) {
  370. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  371. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  372. }
  373. //clear previous uniform set
  374. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  375. RD::get_singleton()->free(uniform_set);
  376. uniform_set = RID();
  377. }
  378. }
  379. //check whether buffer changed
  380. if (p_uniform_dirty && ubo_data.size()) {
  381. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  382. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
  383. }
  384. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  385. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  386. texture_cache.resize(tex_uniform_count);
  387. p_textures_dirty = true;
  388. //clear previous uniform set
  389. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  390. RD::get_singleton()->free(uniform_set);
  391. uniform_set = RID();
  392. }
  393. }
  394. if (p_textures_dirty && tex_uniform_count) {
  395. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
  396. }
  397. if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
  398. // This material does not require an uniform set, so don't create it.
  399. return;
  400. }
  401. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  402. //no reason to update uniform set, only UBO (or nothing) was needed to update
  403. return;
  404. }
  405. Vector<RD::Uniform> uniforms;
  406. {
  407. if (shader_data->ubo_size) {
  408. RD::Uniform u;
  409. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  410. u.binding = 0;
  411. u.ids.push_back(uniform_buffer);
  412. uniforms.push_back(u);
  413. }
  414. const RID *textures = texture_cache.ptrw();
  415. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  416. RD::Uniform u;
  417. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  418. u.binding = 1 + i;
  419. u.ids.push_back(textures[i]);
  420. uniforms.push_back(u);
  421. }
  422. }
  423. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  424. }
  425. RendererSceneRenderForwardClustered::MaterialData::~MaterialData() {
  426. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  427. RD::get_singleton()->free(uniform_set);
  428. }
  429. if (uniform_buffer.is_valid()) {
  430. RD::get_singleton()->free(uniform_buffer);
  431. }
  432. }
  433. RendererStorageRD::MaterialData *RendererSceneRenderForwardClustered::_create_material_func(ShaderData *p_shader) {
  434. MaterialData *material_data = memnew(MaterialData);
  435. material_data->shader_data = p_shader;
  436. material_data->last_frame = false;
  437. //update will happen later anyway so do nothing.
  438. return material_data;
  439. }
  440. RendererSceneRenderForwardClustered::RenderBufferDataForward::~RenderBufferDataForward() {
  441. clear();
  442. }
  443. void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specular() {
  444. if (!specular.is_valid()) {
  445. RD::TextureFormat tf;
  446. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  447. tf.width = width;
  448. tf.height = height;
  449. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  450. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  451. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  452. } else {
  453. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  454. }
  455. specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
  456. if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
  457. {
  458. Vector<RID> fb;
  459. fb.push_back(color);
  460. fb.push_back(specular);
  461. fb.push_back(depth);
  462. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  463. }
  464. {
  465. Vector<RID> fb;
  466. fb.push_back(specular);
  467. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  468. }
  469. } else {
  470. tf.samples = texture_samples;
  471. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  472. specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  473. {
  474. Vector<RID> fb;
  475. fb.push_back(color_msaa);
  476. fb.push_back(specular_msaa);
  477. fb.push_back(depth_msaa);
  478. color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
  479. }
  480. {
  481. Vector<RID> fb;
  482. fb.push_back(specular_msaa);
  483. specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
  484. }
  485. }
  486. }
  487. }
  488. void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprobe() {
  489. if (!giprobe_buffer.is_valid()) {
  490. RD::TextureFormat tf;
  491. tf.format = RD::DATA_FORMAT_R8G8_UINT;
  492. tf.width = width;
  493. tf.height = height;
  494. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  495. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  496. RD::TextureFormat tf_aa = tf;
  497. tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  498. tf_aa.samples = texture_samples;
  499. giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
  500. } else {
  501. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  502. }
  503. tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
  504. giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  505. Vector<RID> fb;
  506. if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
  507. fb.push_back(depth_msaa);
  508. fb.push_back(normal_roughness_buffer_msaa);
  509. fb.push_back(giprobe_buffer_msaa);
  510. } else {
  511. fb.push_back(depth);
  512. fb.push_back(normal_roughness_buffer);
  513. fb.push_back(giprobe_buffer);
  514. }
  515. depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
  516. }
  517. }
  518. void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() {
  519. if (giprobe_buffer != RID()) {
  520. RD::get_singleton()->free(giprobe_buffer);
  521. giprobe_buffer = RID();
  522. if (giprobe_buffer_msaa.is_valid()) {
  523. RD::get_singleton()->free(giprobe_buffer_msaa);
  524. giprobe_buffer_msaa = RID();
  525. }
  526. depth_normal_roughness_giprobe_fb = RID();
  527. }
  528. if (color_msaa.is_valid()) {
  529. RD::get_singleton()->free(color_msaa);
  530. color_msaa = RID();
  531. }
  532. if (depth_msaa.is_valid()) {
  533. RD::get_singleton()->free(depth_msaa);
  534. depth_msaa = RID();
  535. }
  536. if (specular.is_valid()) {
  537. if (specular_msaa.is_valid()) {
  538. RD::get_singleton()->free(specular_msaa);
  539. specular_msaa = RID();
  540. }
  541. RD::get_singleton()->free(specular);
  542. specular = RID();
  543. }
  544. color = RID();
  545. depth = RID();
  546. color_specular_fb = RID();
  547. specular_only_fb = RID();
  548. color_fb = RID();
  549. depth_fb = RID();
  550. if (normal_roughness_buffer.is_valid()) {
  551. RD::get_singleton()->free(normal_roughness_buffer);
  552. if (normal_roughness_buffer_msaa.is_valid()) {
  553. RD::get_singleton()->free(normal_roughness_buffer_msaa);
  554. normal_roughness_buffer_msaa = RID();
  555. }
  556. normal_roughness_buffer = RID();
  557. depth_normal_roughness_fb = RID();
  558. }
  559. if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
  560. RD::get_singleton()->free(render_sdfgi_uniform_set);
  561. }
  562. }
  563. void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
  564. clear();
  565. msaa = p_msaa;
  566. width = p_width;
  567. height = p_height;
  568. color = p_color_buffer;
  569. depth = p_depth_buffer;
  570. if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
  571. {
  572. Vector<RID> fb;
  573. fb.push_back(p_color_buffer);
  574. fb.push_back(depth);
  575. color_fb = RD::get_singleton()->framebuffer_create(fb);
  576. }
  577. {
  578. Vector<RID> fb;
  579. fb.push_back(depth);
  580. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  581. }
  582. } else {
  583. RD::TextureFormat tf;
  584. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  585. tf.width = p_width;
  586. tf.height = p_height;
  587. tf.texture_type = RD::TEXTURE_TYPE_2D;
  588. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  589. RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
  590. RD::TEXTURE_SAMPLES_1,
  591. RD::TEXTURE_SAMPLES_2,
  592. RD::TEXTURE_SAMPLES_4,
  593. RD::TEXTURE_SAMPLES_8,
  594. RD::TEXTURE_SAMPLES_16
  595. };
  596. texture_samples = ts[p_msaa];
  597. tf.samples = texture_samples;
  598. color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  599. 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;
  600. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  601. depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  602. {
  603. Vector<RID> fb;
  604. fb.push_back(color_msaa);
  605. fb.push_back(depth_msaa);
  606. color_fb = RD::get_singleton()->framebuffer_create(fb);
  607. }
  608. {
  609. Vector<RID> fb;
  610. fb.push_back(depth_msaa);
  611. depth_fb = RD::get_singleton()->framebuffer_create(fb);
  612. }
  613. }
  614. }
  615. void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
  616. if (rb->normal_roughness_buffer.is_valid()) {
  617. return;
  618. }
  619. RD::TextureFormat tf;
  620. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  621. tf.width = rb->width;
  622. tf.height = rb->height;
  623. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  624. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  625. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  626. } else {
  627. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  628. }
  629. rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  630. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  631. Vector<RID> fb;
  632. fb.push_back(rb->depth);
  633. fb.push_back(rb->normal_roughness_buffer);
  634. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  635. } else {
  636. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  637. tf.samples = rb->texture_samples;
  638. rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
  639. Vector<RID> fb;
  640. fb.push_back(rb->depth_msaa);
  641. fb.push_back(rb->normal_roughness_buffer_msaa);
  642. rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
  643. }
  644. _render_buffers_clear_uniform_set(rb);
  645. }
  646. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForwardClustered::_create_render_buffer_data() {
  647. return memnew(RenderBufferDataForward);
  648. }
  649. bool RendererSceneRenderForwardClustered::free(RID p_rid) {
  650. if (RendererSceneRenderRD::free(p_rid)) {
  651. return true;
  652. }
  653. return false;
  654. }
  655. /// RENDERING ///
  656. template <RendererSceneRenderForwardClustered::PassMode p_pass_mode>
  657. void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
  658. RD::DrawListID draw_list = p_draw_list;
  659. RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
  660. //global scope bindings
  661. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
  662. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
  663. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
  664. RID prev_material_uniform_set;
  665. RID prev_vertex_array_rd;
  666. RID prev_index_array_rd;
  667. RID prev_pipeline_rd;
  668. RID prev_xforms_uniform_set;
  669. bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
  670. SceneState::PushConstant push_constant;
  671. if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
  672. push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16;
  673. push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x);
  674. } else {
  675. push_constant.uv_offset = 0;
  676. }
  677. for (uint32_t i = p_from_element; i < p_to_element; i++) {
  678. const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
  679. const RenderElementInfo &element_info = p_params->element_info[i];
  680. push_constant.base_index = i + p_params->element_offset;
  681. RID material_uniform_set;
  682. ShaderData *shader;
  683. void *mesh_surface;
  684. if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
  685. material_uniform_set = surf->material_uniform_set_shadow;
  686. shader = surf->shader_shadow;
  687. mesh_surface = surf->surface_shadow;
  688. } else {
  689. material_uniform_set = surf->material_uniform_set;
  690. shader = surf->shader;
  691. mesh_surface = surf->surface;
  692. }
  693. if (!mesh_surface) {
  694. continue;
  695. }
  696. //find cull variant
  697. ShaderData::CullVariant cull_variant;
  698. if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
  699. cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
  700. } else {
  701. bool mirror = surf->owner->mirror;
  702. if (p_params->reverse_cull) {
  703. mirror = !mirror;
  704. }
  705. cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
  706. }
  707. RS::PrimitiveType primitive = surf->primitive;
  708. RID xforms_uniform_set = surf->owner->transforms_uniform_set;
  709. ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
  710. switch (p_params->pass_mode) {
  711. case PASS_MODE_COLOR:
  712. case PASS_MODE_COLOR_TRANSPARENT: {
  713. if (element_info.uses_lightmap) {
  714. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
  715. } else if (element_info.uses_forward_gi) {
  716. shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
  717. } else {
  718. shader_version = SHADER_VERSION_COLOR_PASS;
  719. }
  720. } break;
  721. case PASS_MODE_COLOR_SPECULAR: {
  722. if (element_info.uses_lightmap) {
  723. shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  724. } else {
  725. shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
  726. }
  727. } break;
  728. case PASS_MODE_SHADOW:
  729. case PASS_MODE_DEPTH: {
  730. shader_version = SHADER_VERSION_DEPTH_PASS;
  731. } break;
  732. case PASS_MODE_SHADOW_DP: {
  733. shader_version = SHADER_VERSION_DEPTH_PASS_DP;
  734. } break;
  735. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  736. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
  737. } break;
  738. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  739. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
  740. } break;
  741. case PASS_MODE_DEPTH_MATERIAL: {
  742. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
  743. } break;
  744. case PASS_MODE_SDF: {
  745. shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
  746. } break;
  747. }
  748. PipelineCacheRD *pipeline = nullptr;
  749. pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
  750. RD::VertexFormatID vertex_format = -1;
  751. RID vertex_array_rd;
  752. RID index_array_rd;
  753. //skeleton and blend shape
  754. if (surf->owner->mesh_instance.is_valid()) {
  755. storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
  756. } else {
  757. storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
  758. }
  759. index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
  760. if (prev_vertex_array_rd != vertex_array_rd) {
  761. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
  762. prev_vertex_array_rd = vertex_array_rd;
  763. }
  764. if (prev_index_array_rd != index_array_rd) {
  765. if (index_array_rd.is_valid()) {
  766. RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
  767. }
  768. prev_index_array_rd = index_array_rd;
  769. }
  770. RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
  771. if (pipeline_rd != prev_pipeline_rd) {
  772. // checking with prev shader does not make so much sense, as
  773. // the pipeline may still be different.
