renderer_scene_render_forward_clustered.h 28 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_forward_clustered.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
  31. #define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
  32. #include "core/templates/paged_allocator.h"
  33. #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  34. #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
  35. #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
  36. #include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
  37. class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
  38. enum {
  39. SCENE_UNIFORM_SET = 0,
  40. RENDER_PASS_UNIFORM_SET = 1,
  41. TRANSFORMS_UNIFORM_SET = 2,
  42. MATERIAL_UNIFORM_SET = 3
  43. };
  44. enum {
  45. SDFGI_MAX_CASCADES = 8,
  46. MAX_GI_PROBES = 8,
  47. MAX_LIGHTMAPS = 8,
  48. MAX_GI_PROBES_PER_INSTANCE = 2,
  49. INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
  50. };
  51. enum RenderListType {
  52. RENDER_LIST_OPAQUE, //used for opaque objects
  53. RENDER_LIST_ALPHA, //used for transparent objects
  54. RENDER_LIST_SECONDARY, //used for shadows and other objects
  55. RENDER_LIST_MAX
  56. };
  57. /* Scene Shader */
  58. enum ShaderVersion {
  59. SHADER_VERSION_DEPTH_PASS,
  60. SHADER_VERSION_DEPTH_PASS_DP,
  61. SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
  62. SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
  63. SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
  64. SHADER_VERSION_DEPTH_PASS_WITH_SDF,
  65. SHADER_VERSION_COLOR_PASS,
  66. SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
  67. SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
  68. SHADER_VERSION_LIGHTMAP_COLOR_PASS,
  69. SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
  70. SHADER_VERSION_MAX
  71. };
  72. struct {
  73. SceneForwardClusteredShaderRD scene_shader;
  74. ShaderCompilerRD compiler;
  75. } shader;
  76. /* Material */
  77. struct ShaderData : public RendererStorageRD::ShaderData {
  78. enum BlendMode { //used internally
  79. BLEND_MODE_MIX,
  80. BLEND_MODE_ADD,
  81. BLEND_MODE_SUB,
  82. BLEND_MODE_MUL,
  83. BLEND_MODE_ALPHA_TO_COVERAGE
  84. };
  85. enum DepthDraw {
  86. DEPTH_DRAW_DISABLED,
  87. DEPTH_DRAW_OPAQUE,
  88. DEPTH_DRAW_ALWAYS
  89. };
  90. enum DepthTest {
  91. DEPTH_TEST_DISABLED,
  92. DEPTH_TEST_ENABLED
  93. };
  94. enum Cull {
  95. CULL_DISABLED,
  96. CULL_FRONT,
  97. CULL_BACK
  98. };
  99. enum CullVariant {
  100. CULL_VARIANT_NORMAL,
  101. CULL_VARIANT_REVERSED,
  102. CULL_VARIANT_DOUBLE_SIDED,
  103. CULL_VARIANT_MAX
  104. };
  105. enum AlphaAntiAliasing {
  106. ALPHA_ANTIALIASING_OFF,
  107. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  108. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
  109. };
  110. bool valid;
  111. RID version;
  112. uint32_t vertex_input_mask;
  113. PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
  114. String path;
  115. Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  116. Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
  117. Vector<uint32_t> ubo_offsets;
  118. uint32_t ubo_size;
  119. String code;
  120. Map<StringName, RID> default_texture_params;
  121. DepthDraw depth_draw;
  122. DepthTest depth_test;
  123. bool uses_point_size;
  124. bool uses_alpha;
  125. bool uses_blend_alpha;
  126. bool uses_alpha_clip;
  127. bool uses_depth_pre_pass;
  128. bool uses_discard;
  129. bool uses_roughness;
  130. bool uses_normal;
  131. bool unshaded;
  132. bool uses_vertex;
  133. bool uses_sss;
  134. bool uses_transmittance;
  135. bool uses_screen_texture;
  136. bool uses_depth_texture;
  137. bool uses_normal_texture;
  138. bool uses_time;
  139. bool writes_modelview_or_projection;
  140. bool uses_world_coordinates;
  141. uint64_t last_pass = 0;
  142. uint32_t index = 0;
  143. virtual void set_code(const String &p_Code);
  144. virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
  145. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  146. void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
  147. virtual bool is_param_texture(const StringName &p_param) const;
  148. virtual bool is_animated() const;
  149. virtual bool casts_shadows() const;
  150. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  151. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  152. ShaderData();
  153. virtual ~ShaderData();
  154. };
  155. RendererStorageRD::ShaderData *_create_shader_func();
  156. static RendererStorageRD::ShaderData *_create_shader_funcs() {
  157. return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func();
  158. }
  159. struct MaterialData : public RendererStorageRD::MaterialData {
  160. uint64_t last_frame;
  161. ShaderData *shader_data;
  162. RID uniform_buffer;
  163. RID uniform_set;
  164. Vector<RID> texture_cache;
  165. Vector<uint8_t> ubo_data;
  166. uint64_t last_pass = 0;
  167. uint32_t index = 0;
  168. RID next_pass;
  169. uint8_t priority;
  170. virtual void set_render_priority(int p_priority);
  171. virtual void set_next_pass(RID p_pass);
  172. virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  173. virtual ~MaterialData();
  174. };
  175. RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
  176. static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  177. return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
  178. }
  179. /* Framebuffer */
  180. struct RenderBufferDataForward : public RenderBufferData {
  181. //for rendering, may be MSAAd
  182. RID color;
  183. RID depth;
  184. RID specular;
  185. RID normal_roughness_buffer;
  186. RID giprobe_buffer;
  187. RS::ViewportMSAA msaa;
  188. RD::TextureSamples texture_samples;
  189. RID color_msaa;
  190. RID depth_msaa;
  191. RID specular_msaa;