  774. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
  775. prev_pipeline_rd = pipeline_rd;
  776. }
  777. if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
  778. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  779. prev_xforms_uniform_set = xforms_uniform_set;
  780. }
  781. if (material_uniform_set != prev_material_uniform_set) {
  782. //update uniform set
  783. if (material_uniform_set.is_valid()) {
  784. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
  785. }
  786. prev_material_uniform_set = material_uniform_set;
  787. }
  788. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant));
  789. uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
  790. RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
  791. i += element_info.repeat - 1; //skip equal elements
  792. }
  793. }
  794. void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
  795. //use template for faster performance (pass mode comparisons are inlined)
  796. switch (p_params->pass_mode) {
  797. case PASS_MODE_COLOR: {
  798. _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  799. } break;
  800. case PASS_MODE_COLOR_SPECULAR: {
  801. _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  802. } break;
  803. case PASS_MODE_COLOR_TRANSPARENT: {
  804. _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  805. } break;
  806. case PASS_MODE_SHADOW: {
  807. _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  808. } break;
  809. case PASS_MODE_SHADOW_DP: {
  810. _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  811. } break;
  812. case PASS_MODE_DEPTH: {
  813. _render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  814. } break;
  815. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  816. _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  817. } break;
  818. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  819. _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  820. } break;
  821. case PASS_MODE_DEPTH_MATERIAL: {
  822. _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  823. } break;
  824. case PASS_MODE_SDF: {
  825. _render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
  826. } break;
  827. }
  828. }
  829. void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
  830. uint32_t render_total = p_params->element_count;
  831. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  832. uint32_t render_from = p_thread * render_total / total_threads;
  833. uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
  834. _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
  835. }
  836. void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
  837. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
  838. p_params->framebuffer_format = fb_format;
  839. if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
  840. //multi threaded
  841. thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
  842. RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
  843. RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForwardClustered::_render_list_thread_function, p_params);
  844. RD::get_singleton()->draw_list_end(p_params->barrier);
  845. } else {
  846. //single threaded
  847. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
  848. _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
  849. RD::get_singleton()->draw_list_end(p_params->barrier);
  850. }
  851. }
  852. void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
  853. //CameraMatrix projection = p_cam_projection;
  854. //projection.flip_y(); // Vulkan and modern APIs use Y-Down
  855. CameraMatrix correction;
  856. correction.set_depth_correction(p_flip_y);
  857. CameraMatrix projection = correction * p_cam_projection;
  858. //store camera into ubo
  859. RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
  860. RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
  861. RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
  862. RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
  863. scene_state.ubo.z_far = p_zfar;
  864. scene_state.ubo.z_near = p_znear;
  865. scene_state.ubo.pancake_shadows = p_pancake_shadows;
  866. RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
  867. RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
  868. RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
  869. RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
  870. scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
  871. scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
  872. scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
  873. scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
  874. Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
  875. scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
  876. scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
  877. scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
  878. scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
  879. {
  880. uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
  881. uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
  882. scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
  883. scene_state.ubo.cluster_width = cluster_screen_width;
  884. }
  885. if (p_shadow_atlas.is_valid()) {
  886. Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
  887. scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
  888. scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
  889. }
  890. {
  891. Vector2 dss = directional_shadow_get_size();
  892. scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
  893. scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
  894. }
  895. //time global variables
  896. scene_state.ubo.time = time;
  897. scene_state.ubo.gi_upscale_for_msaa = false;
  898. scene_state.ubo.volumetric_fog_enabled = false;
  899. scene_state.ubo.fog_enabled = false;
  900. if (p_render_buffers.is_valid()) {
  901. RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  902. if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  903. scene_state.ubo.gi_upscale_for_msaa = true;
  904. }
  905. if (render_buffers_has_volumetric_fog(p_render_buffers)) {
  906. scene_state.ubo.volumetric_fog_enabled = true;
  907. float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
  908. if (fog_end > 0.0) {
  909. scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
  910. } else {
  911. scene_state.ubo.volumetric_fog_inv_length = 1.0;
  912. }
  913. float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
  914. if (fog_detail_spread > 0.0) {
  915. scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
  916. } else {
  917. scene_state.ubo.volumetric_fog_detail_spread = 1.0;
  918. }
  919. }
  920. }
  921. #if 0
  922. if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  923. scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
  924. scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
  925. scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
  926. scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  927. scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
  928. float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
  929. scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
  930. float occ_bias = 0.0;
  931. scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
  932. scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
  933. scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
  934. float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
  935. float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
  936. scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
  937. scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
  938. scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
  939. scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
  940. //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
  941. //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
  942. uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size();
  943. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
  944. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
  945. scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
  946. scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  947. scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
  948. scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
  949. scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
  950. scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
  951. scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
  952. for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
  953. SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
  954. Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
  955. pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
  956. c.position[0] = pos.x;
  957. c.position[1] = pos.y;
  958. c.position[2] = pos.z;
  959. c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
  960. Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
  961. c.probe_world_offset[0] = probe_ofs.x;
  962. c.probe_world_offset[1] = probe_ofs.y;
  963. c.probe_world_offset[2] = probe_ofs.z;
  964. }
  965. }
  966. #endif
  967. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  968. scene_state.ubo.use_ambient_light = true;
  969. scene_state.ubo.ambient_light_color_energy[0] = 1;
  970. scene_state.ubo.ambient_light_color_energy[1] = 1;
  971. scene_state.ubo.ambient_light_color_energy[2] = 1;
  972. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  973. scene_state.ubo.use_ambient_cubemap = false;
  974. scene_state.ubo.use_reflection_cubemap = false;
  975. scene_state.ubo.ssao_enabled = false;
  976. } else if (is_environment(p_environment)) {
  977. RS::EnvironmentBG env_bg = environment_get_background(p_environment);
  978. RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
  979. float bg_energy = environment_get_bg_energy(p_environment);
  980. scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
  981. scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
  982. //ambient
  983. if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
  984. Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
  985. color = color.to_linear();
  986. scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
  987. scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
  988. scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
  989. scene_state.ubo.use_ambient_light = true;
  990. scene_state.ubo.use_ambient_cubemap = false;
  991. } else {
  992. float energy = environment_get_ambient_light_energy(p_environment);
  993. Color color = environment_get_ambient_light_color(p_environment);
  994. color = color.to_linear();
  995. scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
  996. scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
  997. scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
  998. Basis sky_transform = environment_get_sky_orientation(p_environment);
  999. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  1000. RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
  1001. scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
  1002. scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
  1003. }
  1004. //specular
  1005. RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
  1006. if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
  1007. scene_state.ubo.use_reflection_cubemap = true;
  1008. } else {
  1009. scene_state.ubo.use_reflection_cubemap = false;
  1010. }
  1011. scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
  1012. scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
  1013. scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
  1014. Color ao_color = environment_get_ao_color(p_environment).to_linear();
  1015. scene_state.ubo.ao_color[0] = ao_color.r;
  1016. scene_state.ubo.ao_color[1] = ao_color.g;
  1017. scene_state.ubo.ao_color[2] = ao_color.b;
  1018. scene_state.ubo.ao_color[3] = ao_color.a;
  1019. scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
  1020. scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
  1021. scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
  1022. scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
  1023. if (scene_state.ubo.fog_height_density >= 0.0001) {
  1024. scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
  1025. }
  1026. scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
  1027. Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
  1028. float fog_energy = environment_get_fog_light_energy(p_environment);
  1029. scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
  1030. scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
  1031. scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
  1032. scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
  1033. } else {
  1034. if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1035. scene_state.ubo.use_ambient_light = false;
  1036. } else {
  1037. scene_state.ubo.use_ambient_light = true;
  1038. Color clear_color = p_default_bg_color;
  1039. clear_color = clear_color.to_linear();
  1040. scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
  1041. scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
  1042. scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
  1043. scene_state.ubo.ambient_light_color_energy[3] = 1.0;
  1044. }
  1045. scene_state.ubo.use_ambient_cubemap = false;
  1046. scene_state.ubo.use_reflection_cubemap = false;
  1047. scene_state.ubo.ssao_enabled = false;
  1048. }
  1049. scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
  1050. scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
  1051. scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
  1052. if (p_index >= (int)scene_state.uniform_buffers.size()) {
  1053. uint32_t from = scene_state.uniform_buffers.size();
  1054. scene_state.uniform_buffers.resize(p_index + 1);
  1055. render_pass_uniform_sets.resize(p_index + 1);
  1056. for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
  1057. scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
  1058. }
  1059. }
  1060. RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
  1061. }
  1062. void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
  1063. if (scene_state.instance_data[p_render_list].size() > 0) {
  1064. if (scene_state.instance_buffer[p_render_list] == RID() || scene_state.instance_buffer_size[p_render_list] < scene_state.instance_data[p_render_list].size()) {
  1065. if (scene_state.instance_buffer[p_render_list] != RID()) {
  1066. RD::get_singleton()->free(scene_state.instance_buffer[p_render_list]);
  1067. }
  1068. uint32_t new_size = nearest_power_of_2_templated(MAX(uint64_t(INSTANCE_DATA_BUFFER_MIN_SIZE), scene_state.instance_data[p_render_list].size()));
  1069. scene_state.instance_buffer[p_render_list] = RD::get_singleton()->storage_buffer_create(new_size * sizeof(SceneState::InstanceData));
  1070. scene_state.instance_buffer_size[p_render_list] = new_size;
  1071. }
  1072. RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER);
  1073. }
  1074. }
  1075. void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
  1076. RenderList *rl = &render_list[p_render_list];
  1077. uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
  1078. scene_state.instance_data[p_render_list].resize(p_offset + element_total);
  1079. rl->element_info.resize(p_offset + element_total);
  1080. uint32_t repeats = 0;
  1081. GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
  1082. for (uint32_t i = 0; i < element_total; i++) {
  1083. GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
  1084. GeometryInstanceForwardClustered *inst = surface->owner;
  1085. SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset];
  1086. if (inst->store_transform_cache) {
  1087. RendererStorageRD::store_transform(inst->transform, instance_data.transform);
  1088. } else {
  1089. RendererStorageRD::store_transform(Transform(), instance_data.transform);
  1090. }
  1091. instance_data.flags = inst->flags_cache;
  1092. instance_data.gi_offset = inst->gi_offset_cache;
  1093. instance_data.layer_mask = inst->layer_mask;
  1094. instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
  1095. instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
  1096. instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
  1097. instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
  1098. instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
  1099. bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
  1100. if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2) {
  1101. //this element is the same as the previous one, count repeats to draw it using instancing
  1102. repeats++;
  1103. } else {
  1104. if (repeats > 0) {
  1105. for (uint32_t j = 1; j <= repeats; j++) {
  1106. rl->element_info[p_offset + i - j].repeat = j;
  1107. }
  1108. }
  1109. repeats = 1;
  1110. }
  1111. RenderElementInfo &element_info = rl->element_info[p_offset + i];
  1112. element_info.lod_index = surface->sort.lod_index;
  1113. element_info.uses_forward_gi = surface->sort.uses_forward_gi;
  1114. element_info.uses_lightmap = surface->sort.uses_lightmap;
  1115. if (cant_repeat) {
  1116. prev_surface = nullptr;
  1117. } else {
  1118. prev_surface = surface;
  1119. }
  1120. }
  1121. if (repeats > 0) {
  1122. for (uint32_t j = 1; j <= repeats; j++) {
  1123. rl->element_info[p_offset + element_total - j].repeat = j;
  1124. }
  1125. }
  1126. if (p_update_buffer) {
  1127. _update_instance_data_buffer(p_render_list);
  1128. }
  1129. }
  1130. void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) {
  1131. if (p_render_list == RENDER_LIST_OPAQUE) {
  1132. scene_state.used_sss = false;
  1133. scene_state.used_screen_texture = false;
  1134. scene_state.used_normal_texture = false;
  1135. scene_state.used_depth_texture = false;
  1136. }
  1137. uint32_t lightmap_captures_used = 0;
  1138. Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
  1139. near_plane.d += p_cam_projection.get_z_near();
  1140. float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
  1141. RenderList *rl = &render_list[p_render_list];
  1142. _update_dirty_geometry_instances();
  1143. if (!p_append) {
  1144. rl->clear();
  1145. if (p_render_list == RENDER_LIST_OPAQUE) {
  1146. render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
  1147. }
  1148. }
  1149. //fill list
  1150. for (int i = 0; i < (int)p_instances.size(); i++) {
  1151. GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>(p_instances[i]);
  1152. Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
  1153. inst->depth = near_plane.distance_to(support_min);
  1154. uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
  1155. uint32_t flags = inst->base_flags; //fill flags if appropriate
  1156. bool uses_lightmap = false;
  1157. bool uses_gi = false;
  1158. if (p_render_list == RENDER_LIST_OPAQUE) {
  1159. //setup GI
  1160. if (inst->lightmap_instance.is_valid()) {
  1161. int32_t lightmap_cull_index = -1;
  1162. for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
  1163. if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
  1164. lightmap_cull_index = j;
  1165. break;
  1166. }
  1167. }
  1168. if (lightmap_cull_index >= 0) {
  1169. inst->gi_offset_cache = inst->lightmap_slice_index << 16;
  1170. inst->gi_offset_cache |= lightmap_cull_index;
  1171. flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
  1172. if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
  1173. flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
  1174. }
  1175. uses_lightmap = true;
  1176. } else {
  1177. inst->gi_offset_cache = 0xFFFFFFFF;
  1178. }
  1179. } else if (inst->lightmap_sh) {
  1180. if (lightmap_captures_used < scene_state.max_lightmap_captures) {
  1181. const Color *src_capture = inst->lightmap_sh->sh;
  1182. LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
  1183. for (int j = 0; j < 9; j++) {
  1184. lcd.sh[j * 4 + 0] = src_capture[j].r;
  1185. lcd.sh[j * 4 + 1] = src_capture[j].g;
  1186. lcd.sh[j * 4 + 2] = src_capture[j].b;
  1187. lcd.sh[j * 4 + 3] = src_capture[j].a;
  1188. }
  1189. flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
  1190. inst->gi_offset_cache = lightmap_captures_used;
  1191. lightmap_captures_used++;
  1192. uses_lightmap = true;
  1193. }
  1194. } else if (!low_end) {
  1195. if (p_using_opaque_gi) {
  1196. flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
  1197. }
  1198. if (inst->gi_probes[0].is_valid()) {
  1199. uint32_t probe0_index = 0xFFFF;
  1200. uint32_t probe1_index = 0xFFFF;
  1201. for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
  1202. if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
  1203. probe0_index = j;
  1204. } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
  1205. probe1_index = j;
  1206. }
  1207. }
  1208. if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
  1209. //0 must always exist if a probe exists
  1210. SWAP(probe0_index, probe1_index);
  1211. }
  1212. inst->gi_offset_cache = probe0_index | (probe1_index << 16);
  1213. flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
  1214. uses_gi = true;
  1215. } else {
  1216. if (p_using_sdfgi && inst->can_sdfgi) {
  1217. flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
  1218. uses_gi = true;
  1219. }
  1220. inst->gi_offset_cache = 0xFFFFFFFF;
  1221. }
  1222. }
  1223. }
  1224. inst->flags_cache = flags;
  1225. GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
  1226. while (surf) {
  1227. surf->sort.uses_forward_gi = 0;
  1228. surf->sort.uses_lightmap = 0;
  1229. // LOD
  1230. if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
  1231. //lod
  1232. Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal);
  1233. Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal);
  1234. float distance_min = p_lod_plane.distance_to(lod_support_min);
  1235. float distance_max = p_lod_plane.distance_to(lod_support_max);
  1236. float distance = 0.0;
  1237. if (distance_min * distance_max < 0.0) {
  1238. //crossing plane
  1239. distance = 0.0;
  1240. } else if (distance_min >= 0.0) {
  1241. distance = distance_min;
  1242. } else if (distance_max <= 0.0) {
  1243. distance = -distance_max;
  1244. }
  1245. surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
  1246. } else {
  1247. surf->sort.lod_index = 0;
  1248. }
  1249. // ADD Element
  1250. if (p_pass_mode == PASS_MODE_COLOR) {
  1251. if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
  1252. rl->add_element(surf);
  1253. }
  1254. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
  1255. render_list[RENDER_LIST_ALPHA].add_element(surf);
  1256. if (uses_gi) {
  1257. surf->sort.uses_forward_gi = 1;
  1258. }
  1259. }
  1260. if (uses_lightmap) {
  1261. surf->sort.uses_lightmap = 1;
  1262. }
  1263. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
  1264. scene_state.used_sss = true;
  1265. }
  1266. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
  1267. scene_state.used_screen_texture = true;
  1268. }
  1269. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
  1270. scene_state.used_normal_texture = true;
  1271. }
  1272. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
  1273. scene_state.used_depth_texture = true;
  1274. }
  1275. } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
  1276. if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
  1277. rl->add_element(surf);
  1278. }
  1279. } else {
  1280. if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
  1281. rl->add_element(surf);
  1282. }
  1283. }
  1284. surf->sort.depth_layer = depth_layer;
  1285. surf = surf->next;
  1286. }
  1287. }
  1288. if (p_render_list == RENDER_LIST_OPAQUE && lightmap_captures_used) {
  1289. RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, RD::BARRIER_MASK_RASTER);
  1290. }
  1291. }
  1292. void RendererSceneRenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
  1293. scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
  1294. for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
  1295. scene_state.giprobe_ids[i] = p_giprobes[i];
  1296. }
  1297. }
  1298. void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
  1299. scene_state.lightmaps_used = 0;
  1300. for (int i = 0; i < (int)p_lightmaps.size(); i++) {
  1301. if (i >= (int)scene_state.max_lightmaps) {
  1302. break;
  1303. }
  1304. RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
  1305. Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
  1306. to_lm = to_lm.inverse().transposed(); //will transform normals
  1307. RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
  1308. scene_state.lightmap_ids[i] = p_lightmaps[i];
  1309. scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
  1310. scene_state.lightmaps_used++;
  1311. }
  1312. if (scene_state.lightmaps_used > 0) {
  1313. RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
  1314. }
  1315. }
  1316. void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
  1317. RenderBufferDataForward *render_buffer = nullptr;
  1318. if (p_render_buffer.is_valid()) {
  1319. render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
  1320. }
  1321. RendererSceneEnvironmentRD *env = get_environment(p_environment);
  1322. //first of all, make a new render pass
  1323. //fill up ubo
  1324. RENDER_TIMESTAMP("Setup 3D Scene");
  1325. float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
  1326. Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
  1327. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1328. p_screen_lod_threshold = 0.0;
  1329. }
  1330. //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
  1331. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1332. scene_state.ubo.viewport_size[0] = vp_he.x;
  1333. scene_state.ubo.viewport_size[1] = vp_he.y;
  1334. scene_state.ubo.directional_light_count = 0;
  1335. Size2i screen_size;
  1336. RID opaque_framebuffer;
  1337. RID opaque_specular_framebuffer;
  1338. RID depth_framebuffer;
  1339. RID alpha_framebuffer;
  1340. PassMode depth_pass_mode = PASS_MODE_DEPTH;
  1341. Vector<Color> depth_pass_clear;
  1342. bool using_separate_specular = false;
  1343. bool using_ssr = false;
  1344. bool using_sdfgi = false;
  1345. bool using_giprobe = false;
  1346. if (render_buffer) {
  1347. screen_size.x = render_buffer->width;
  1348. screen_size.y = render_buffer->height;
  1349. opaque_framebuffer = render_buffer->color_fb;
  1350. if (!low_end && p_gi_probes.size() > 0) {
  1351. using_giprobe = true;
  1352. }
  1353. if (!p_environment.is_valid() && using_giprobe) {
  1354. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
  1355. } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
  1356. if (environment_is_sdfgi_enabled(p_environment)) {
  1357. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
  1358. using_sdfgi = true;
  1359. } else {
  1360. depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1361. }
  1362. if (environment_is_ssr_enabled(p_environment)) {
  1363. render_buffer->ensure_specular();
  1364. using_separate_specular = true;
  1365. using_ssr = true;
  1366. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1367. }
  1368. } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
  1369. depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
  1370. }
  1371. switch (depth_pass_mode) {
  1372. case PASS_MODE_DEPTH: {
  1373. depth_framebuffer = render_buffer->depth_fb;
  1374. } break;
  1375. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
  1376. _allocate_normal_roughness_texture(render_buffer);
  1377. depth_framebuffer = render_buffer->depth_normal_roughness_fb;
  1378. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1379. } break;
  1380. case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
  1381. _allocate_normal_roughness_texture(render_buffer);
  1382. render_buffer->ensure_giprobe();
  1383. depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
  1384. depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
  1385. depth_pass_clear.push_back(Color(0, 0, 0, 0));
  1386. } break;
  1387. default: {
  1388. };
  1389. }
  1390. alpha_framebuffer = opaque_framebuffer;
  1391. } else if (p_reflection_probe.is_valid()) {
  1392. uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
  1393. screen_size.x = resolution;
  1394. screen_size.y = resolution;
  1395. opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1396. depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
  1397. alpha_framebuffer = opaque_framebuffer;
  1398. if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
  1399. p_environment = RID(); //no environment on interiors
  1400. }
  1401. } else {
  1402. ERR_FAIL(); //bug?
  1403. }
  1404. RD::get_singleton()->draw_command_begin_label("Render Setup");
  1405. _setup_lightmaps(p_lightmaps, p_cam_transform);
  1406. _setup_giprobes(p_gi_probes);
  1407. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
  1408. _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
  1409. _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1410. render_list[RENDER_LIST_OPAQUE].sort_by_key();
  1411. render_list[RENDER_LIST_ALPHA].sort_by_depth();
  1412. _fill_instance_data(RENDER_LIST_OPAQUE);
  1413. _fill_instance_data(RENDER_LIST_ALPHA);
  1414. RD::get_singleton()->draw_command_end_label();
  1415. bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
  1416. if (using_sss) {
  1417. using_separate_specular = true;
  1418. render_buffer->ensure_specular();
  1419. using_separate_specular = true;
  1420. opaque_specular_framebuffer = render_buffer->color_specular_fb;
  1421. }
  1422. RID radiance_texture;
  1423. bool draw_sky = false;
  1424. bool draw_sky_fog_only = false;
  1425. Color clear_color;
  1426. bool keep_color = false;
  1427. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
  1428. clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
  1429. } else if (is_environment(p_environment)) {
  1430. RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
  1431. float bg_energy = environment_get_bg_energy(p_environment);
  1432. switch (bg_mode) {
  1433. case RS::ENV_BG_CLEAR_COLOR: {
  1434. clear_color = p_default_bg_color;
  1435. clear_color.r *= bg_energy;
  1436. clear_color.g *= bg_energy;
  1437. clear_color.b *= bg_energy;
  1438. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1439. draw_sky_fog_only = true;
  1440. storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1441. }
  1442. } break;
  1443. case RS::ENV_BG_COLOR: {
  1444. clear_color = environment_get_bg_color(p_environment);
  1445. clear_color.r *= bg_energy;
  1446. clear_color.g *= bg_energy;
  1447. clear_color.b *= bg_energy;
  1448. if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
  1449. draw_sky_fog_only = true;
  1450. storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
  1451. }
  1452. } break;
  1453. case RS::ENV_BG_SKY: {
  1454. draw_sky = true;
  1455. } break;
  1456. case RS::ENV_BG_CANVAS: {
  1457. keep_color = true;
  1458. } break;
  1459. case RS::ENV_BG_KEEP: {
  1460. keep_color = true;
  1461. } break;
  1462. case RS::ENV_BG_CAMERA_FEED: {
  1463. } break;
  1464. default: {
  1465. }
  1466. }
  1467. // setup sky if used for ambient, reflections, or background
  1468. if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
  1469. RENDER_TIMESTAMP("Setup Sky");
  1470. RD::get_singleton()->draw_command_begin_label("Setup Sky");
  1471. CameraMatrix projection = p_cam_projection;
  1472. if (p_reflection_probe.is_valid()) {
  1473. CameraMatrix correction;
  1474. correction.set_depth_correction(true);
  1475. projection = correction * p_cam_projection;
  1476. }
  1477. sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
  1478. RID sky_rid = env->sky;
  1479. if (sky_rid.is_valid()) {
  1480. sky.update(env, projection, p_cam_transform, time);
  1481. radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
  1482. } else {
  1483. // do not try to draw sky if invalid
  1484. draw_sky = false;
  1485. }
  1486. RD::get_singleton()->draw_command_end_label();
  1487. }
  1488. } else {
  1489. clear_color = p_default_bg_color;
  1490. }
  1491. bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
  1492. bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
  1493. bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
  1494. bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
  1495. bool continue_depth = false;
  1496. if (depth_pre_pass) { //depth pre pass
  1497. bool needs_pre_resolve = _needs_post_prepass_render(using_sdfgi || using_giprobe);
  1498. if (needs_pre_resolve) {
  1499. RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
  1500. } else {
  1501. RENDER_TIMESTAMP("Render Depth Pre-Pass");
  1502. }
  1503. if (needs_pre_resolve) {
  1504. //pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders.
  1505. RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
  1506. RD::get_singleton()->draw_list_end();
  1507. //start compute processes here, so they run at the same time as depth pre-pass
  1508. _post_prepass_render(using_sdfgi || using_giprobe);
  1509. }
  1510. RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass");
  1511. RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1512. bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
  1513. RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1514. _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
  1515. RD::get_singleton()->draw_command_end_label();
  1516. if (needs_pre_resolve) {
  1517. _pre_resolve_render(using_sdfgi || using_giprobe);
  1518. }
  1519. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1520. RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
  1521. RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
  1522. if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
  1523. if (needs_pre_resolve) {
  1524. RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
  1525. }
  1526. static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
  1527. storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
  1528. } else if (finish_depth) {
  1529. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
  1530. }
  1531. RD::get_singleton()->draw_command_end_label();
  1532. }
  1533. continue_depth = !finish_depth;
  1534. }
  1535. _pre_opaque_render(using_ssao, using_sdfgi || using_giprobe, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->giprobe_buffer : RID());
  1536. RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
  1537. scene_state.ubo.directional_light_count = _get_render_state_directional_light_count();
  1538. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
  1539. RENDER_TIMESTAMP("Render Opaque Pass");
  1540. RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
  1541. bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
  1542. bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
  1543. {
  1544. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1545. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
  1546. //regular forward for now
  1547. Vector<Color> c;
  1548. if (using_separate_specular) {
  1549. Color cc = clear_color.to_linear();
  1550. cc.a = 0; //subsurf scatter must be 0
  1551. c.push_back(cc);
  1552. c.push_back(Color(0, 0, 0, 0));
  1553. } else {
  1554. c.push_back(clear_color.to_linear());
  1555. }
  1556. RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
  1557. RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1558. _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
  1559. if (will_continue_color && using_separate_specular) {
  1560. // close the specular framebuffer, as it's no longer used
  1561. RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
  1562. RD::get_singleton()->draw_list_end();
  1563. }
  1564. }
  1565. RD::get_singleton()->draw_command_end_label();
  1566. if (debug_giprobes) {
  1567. //debug giprobes
  1568. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1569. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1570. CameraMatrix dc;
  1571. dc.set_depth_correction(true);
  1572. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1573. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1574. RD::get_singleton()->draw_command_begin_label("Debug GIProbes");
  1575. for (int i = 0; i < (int)p_gi_probes.size(); i++) {
  1576. gi.debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
  1577. }
  1578. RD::get_singleton()->draw_command_end_label();
  1579. RD::get_singleton()->draw_list_end();
  1580. }
  1581. if (debug_sdfgi_probes) {
  1582. //debug giprobes
  1583. bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
  1584. bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
  1585. CameraMatrix dc;
  1586. dc.set_depth_correction(true);
  1587. CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
  1588. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
  1589. RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
  1590. _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
  1591. RD::get_singleton()->draw_command_end_label();
  1592. RD::get_singleton()->draw_list_end();
  1593. }
  1594. if (draw_sky || draw_sky_fog_only) {
  1595. RENDER_TIMESTAMP("Render Sky");
  1596. CameraMatrix projection = p_cam_projection;
  1597. if (p_reflection_probe.is_valid()) {
  1598. CameraMatrix correction;
  1599. correction.set_depth_correction(true);
  1600. projection = correction * p_cam_projection;
  1601. }
  1602. RD::get_singleton()->draw_command_begin_label("Draw Sky");
  1603. sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
  1604. RD::get_singleton()->draw_command_end_label();
  1605. }
  1606. if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1607. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
  1608. if (using_separate_specular) {
  1609. RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
  1610. }
  1611. }
  1612. if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1613. RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
  1614. }
  1615. if (using_separate_specular) {
  1616. if (using_sss) {
  1617. RENDER_TIMESTAMP("Sub Surface Scattering");
  1618. RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
  1619. _process_sss(p_render_buffer, p_cam_projection);
  1620. RD::get_singleton()->draw_command_end_label();
  1621. }
  1622. if (using_ssr) {
  1623. RENDER_TIMESTAMP("Screen Space Reflection");
  1624. RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
  1625. _process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
  1626. RD::get_singleton()->draw_command_end_label();
  1627. } else {
  1628. //just mix specular back
  1629. RENDER_TIMESTAMP("Merge Specular");
  1630. storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
  1631. }
  1632. }
  1633. RENDER_TIMESTAMP("Render Transparent Pass");
  1634. RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
  1635. rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
  1636. _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
  1637. {
  1638. RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
  1639. _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
  1640. }
  1641. RD::get_singleton()->draw_command_end_label();
  1642. RD::get_singleton()->draw_command_begin_label("Resolve");
  1643. if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  1644. RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
  1645. }
  1646. RD::get_singleton()->draw_command_end_label();
  1647. }
  1648. void RendererSceneRenderForwardClustered::_render_shadow_begin() {
  1649. scene_state.shadow_passes.clear();
  1650. RD::get_singleton()->draw_command_begin_label("Shadow Setup");
  1651. _update_render_base_uniform_set();
  1652. render_list[RENDER_LIST_SECONDARY].clear();
  1653. scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
  1654. }
  1655. void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
  1656. uint32_t shadow_pass_index = scene_state.shadow_passes.size();
  1657. SceneState::ShadowPass shadow_pass;
  1658. scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
  1659. _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index);
  1660. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  1661. p_screen_lod_threshold = 0.0;
  1662. }
  1663. PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
  1664. uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
  1665. _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, false, false, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, true);
  1666. uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
  1667. render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
  1668. _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
  1669. {
  1670. //regular forward for now
  1671. bool flip_cull = p_use_dp_flip;
  1672. if (p_flip_y) {
  1673. flip_cull = !flip_cull;
  1674. }
  1675. shadow_pass.element_from = render_list_from;
  1676. shadow_pass.element_count = render_list_size;
  1677. shadow_pass.flip_cull = flip_cull;
  1678. shadow_pass.pass_mode = pass_mode;
  1679. shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
  1680. shadow_pass.camera_plane = p_camera_plane;
  1681. shadow_pass.screen_lod_threshold = p_screen_lod_threshold;
  1682. shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier;
  1683. shadow_pass.framebuffer = p_framebuffer;
  1684. shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
  1685. shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
  1686. shadow_pass.rect = p_rect;
  1687. scene_state.shadow_passes.push_back(shadow_pass);
  1688. }
  1689. }
  1690. void RendererSceneRenderForwardClustered::_render_shadow_process() {
  1691. _update_instance_data_buffer(RENDER_LIST_SECONDARY);
  1692. //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
  1693. for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
  1694. //render passes need to be configured after instance buffer is done, since they need the latest version
  1695. SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
  1696. shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>(), false, i);
  1697. }
  1698. RD::get_singleton()->draw_command_end_label();
  1699. }
  1700. void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
  1701. RD::get_singleton()->draw_command_begin_label("Shadow Render");
  1702. for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
  1703. SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
  1704. RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
  1705. _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
  1706. }
  1707. if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) {
  1708. RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier);
  1709. }
  1710. RD::get_singleton()->draw_command_end_label();
  1711. }
  1712. void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
  1713. RENDER_TIMESTAMP("Setup Render Collider Heightfield");
  1714. RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
  1715. _update_render_base_uniform_set();
  1716. scene_state.ubo.dual_paraboloid_side = 0;
  1717. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
  1718. PassMode pass_mode = PASS_MODE_SHADOW;
  1719. _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
  1720. render_list[RENDER_LIST_SECONDARY].sort_by_key();
  1721. _fill_instance_data(RENDER_LIST_SECONDARY);
  1722. RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1723. RENDER_TIMESTAMP("Render Collider Heightfield");
  1724. {
  1725. //regular forward for now
  1726. RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, rp_uniform_set);
  1727. _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
  1728. }
  1729. RD::get_singleton()->draw_command_end_label();
  1730. }
  1731. void RendererSceneRenderForwardClustered::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1732. RENDER_TIMESTAMP("Setup Rendering Material");
  1733. RD::get_singleton()->draw_command_begin_label("Render Material");
  1734. _update_render_base_uniform_set();
  1735. scene_state.ubo.dual_paraboloid_side = 0;
  1736. scene_state.ubo.material_uv2_mode = false;
  1737. _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1738. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1739. _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
  1740. render_list[RENDER_LIST_SECONDARY].sort_by_key();
  1741. _fill_instance_data(RENDER_LIST_SECONDARY);
  1742. RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1743. RENDER_TIMESTAMP("Render Material");
  1744. {
  1745. RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set);
  1746. //regular forward for now
  1747. Vector<Color> clear;
  1748. clear.push_back(Color(0, 0, 0, 0));
  1749. clear.push_back(Color(0, 0, 0, 0));
  1750. clear.push_back(Color(0, 0, 0, 0));
  1751. clear.push_back(Color(0, 0, 0, 0));
  1752. clear.push_back(Color(0, 0, 0, 0));
  1753. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
  1754. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
  1755. RD::get_singleton()->draw_list_end();
  1756. }
  1757. RD::get_singleton()->draw_command_end_label();
  1758. }
  1759. void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  1760. RENDER_TIMESTAMP("Setup Rendering UV2");
  1761. RD::get_singleton()->draw_command_begin_label("Render UV2");
  1762. _update_render_base_uniform_set();
  1763. scene_state.ubo.dual_paraboloid_side = 0;
  1764. scene_state.ubo.material_uv2_mode = true;
  1765. _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1766. PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
  1767. _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
  1768. render_list[RENDER_LIST_SECONDARY].sort_by_key();
  1769. _fill_instance_data(RENDER_LIST_SECONDARY);
  1770. RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
  1771. RENDER_TIMESTAMP("Render Material");
  1772. {
  1773. RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, true);
  1774. //regular forward for now
  1775. Vector<Color> clear;
  1776. clear.push_back(Color(0, 0, 0, 0));
  1777. clear.push_back(Color(0, 0, 0, 0));
  1778. clear.push_back(Color(0, 0, 0, 0));
  1779. clear.push_back(Color(0, 0, 0, 0));
  1780. clear.push_back(Color(0, 0, 0, 0));
  1781. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
  1782. const int uv_offset_count = 9;
  1783. static const Vector2 uv_offsets[uv_offset_count] = {
  1784. Vector2(-1, 1),
  1785. Vector2(1, 1),
  1786. Vector2(1, -1),
  1787. Vector2(-1, -1),
  1788. Vector2(-1, 0),
  1789. Vector2(1, 0),
  1790. Vector2(0, -1),
  1791. Vector2(0, 1),
  1792. Vector2(0, 0),
  1793. };
  1794. for (int i = 0; i < uv_offset_count; i++) {
  1795. Vector2 ofs = uv_offsets[i];
  1796. ofs.x /= p_region.size.width;
  1797. ofs.y /= p_region.size.height;
  1798. render_list_params.uv_offset = ofs;
  1799. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
  1800. }
  1801. render_list_params.uv_offset = Vector2();
  1802. _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
  1803. RD::get_singleton()->draw_list_end();
  1804. }
  1805. RD::get_singleton()->draw_command_end_label();
  1806. }
  1807. void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
  1808. RENDER_TIMESTAMP("Render SDFGI");
  1809. RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
  1810. _update_render_base_uniform_set();
  1811. RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  1812. ERR_FAIL_COND(!render_buffer);
  1813. PassMode pass_mode = PASS_MODE_SDF;
  1814. _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
  1815. render_list[RENDER_LIST_SECONDARY].sort_by_key();
  1816. _fill_instance_data(RENDER_LIST_SECONDARY);
  1817. Vector3 half_extents = p_bounds.size * 0.5;
  1818. Vector3 center = p_bounds.position + half_extents;
  1819. Vector<RID> sbs;
  1820. sbs.push_back(p_albedo_texture);
  1821. sbs.push_back(p_emission_texture);
  1822. sbs.push_back(p_emission_aniso_texture);
  1823. sbs.push_back(p_geom_facing_texture);
  1824. //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
  1825. for (int i = 0; i < 3; i++) {
  1826. scene_state.ubo.sdf_offset[i] = p_from[i];
  1827. scene_state.ubo.sdf_size[i] = p_size[i];
  1828. }
  1829. for (int i = 0; i < 3; i++) {
  1830. Vector3 axis;
  1831. axis[i] = 1.0;
  1832. Vector3 up, right;
  1833. int right_axis = (i + 1) % 3;
  1834. int up_axis = (i + 2) % 3;
  1835. up[up_axis] = 1.0;
  1836. right[right_axis] = 1.0;
  1837. Size2i fb_size;
  1838. fb_size.x = p_size[right_axis];
  1839. fb_size.y = p_size[up_axis];
  1840. Transform cam_xform;
  1841. cam_xform.origin = center + axis * half_extents;
  1842. cam_xform.basis.set_axis(0, right);
  1843. cam_xform.basis.set_axis(1, up);
  1844. cam_xform.basis.set_axis(2, axis);
  1845. //print_line("pass: " + itos(i) + " xform " + cam_xform);
  1846. float h_size = half_extents[right_axis];
  1847. float v_size = half_extents[up_axis];
  1848. float d_size = half_extents[i] * 2.0;
  1849. CameraMatrix camera_proj;
  1850. camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
  1851. //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
  1852. Transform to_bounds;
  1853. to_bounds.origin = p_bounds.position;
  1854. to_bounds.basis.scale(p_bounds.size);
  1855. RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
  1856. _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
  1857. RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
  1858. Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
  1859. if (!E) {
  1860. RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
  1861. E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
  1862. }
  1863. RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, rp_uniform_set, false);
  1864. _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
  1865. }
  1866. RD::get_singleton()->draw_command_end_label();
  1867. }
  1868. void RendererSceneRenderForwardClustered::_base_uniforms_changed() {
  1869. if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1870. RD::get_singleton()->free(render_base_uniform_set);
  1871. }
  1872. render_base_uniform_set = RID();
  1873. }
  1874. void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
  1875. if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
  1876. if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
  1877. RD::get_singleton()->free(render_base_uniform_set);
  1878. }
  1879. lightmap_texture_array_version = storage->lightmap_array_get_version();
  1880. Vector<RD::Uniform> uniforms;
  1881. {
  1882. RD::Uniform u;
  1883. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1884. u.binding = 1;
  1885. u.ids.resize(12);
  1886. RID *ids_ptr = u.ids.ptrw();
  1887. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1888. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1889. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1890. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1891. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1892. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1893. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1894. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1895. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1896. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1897. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1898. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1899. uniforms.push_back(u);
  1900. }
  1901. {
  1902. RD::Uniform u;
  1903. u.binding = 2;
  1904. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  1905. u.ids.push_back(shadow_sampler);
  1906. uniforms.push_back(u);
  1907. }
  1908. {
  1909. RD::Uniform u;
  1910. u.binding = 3;
  1911. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1912. u.ids.push_back(get_omni_light_buffer());
  1913. uniforms.push_back(u);
  1914. }
  1915. {
  1916. RD::Uniform u;
  1917. u.binding = 4;
  1918. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1919. u.ids.push_back(get_spot_light_buffer());
  1920. uniforms.push_back(u);
  1921. }
  1922. {
  1923. RD::Uniform u;
  1924. u.binding = 5;
  1925. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1926. u.ids.push_back(get_reflection_probe_buffer());
  1927. uniforms.push_back(u);
  1928. }
  1929. {
  1930. RD::Uniform u;
  1931. u.binding = 6;
  1932. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1933. u.ids.push_back(get_directional_light_buffer());
  1934. uniforms.push_back(u);
  1935. }
  1936. {
  1937. RD::Uniform u;
  1938. u.binding = 7;
  1939. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1940. u.ids.push_back(scene_state.lightmap_buffer);
  1941. uniforms.push_back(u);
  1942. }
  1943. {
  1944. RD::Uniform u;
  1945. u.binding = 8;
  1946. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1947. u.ids.push_back(scene_state.lightmap_capture_buffer);
  1948. uniforms.push_back(u);
  1949. }
  1950. {
  1951. RD::Uniform u;
  1952. u.binding = 9;
  1953. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1954. RID decal_atlas = storage->decal_atlas_get_texture();
  1955. u.ids.push_back(decal_atlas);
  1956. uniforms.push_back(u);
  1957. }
  1958. {
  1959. RD::Uniform u;
  1960. u.binding = 10;
  1961. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1962. RID decal_atlas = storage->decal_atlas_get_texture_srgb();
  1963. u.ids.push_back(decal_atlas);
  1964. uniforms.push_back(u);
  1965. }
  1966. {
  1967. RD::Uniform u;
  1968. u.binding = 11;
  1969. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1970. u.ids.push_back(get_decal_buffer());
  1971. uniforms.push_back(u);
  1972. }
  1973. {
  1974. RD::Uniform u;
  1975. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1976. u.binding = 12;
  1977. u.ids.push_back(storage->global_variables_get_storage_buffer());
  1978. uniforms.push_back(u);
  1979. }
  1980. if (!low_end) {
  1981. RD::Uniform u;
  1982. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1983. u.binding = 13;
  1984. u.ids.push_back(sdfgi_get_ubo());
  1985. uniforms.push_back(u);
  1986. }
  1987. render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
  1988. }
  1989. }
  1990. RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) {
  1991. //there should always be enough uniform buffers for render passes, otherwise bugs
  1992. ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
  1993. RenderBufferDataForward *rb = nullptr;
  1994. if (p_render_buffers.is_valid()) {
  1995. rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  1996. }
  1997. //default render buffer and scene state uniform set
  1998. Vector<RD::Uniform> uniforms;
  1999. {
  2000. RD::Uniform u;
  2001. u.binding = 0;
  2002. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2003. u.ids.push_back(scene_state.uniform_buffers[p_index]);
  2004. uniforms.push_back(u);
  2005. }
  2006. {
  2007. RD::Uniform u;
  2008. u.binding = 1;
  2009. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2010. RID instance_buffer = scene_state.instance_buffer[p_render_list];
  2011. if (instance_buffer == RID()) {
  2012. instance_buffer = default_vec4_xform_buffer; // any buffer will do since its not used
  2013. }
  2014. u.ids.push_back(instance_buffer);
  2015. uniforms.push_back(u);
  2016. }
  2017. {
  2018. RID radiance_texture;
  2019. if (p_radiance_texture.is_valid()) {
  2020. radiance_texture = p_radiance_texture;
  2021. } else {
  2022. radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  2023. }
  2024. RD::Uniform u;
  2025. u.binding = 2;
  2026. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2027. u.ids.push_back(radiance_texture);
  2028. uniforms.push_back(u);
  2029. }
  2030. {
  2031. RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
  2032. RD::Uniform u;
  2033. u.binding = 3;
  2034. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2035. if (ref_texture.is_valid()) {
  2036. u.ids.push_back(ref_texture);
  2037. } else {
  2038. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
  2039. }
  2040. uniforms.push_back(u);
  2041. }
  2042. {
  2043. RD::Uniform u;
  2044. u.binding = 4;
  2045. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2046. RID texture;
  2047. if (p_shadow_atlas.is_valid()) {
  2048. texture = shadow_atlas_get_texture(p_shadow_atlas);
  2049. }
  2050. if (!texture.is_valid()) {
  2051. texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2052. }
  2053. u.ids.push_back(texture);
  2054. uniforms.push_back(u);
  2055. }
  2056. {
  2057. RD::Uniform u;
  2058. u.binding = 5;
  2059. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2060. if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
  2061. u.ids.push_back(directional_shadow_get_texture());
  2062. } else {
  2063. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  2064. }
  2065. uniforms.push_back(u);
  2066. }
  2067. {
  2068. RD::Uniform u;
  2069. u.binding = 6;
  2070. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2071. u.ids.resize(scene_state.max_lightmaps);
  2072. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2073. for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
  2074. if (i < p_lightmaps.size()) {
  2075. RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
  2076. RID texture = storage->lightmap_get_texture(base);
  2077. RID rd_texture = storage->texture_get_rd_texture(texture);
  2078. u.ids.write[i] = rd_texture;
  2079. } else {
  2080. u.ids.write[i] = default_tex;
  2081. }
  2082. }
  2083. uniforms.push_back(u);
  2084. }
  2085. {
  2086. RD::Uniform u;
  2087. u.binding = 7;
  2088. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2089. u.ids.resize(MAX_GI_PROBES);
  2090. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2091. for (int i = 0; i < MAX_GI_PROBES; i++) {
  2092. if (i < (int)p_gi_probes.size()) {
  2093. RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]);
  2094. if (!tex.is_valid()) {
  2095. tex = default_tex;
  2096. }
  2097. u.ids.write[i] = tex;
  2098. } else {
  2099. u.ids.write[i] = default_tex;
  2100. }
  2101. }
  2102. uniforms.push_back(u);
  2103. }
  2104. {
  2105. RD::Uniform u;
  2106. u.binding = 8;
  2107. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2108. RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
  2109. u.ids.push_back(cb);
  2110. uniforms.push_back(u);
  2111. }
  2112. {
  2113. RD::Uniform u;
  2114. u.binding = 9;
  2115. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2116. RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2117. u.ids.push_back(texture);
  2118. uniforms.push_back(u);
  2119. }
  2120. {
  2121. RD::Uniform u;
  2122. u.binding = 10;
  2123. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2124. RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
  2125. RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2126. u.ids.push_back(texture);
  2127. uniforms.push_back(u);
  2128. }
  2129. if (!low_end) {
  2130. {
  2131. RD::Uniform u;
  2132. u.binding = 11;
  2133. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2134. RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  2135. u.ids.push_back(texture);
  2136. uniforms.push_back(u);
  2137. }
  2138. {
  2139. RD::Uniform u;
  2140. u.binding = 12;
  2141. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2142. RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
  2143. RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2144. u.ids.push_back(texture);
  2145. uniforms.push_back(u);
  2146. }
  2147. {
  2148. RD::Uniform u;
  2149. u.binding = 13;
  2150. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2151. RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID();
  2152. RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2153. u.ids.push_back(texture);
  2154. uniforms.push_back(u);
  2155. }
  2156. {
  2157. RD::Uniform u;
  2158. u.binding = 14;
  2159. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2160. RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID();
  2161. RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2162. u.ids.push_back(texture);
  2163. uniforms.push_back(u);
  2164. }
  2165. {
  2166. RD::Uniform u;
  2167. u.binding = 15;
  2168. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2169. RID t;
  2170. if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2171. t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
  2172. } else {
  2173. t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2174. }
  2175. u.ids.push_back(t);
  2176. uniforms.push_back(u);
  2177. }
  2178. {
  2179. RD::Uniform u;
  2180. u.binding = 16;
  2181. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2182. if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
  2183. u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
  2184. } else {
  2185. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
  2186. }
  2187. uniforms.push_back(u);
  2188. }
  2189. {
  2190. RD::Uniform u;
  2191. u.binding = 17;
  2192. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2193. u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
  2194. uniforms.push_back(u);
  2195. }
  2196. {
  2197. RD::Uniform u;
  2198. u.binding = 18;
  2199. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2200. RID vfog = RID();
  2201. if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
  2202. vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
  2203. if (vfog.is_null()) {
  2204. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2205. }
  2206. } else {
  2207. vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2208. }
  2209. u.ids.push_back(vfog);
  2210. uniforms.push_back(u);
  2211. }
  2212. }
  2213. if (p_index >= (int)render_pass_uniform_sets.size()) {
  2214. render_pass_uniform_sets.resize(p_index + 1);
  2215. }
  2216. if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
  2217. RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
  2218. }
  2219. render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
  2220. return render_pass_uniform_sets[p_index];
  2221. }
  2222. RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
  2223. if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
  2224. RD::get_singleton()->free(sdfgi_pass_uniform_set);
  2225. }
  2226. Vector<RD::Uniform> uniforms;
  2227. {
  2228. RD::Uniform u;
  2229. u.binding = 0;
  2230. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  2231. u.ids.push_back(scene_state.uniform_buffers[0]);
  2232. uniforms.push_back(u);
  2233. }
  2234. {
  2235. RD::Uniform u;
  2236. u.binding = 1;
  2237. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2238. u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]);
  2239. uniforms.push_back(u);
  2240. }
  2241. {
  2242. // No radiance texture.
  2243. RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  2244. RD::Uniform u;
  2245. u.binding = 2;
  2246. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2247. u.ids.push_back(radiance_texture);
  2248. uniforms.push_back(u);
  2249. }
  2250. {
  2251. // No reflection atlas.
  2252. RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  2253. RD::Uniform u;
  2254. u.binding = 3;
  2255. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2256. u.ids.push_back(ref_texture);
  2257. uniforms.push_back(u);
  2258. }
  2259. {
  2260. // No shadow atlas.
  2261. RD::Uniform u;
  2262. u.binding = 4;
  2263. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2264. RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2265. u.ids.push_back(texture);
  2266. uniforms.push_back(u);
  2267. }
  2268. {
  2269. // No directional shadow atlas.
  2270. RD::Uniform u;
  2271. u.binding = 5;
  2272. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2273. RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2274. u.ids.push_back(texture);
  2275. uniforms.push_back(u);
  2276. }
  2277. {
  2278. // No Lightmaps
  2279. RD::Uniform u;
  2280. u.binding = 6;
  2281. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2282. u.ids.resize(scene_state.max_lightmaps);
  2283. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  2284. for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
  2285. u.ids.write[i] = default_tex;
  2286. }
  2287. uniforms.push_back(u);
  2288. }
  2289. {
  2290. // No GIProbes
  2291. RD::Uniform u;
  2292. u.binding = 7;
  2293. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  2294. u.ids.resize(MAX_GI_PROBES);
  2295. RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2296. for (int i = 0; i < MAX_GI_PROBES; i++) {
  2297. u.ids.write[i] = default_tex;
  2298. }
  2299. uniforms.push_back(u);
  2300. }
  2301. {
  2302. RD::Uniform u;
  2303. u.binding = 8;
  2304. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2305. RID cb = default_vec4_xform_buffer;
  2306. u.ids.push_back(cb);
  2307. uniforms.push_back(u);
  2308. }
  2309. // actual sdfgi stuff
  2310. {
  2311. RD::Uniform u;
  2312. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2313. u.binding = 9;
  2314. u.ids.push_back(p_albedo_texture);
  2315. uniforms.push_back(u);
  2316. }
  2317. {
  2318. RD::Uniform u;
  2319. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2320. u.binding = 10;
  2321. u.ids.push_back(p_emission_texture);
  2322. uniforms.push_back(u);
  2323. }
  2324. {
  2325. RD::Uniform u;
  2326. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2327. u.binding = 11;
  2328. u.ids.push_back(p_emission_aniso_texture);
  2329. uniforms.push_back(u);
  2330. }
  2331. {
  2332. RD::Uniform u;
  2333. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  2334. u.binding = 12;
  2335. u.ids.push_back(p_geom_facing_texture);
  2336. uniforms.push_back(u);
  2337. }
  2338. sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
  2339. return sdfgi_pass_uniform_set;
  2340. }
  2341. void RendererSceneRenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
  2342. }
  2343. void RendererSceneRenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) {
  2344. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2345. _render_buffers_clear_uniform_set(rb);
  2346. }
  2347. RID RendererSceneRenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
  2348. RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
  2349. return rb->normal_roughness_buffer;
  2350. }
  2351. RendererSceneRenderForwardClustered *RendererSceneRenderForwardClustered::singleton = nullptr;
  2352. void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
  2353. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2354. if (ginstance->dirty_list_element.in_list()) {
  2355. return;
  2356. }
  2357. //clear surface caches
  2358. GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
  2359. while (surf) {
  2360. GeometryInstanceSurfaceDataCache *next = surf->next;
  2361. geometry_instance_surface_alloc.free(surf);
  2362. surf = next;
  2363. }
  2364. ginstance->surface_caches = nullptr;
  2365. geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
  2366. }
  2367. void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
  2368. 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;
  2369. bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
  2370. bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
  2371. bool has_alpha = has_base_alpha || has_blend_alpha;
  2372. uint32_t flags = 0;
  2373. if (p_material->shader_data->uses_sss) {
  2374. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
  2375. }
  2376. if (p_material->shader_data->uses_screen_texture) {
  2377. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
  2378. }
  2379. if (p_material->shader_data->uses_depth_texture) {
  2380. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
  2381. }
  2382. if (p_material->shader_data->uses_normal_texture) {
  2383. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
  2384. }
  2385. if (ginstance->data->cast_double_sided_shadows) {
  2386. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
  2387. }
  2388. if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
  2389. //material is only meant for alpha pass
  2390. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
  2391. if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) {
  2392. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
  2393. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
  2394. }
  2395. } else {
  2396. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
  2397. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
  2398. flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
  2399. }
  2400. MaterialData *material_shadow = nullptr;
  2401. void *surface_shadow = nullptr;
  2402. 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) {
  2403. flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
  2404. material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2405. RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
  2406. if (shadow_mesh.is_valid()) {
  2407. surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
  2408. }
  2409. } else {
  2410. material_shadow = p_material;
  2411. }
  2412. GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
  2413. sdcache->flags = flags;
  2414. sdcache->shader = p_material->shader_data;
  2415. sdcache->material_uniform_set = p_material->uniform_set;
  2416. sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
  2417. sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
  2418. sdcache->surface_index = p_surface;
  2419. if (ginstance->data->dirty_dependencies) {
  2420. storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
  2421. }
  2422. //shadow
  2423. sdcache->shader_shadow = material_shadow->shader_data;
  2424. sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
  2425. sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
  2426. sdcache->owner = ginstance;
  2427. sdcache->next = ginstance->surface_caches;
  2428. ginstance->surface_caches = sdcache;
  2429. //sortkey
  2430. sdcache->sort.sort_key1 = 0;
  2431. sdcache->sort.sort_key2 = 0;
  2432. sdcache->sort.surface_index = p_surface;
  2433. sdcache->sort.material_id_low = p_material_id & 0x3FFF;
  2434. sdcache->sort.material_id_hi = p_material_id >> 14;
  2435. sdcache->sort.shader_id = p_shader_id;
  2436. sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway
  2437. sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
  2438. sdcache->sort.priority = p_material->priority;
  2439. }
  2440. void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
  2441. RID m_src;
  2442. m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
  2443. MaterialData *material = nullptr;
  2444. if (m_src.is_valid()) {
  2445. material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
  2446. if (!material || !material->shader_data->valid) {
  2447. material = nullptr;
  2448. }
  2449. }
  2450. if (material) {
  2451. if (ginstance->data->dirty_dependencies) {
  2452. storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
  2453. }
  2454. } else {
  2455. material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  2456. m_src = default_material;
  2457. }
  2458. ERR_FAIL_COND(!material);
  2459. _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
  2460. while (material->next_pass.is_valid()) {
  2461. RID next_pass = material->next_pass;
  2462. material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
  2463. if (!material || !material->shader_data->valid) {
  2464. break;
  2465. }
  2466. if (ginstance->data->dirty_dependencies) {
  2467. storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
  2468. }
  2469. _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
  2470. }
  2471. }
  2472. void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
  2473. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2474. if (ginstance->data->dirty_dependencies) {
  2475. ginstance->data->dependency_tracker.update_begin();
  2476. }
  2477. //add geometry for drawing
  2478. switch (ginstance->data->base_type) {
  2479. case RS::INSTANCE_MESH: {
  2480. const RID *materials = nullptr;
  2481. uint32_t surface_count;
  2482. RID mesh = ginstance->data->base;
  2483. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2484. if (materials) {
  2485. //if no materials, no surfaces.
  2486. const RID *inst_materials = ginstance->data->surface_materials.ptr();
  2487. uint32_t surf_mat_count = ginstance->data->surface_materials.size();
  2488. for (uint32_t j = 0; j < surface_count; j++) {
  2489. RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
  2490. _geometry_instance_add_surface(ginstance, j, material, mesh);
  2491. }
  2492. }
  2493. ginstance->instance_count = 1;
  2494. } break;
  2495. case RS::INSTANCE_MULTIMESH: {
  2496. RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
  2497. if (mesh.is_valid()) {
  2498. const RID *materials = nullptr;
  2499. uint32_t surface_count;
  2500. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2501. if (materials) {
  2502. for (uint32_t j = 0; j < surface_count; j++) {
  2503. _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
  2504. }
  2505. }
  2506. ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
  2507. }
  2508. } break;
  2509. #if 0
  2510. case RS::INSTANCE_IMMEDIATE: {
  2511. RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
  2512. ERR_CONTINUE(!immediate);
  2513. _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
  2514. } break;
  2515. #endif
  2516. case RS::INSTANCE_PARTICLES: {
  2517. int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
  2518. for (int j = 0; j < draw_passes; j++) {
  2519. RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
  2520. if (!mesh.is_valid()) {
  2521. continue;
  2522. }
  2523. const RID *materials = nullptr;
  2524. uint32_t surface_count;
  2525. materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
  2526. if (materials) {
  2527. for (uint32_t k = 0; k < surface_count; k++) {
  2528. _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
  2529. }
  2530. }
  2531. }
  2532. ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);
  2533. } break;
  2534. default: {
  2535. }
  2536. }
  2537. //Fill push constant
  2538. bool store_transform = true;
  2539. if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
  2540. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  2541. uint32_t stride;
  2542. if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
  2543. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  2544. stride = 2;
  2545. } else {
  2546. stride = 3;
  2547. }
  2548. if (storage->multimesh_uses_colors(ginstance->data->base)) {
  2549. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  2550. stride += 1;
  2551. }
  2552. if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
  2553. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  2554. stride += 1;
  2555. }
  2556. ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  2557. ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2558. } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
  2559. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
  2560. uint32_t stride;
  2561. if (false) { // 2D particles
  2562. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
  2563. stride = 2;
  2564. } else {
  2565. stride = 3;
  2566. }
  2567. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
  2568. stride += 1;
  2569. ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
  2570. stride += 1;
  2571. ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
  2572. if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
  2573. store_transform = false;
  2574. }
  2575. ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2576. } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
  2577. if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
  2578. ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
  2579. ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  2580. if (ginstance->data->dirty_dependencies) {
  2581. storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
  2582. }
  2583. }
  2584. }
  2585. ginstance->store_transform_cache = store_transform;
  2586. ginstance->can_sdfgi = false;
  2587. if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) {
  2588. if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
  2589. ginstance->can_sdfgi = true;
  2590. }
  2591. }
  2592. if (ginstance->data->dirty_dependencies) {
  2593. ginstance->data->dependency_tracker.update_end();
  2594. ginstance->data->dirty_dependencies = false;
  2595. }
  2596. ginstance->dirty_list_element.remove_from_list();
  2597. }
  2598. void RendererSceneRenderForwardClustered::_update_dirty_geometry_instances() {
  2599. while (geometry_instance_dirty_list.first()) {
  2600. _geometry_instance_update(geometry_instance_dirty_list.first()->self());
  2601. }
  2602. }
  2603. void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
  2604. switch (p_notification) {
  2605. case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
  2606. case RendererStorage::DEPENDENCY_CHANGED_MESH:
  2607. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
  2608. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
  2609. static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
  2610. } break;
  2611. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
  2612. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
  2613. if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
  2614. ginstance->instance_count = static_cast<RendererSceneRenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
  2615. }
  2616. } break;
  2617. default: {
  2618. //rest of notifications of no interest
  2619. } break;
  2620. }
  2621. }
  2622. void RendererSceneRenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
  2623. static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
  2624. }
  2625. RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geometry_instance_create(RID p_base) {
  2626. RS::InstanceType type = storage->get_base_type(p_base);
  2627. ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
  2628. GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc();
  2629. ginstance->data = memnew(GeometryInstanceForwardClustered::Data);
  2630. ginstance->data->base = p_base;
  2631. ginstance->data->base_type = type;
  2632. ginstance->data->dependency_tracker.userdata = ginstance;
  2633. ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
  2634. ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
  2635. _geometry_instance_mark_dirty(ginstance);
  2636. return ginstance;
  2637. }
  2638. void RendererSceneRenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
  2639. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2640. ERR_FAIL_COND(!ginstance);
  2641. ginstance->data->skeleton = p_skeleton;
  2642. _geometry_instance_mark_dirty(ginstance);
  2643. ginstance->data->dirty_dependencies = true;
  2644. }
  2645. void RendererSceneRenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
  2646. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2647. ERR_FAIL_COND(!ginstance);
  2648. ginstance->data->material_override = p_override;
  2649. _geometry_instance_mark_dirty(ginstance);
  2650. ginstance->data->dirty_dependencies = true;
  2651. }
  2652. void RendererSceneRenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
  2653. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2654. ERR_FAIL_COND(!ginstance);
  2655. ginstance->data->surface_materials = p_materials;
  2656. _geometry_instance_mark_dirty(ginstance);
  2657. ginstance->data->dirty_dependencies = true;
  2658. }
  2659. void RendererSceneRenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
  2660. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2661. ERR_FAIL_COND(!ginstance);
  2662. ginstance->mesh_instance = p_mesh_instance;
  2663. _geometry_instance_mark_dirty(ginstance);
  2664. }
  2665. void RendererSceneRenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
  2666. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2667. ERR_FAIL_COND(!ginstance);
  2668. ginstance->transform = p_transform;
  2669. ginstance->mirror = p_transform.basis.determinant() < 0;
  2670. ginstance->data->aabb = p_aabb;
  2671. ginstance->transformed_aabb = p_transformed_aabb;
  2672. Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
  2673. // handle non uniform scale here
  2674. float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
  2675. float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
  2676. ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
  2677. ginstance->lod_model_scale = max_scale;
  2678. }
  2679. void RendererSceneRenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
  2680. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2681. ERR_FAIL_COND(!ginstance);
  2682. ginstance->lod_bias = p_lod_bias;
  2683. }
  2684. void RendererSceneRenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
  2685. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2686. ERR_FAIL_COND(!ginstance);
  2687. ginstance->data->use_baked_light = p_enable;
  2688. _geometry_instance_mark_dirty(ginstance);
  2689. }
  2690. void RendererSceneRenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
  2691. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2692. ERR_FAIL_COND(!ginstance);
  2693. ginstance->data->use_dynamic_gi = p_enable;
  2694. _geometry_instance_mark_dirty(ginstance);
  2695. }
  2696. void RendererSceneRenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
  2697. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2698. ERR_FAIL_COND(!ginstance);
  2699. ginstance->lightmap_instance = p_lightmap_instance;
  2700. ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
  2701. ginstance->lightmap_slice_index = p_lightmap_slice_index;
  2702. _geometry_instance_mark_dirty(ginstance);
  2703. }
  2704. void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
  2705. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2706. ERR_FAIL_COND(!ginstance);
  2707. if (p_sh9) {
  2708. if (ginstance->lightmap_sh == nullptr) {
  2709. ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
  2710. }
  2711. copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
  2712. } else {
  2713. if (ginstance->lightmap_sh != nullptr) {
  2714. geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
  2715. ginstance->lightmap_sh = nullptr;
  2716. }
  2717. }
  2718. _geometry_instance_mark_dirty(ginstance);
  2719. }
  2720. void RendererSceneRenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
  2721. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2722. ERR_FAIL_COND(!ginstance);
  2723. ginstance->shader_parameters_offset = p_offset;
  2724. _geometry_instance_mark_dirty(ginstance);
  2725. }
  2726. void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
  2727. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2728. ERR_FAIL_COND(!ginstance);
  2729. ginstance->data->cast_double_sided_shadows = p_enable;
  2730. _geometry_instance_mark_dirty(ginstance);
  2731. }
  2732. void RendererSceneRenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
  2733. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2734. ERR_FAIL_COND(!ginstance);
  2735. ginstance->layer_mask = p_layer_mask;
  2736. }
  2737. void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
  2738. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2739. ERR_FAIL_COND(!ginstance);
  2740. if (ginstance->lightmap_sh != nullptr) {
  2741. geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
  2742. }
  2743. GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
  2744. while (surf) {
  2745. GeometryInstanceSurfaceDataCache *next = surf->next;
  2746. geometry_instance_surface_alloc.free(surf);
  2747. surf = next;
  2748. }
  2749. memdelete(ginstance->data);
  2750. geometry_instance_alloc.free(ginstance);
  2751. }
  2752. uint32_t RendererSceneRenderForwardClustered::geometry_instance_get_pair_mask() {
  2753. return (1 << RS::INSTANCE_GI_PROBE);
  2754. }
  2755. void RendererSceneRenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
  2756. }
  2757. void RendererSceneRenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
  2758. }
  2759. void RendererSceneRenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
  2760. }
  2761. Transform RendererSceneRenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
  2762. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
  2763. ERR_FAIL_COND_V(!ginstance, Transform());
  2764. return ginstance->transform;
  2765. }
  2766. AABB RendererSceneRenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
  2767. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
  2768. ERR_FAIL_COND_V(!ginstance, AABB());
  2769. return ginstance->data->aabb;
  2770. }
  2771. void RendererSceneRenderForwardClustered::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
  2772. GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
  2773. ERR_FAIL_COND(!ginstance);
  2774. if (p_gi_probe_instance_count > 0) {
  2775. ginstance->gi_probes[0] = p_gi_probe_instances[0];
  2776. } else {
  2777. ginstance->gi_probes[0] = RID();
  2778. }
  2779. if (p_gi_probe_instance_count > 1) {
  2780. ginstance->gi_probes[1] = p_gi_probe_instances[1];
  2781. } else {
  2782. ginstance->gi_probes[1] = RID();
  2783. }
  2784. }
  2785. RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(RendererStorageRD *p_storage) :
  2786. RendererSceneRenderRD(p_storage) {
  2787. singleton = this;
  2788. low_end = is_low_end();
  2789. /* SCENE SHADER */
  2790. {
  2791. String defines;
  2792. if (low_end) {
  2793. defines += "\n#define LOW_END_MODE \n";
  2794. }
  2795. defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  2796. if (is_using_radiance_cubemap_array()) {
  2797. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  2798. }
  2799. defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
  2800. defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
  2801. {
  2802. //lightmaps
  2803. scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
  2804. defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
  2805. defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
  2806. scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
  2807. }
  2808. {
  2809. //captures
  2810. scene_state.max_lightmap_captures = 2048;
  2811. scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
  2812. scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
  2813. }
  2814. {
  2815. defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
  2816. }
  2817. Vector<String> shader_versions;
  2818. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
  2819. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
  2820. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
  2821. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
  2822. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
  2823. shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
  2824. shader_versions.push_back("");
  2825. shader_versions.push_back("\n#define USE_FORWARD_GI\n");
  2826. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
  2827. shader_versions.push_back("\n#define USE_LIGHTMAP\n");
  2828. shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
  2829. shader.scene_shader.initialize(shader_versions, defines);
  2830. if (is_low_end()) {
  2831. //disable the high end versions
  2832. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
  2833. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
  2834. shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
  2835. shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
  2836. shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
  2837. shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
  2838. }
  2839. }
  2840. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
  2841. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
  2842. {
  2843. //shader compiler
  2844. ShaderCompilerRD::DefaultIdentifierActions actions;
  2845. actions.renames["WORLD_MATRIX"] = "world_matrix";
  2846. actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
  2847. actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
  2848. actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
  2849. actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
  2850. actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
  2851. actions.renames["MODELVIEW_MATRIX"] = "modelview";
  2852. actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
  2853. actions.renames["VERTEX"] = "vertex";
  2854. actions.renames["NORMAL"] = "normal";
  2855. actions.renames["TANGENT"] = "tangent";
  2856. actions.renames["BINORMAL"] = "binormal";
  2857. actions.renames["POSITION"] = "position";
  2858. actions.renames["UV"] = "uv_interp";
  2859. actions.renames["UV2"] = "uv2_interp";
  2860. actions.renames["COLOR"] = "color_interp";
  2861. actions.renames["POINT_SIZE"] = "gl_PointSize";
  2862. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2863. actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
  2864. actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
  2865. actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
  2866. actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
  2867. //builtins
  2868. actions.renames["TIME"] = "scene_data.time";
  2869. actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
  2870. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2871. actions.renames["FRONT_FACING"] = "gl_FrontFacing";
  2872. actions.renames["NORMAL_MAP"] = "normal_map";
  2873. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  2874. actions.renames["ALBEDO"] = "albedo";
  2875. actions.renames["ALPHA"] = "alpha";
  2876. actions.renames["METALLIC"] = "metallic";
  2877. actions.renames["SPECULAR"] = "specular";
  2878. actions.renames["ROUGHNESS"] = "roughness";
  2879. actions.renames["RIM"] = "rim";
  2880. actions.renames["RIM_TINT"] = "rim_tint";
  2881. actions.renames["CLEARCOAT"] = "clearcoat";
  2882. actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  2883. actions.renames["ANISOTROPY"] = "anisotropy";
  2884. actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  2885. actions.renames["SSS_STRENGTH"] = "sss_strength";
  2886. actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
  2887. actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
  2888. actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
  2889. actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
  2890. actions.renames["BACKLIGHT"] = "backlight";
  2891. actions.renames["AO"] = "ao";
  2892. actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  2893. actions.renames["EMISSION"] = "emission";
  2894. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2895. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2896. actions.renames["SCREEN_UV"] = "screen_uv";
  2897. actions.renames["SCREEN_TEXTURE"] = "color_buffer";
  2898. actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
  2899. actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
  2900. actions.renames["DEPTH"] = "gl_FragDepth";
  2901. actions.renames["OUTPUT_IS_SRGB"] = "true";
  2902. actions.renames["FOG"] = "custom_fog";
  2903. actions.renames["RADIANCE"] = "custom_radiance";
  2904. actions.renames["IRRADIANCE"] = "custom_irradiance";
  2905. actions.renames["BONE_INDICES"] = "bone_attrib";
  2906. actions.renames["BONE_WEIGHTS"] = "weight_attrib";
  2907. actions.renames["CUSTOM0"] = "custom0_attrib";
  2908. actions.renames["CUSTOM1"] = "custom1_attrib";
  2909. actions.renames["CUSTOM2"] = "custom2_attrib";
  2910. actions.renames["CUSTOM3"] = "custom3_attrib";
  2911. //for light
  2912. actions.renames["VIEW"] = "view";
  2913. actions.renames["LIGHT_COLOR"] = "light_color";
  2914. actions.renames["LIGHT"] = "light";
  2915. actions.renames["ATTENUATION"] = "attenuation";
  2916. actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
  2917. actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
  2918. actions.renames["SPECULAR_LIGHT"] = "specular_light";
  2919. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  2920. actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
  2921. actions.usage_defines["BINORMAL"] = "@TANGENT";
  2922. actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
  2923. actions.usage_defines["RIM_TINT"] = "@RIM";
  2924. actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
  2925. actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  2926. actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
  2927. actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  2928. actions.usage_defines["AO"] = "#define AO_USED\n";
  2929. actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
  2930. actions.usage_defines["UV"] = "#define UV_USED\n";
  2931. actions.usage_defines["UV2"] = "#define UV2_USED\n";
  2932. actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
  2933. actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
  2934. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
  2935. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
  2936. actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
  2937. actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
  2938. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  2939. actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
  2940. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2941. actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  2942. actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  2943. actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
  2944. actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
  2945. actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
  2946. actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
  2947. actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  2948. actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
  2949. actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
  2950. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  2951. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2952. actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2953. actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  2954. actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
  2955. actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
  2956. actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
  2957. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2958. actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  2959. actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  2960. actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  2961. actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  2962. bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
  2963. if (!force_lambert) {
  2964. actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  2965. }
  2966. actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  2967. actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  2968. actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  2969. actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
  2970. bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
  2971. if (!force_blinn) {
  2972. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  2973. } else {
  2974. actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  2975. }
  2976. actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  2977. actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  2978. actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  2979. actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  2980. actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  2981. actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  2982. actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  2983. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2984. actions.sampler_array_name = "material_samplers";
  2985. actions.base_texture_binding_index = 1;
  2986. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2987. actions.base_uniform_string = "material.";
  2988. actions.base_varying_index = 10;
  2989. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  2990. actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
  2991. actions.global_buffer_array_variable = "global_variables.data";
  2992. actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
  2993. shader.compiler.initialize(actions);
  2994. }
  2995. {
  2996. //default material and shader
  2997. default_shader = storage->shader_allocate();
  2998. storage->shader_initialize(default_shader);
  2999. 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");
  3000. default_material = storage->material_allocate();
  3001. storage->material_initialize(default_material);
  3002. storage->material_set_shader(default_material, default_shader);
  3003. MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
  3004. default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
  3005. if (!low_end) {
  3006. default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
  3007. }
  3008. }
  3009. {
  3010. overdraw_material_shader = storage->shader_allocate();
  3011. storage->shader_initialize(overdraw_material_shader);
  3012. storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
  3013. overdraw_material = storage->material_allocate();
  3014. storage->material_initialize(overdraw_material);
  3015. storage->material_set_shader(overdraw_material, overdraw_material_shader);
  3016. wireframe_material_shader = storage->shader_allocate();
  3017. storage->shader_initialize(wireframe_material_shader);
  3018. storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
  3019. wireframe_material = storage->material_allocate();
  3020. storage->material_initialize(wireframe_material);
  3021. storage->material_set_shader(wireframe_material, wireframe_material_shader);
  3022. }
  3023. {
  3024. default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
  3025. Vector<RD::Uniform> uniforms;
  3026. RD::Uniform u;
  3027. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3028. u.ids.push_back(default_vec4_xform_buffer);
  3029. u.binding = 0;
  3030. uniforms.push_back(u);
  3031. default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
  3032. }
  3033. {
  3034. RD::SamplerState sampler;
  3035. sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  3036. sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
  3037. sampler.enable_compare = true;
  3038. sampler.compare_op = RD::COMPARE_OP_LESS;
  3039. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  3040. }
  3041. render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
  3042. }
  3043. RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() {
  3044. directional_shadow_atlas_set_size(0);
  3045. //clear base uniform set if still valid
  3046. for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
  3047. if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
  3048. RD::get_singleton()->free(render_pass_uniform_sets[i]);
  3049. }
  3050. }
  3051. if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
  3052. RD::get_singleton()->free(sdfgi_pass_uniform_set);
  3053. }
  3054. RD::get_singleton()->free(default_vec4_xform_buffer);
  3055. RD::get_singleton()->free(shadow_sampler);
  3056. storage->free(wireframe_material_shader);
  3057. storage->free(overdraw_material_shader);
  3058. storage->free(default_shader);
  3059. storage->free(wireframe_material);
  3060. storage->free(overdraw_material);
  3061. storage->free(default_material);
  3062. {
  3063. for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
  3064. RD::get_singleton()->free(scene_state.uniform_buffers[i]);
  3065. }
  3066. RD::get_singleton()->free(scene_state.lightmap_buffer);
  3067. RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
  3068. for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) {
  3069. if (scene_state.instance_buffer[i] != RID()) {
  3070. RD::get_singleton()->free(scene_state.instance_buffer[i]);
  3071. }
  3072. }
  3073. memdelete_arr(scene_state.lightmap_captures);
  3074. }
  3075. while (sdfgi_framebuffer_size_cache.front()) {
  3076. RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
  3077. sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
  3078. }
  3079. }