  192. RID normal_roughness_buffer_msaa;
  193. RID roughness_buffer_msaa;
  194. RID giprobe_buffer_msaa;
  195. RID depth_fb;
  196. RID depth_normal_roughness_fb;
  197. RID depth_normal_roughness_giprobe_fb;
  198. RID color_fb;
  199. RID color_specular_fb;
  200. RID specular_only_fb;
  201. int width, height;
  202. RID render_sdfgi_uniform_set;
  203. void ensure_specular();
  204. void ensure_giprobe();
  205. void clear();
  206. virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
  207. ~RenderBufferDataForward();
  208. };
  209. virtual RenderBufferData *_create_render_buffer_data();
  210. void _allocate_normal_roughness_texture(RenderBufferDataForward *rb);
  211. RID shadow_sampler;
  212. RID render_base_uniform_set;
  213. LocalVector<RID> render_pass_uniform_sets;
  214. RID sdfgi_pass_uniform_set;
  215. uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
  216. virtual void _base_uniforms_changed();
  217. void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
  218. virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
  219. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
  220. void _update_render_base_uniform_set();
  221. RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
  222. RID _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 = false, int p_index = 0);
  223. enum PassMode {
  224. PASS_MODE_COLOR,
  225. PASS_MODE_COLOR_SPECULAR,
  226. PASS_MODE_COLOR_TRANSPARENT,
  227. PASS_MODE_SHADOW,
  228. PASS_MODE_SHADOW_DP,
  229. PASS_MODE_DEPTH,
  230. PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
  231. PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
  232. PASS_MODE_DEPTH_MATERIAL,
  233. PASS_MODE_SDF,
  234. };
  235. struct GeometryInstanceSurfaceDataCache;
  236. struct RenderElementInfo;
  237. struct RenderListParameters {
  238. GeometryInstanceSurfaceDataCache **elements = nullptr;
  239. RenderElementInfo *element_info = nullptr;
  240. int element_count = 0;
  241. bool reverse_cull = false;
  242. PassMode pass_mode = PASS_MODE_COLOR;
  243. bool no_gi = false;
  244. RID render_pass_uniform_set;
  245. bool force_wireframe = false;
  246. Vector2 uv_offset;
  247. Plane lod_plane;
  248. float lod_distance_multiplier = 0.0;
  249. float screen_lod_threshold = 0.0;
  250. RD::FramebufferFormatID framebuffer_format = 0;
  251. uint32_t element_offset = 0;
  252. uint32_t barrier = RD::BARRIER_MASK_ALL;
  253. RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
  254. elements = p_elements;
  255. element_info = p_element_info;
  256. element_count = p_element_count;
  257. reverse_cull = p_reverse_cull;
  258. pass_mode = p_pass_mode;
  259. no_gi = p_no_gi;
  260. render_pass_uniform_set = p_render_pass_uniform_set;
  261. force_wireframe = p_force_wireframe;
  262. uv_offset = p_uv_offset;
  263. lod_plane = p_lod_plane;
  264. lod_distance_multiplier = p_lod_distance_multiplier;
  265. screen_lod_threshold = p_screen_lod_threshold;
  266. element_offset = p_element_offset;
  267. barrier = p_barrier;
  268. }
  269. };
  270. struct LightmapData {
  271. float normal_xform[12];
  272. };
  273. struct LightmapCaptureData {
  274. float sh[9 * 4];
  275. };
  276. enum {
  277. INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
  278. INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
  279. INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
  280. INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
  281. INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
  282. INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
  283. INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
  284. INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
  285. INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
  286. INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
  287. INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
  288. INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
  289. INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
  290. };
  291. struct SceneState {
  292. struct UBO {
  293. float projection_matrix[16];
  294. float inv_projection_matrix[16];
  295. float camera_matrix[16];
  296. float inv_camera_matrix[16];
  297. float viewport_size[2];
  298. float screen_pixel_size[2];
  299. uint32_t cluster_shift;
  300. uint32_t cluster_width;
  301. uint32_t cluster_type_size;
  302. uint32_t max_cluster_element_count_div_32;
  303. float directional_penumbra_shadow_kernel[128]; //32 vec4s
  304. float directional_soft_shadow_kernel[128];
  305. float penumbra_shadow_kernel[128];
  306. float soft_shadow_kernel[128];
  307. uint32_t directional_penumbra_shadow_samples;
  308. uint32_t directional_soft_shadow_samples;
  309. uint32_t penumbra_shadow_samples;
  310. uint32_t soft_shadow_samples;
  311. float ambient_light_color_energy[4];
  312. float ambient_color_sky_mix;
  313. uint32_t use_ambient_light;
  314. uint32_t use_ambient_cubemap;
  315. uint32_t use_reflection_cubemap;
  316. float radiance_inverse_xform[12];
  317. float shadow_atlas_pixel_size[2];
  318. float directional_shadow_pixel_size[2];
  319. uint32_t directional_light_count;
  320. float dual_paraboloid_side;
  321. float z_far;
  322. float z_near;
  323. uint32_t ssao_enabled;
  324. float ssao_light_affect;
  325. float ssao_ao_affect;
  326. uint32_t roughness_limiter_enabled;
  327. float roughness_limiter_amount;
  328. float roughness_limiter_limit;
  329. uint32_t roughness_limiter_pad[2];
  330. float ao_color[4];
  331. float sdf_to_bounds[16];
  332. int32_t sdf_offset[3];
  333. uint32_t material_uv2_mode;
  334. int32_t sdf_size[3];
  335. uint32_t gi_upscale_for_msaa;
  336. uint32_t volumetric_fog_enabled;
  337. float volumetric_fog_inv_length;
  338. float volumetric_fog_detail_spread;
  339. uint32_t volumetric_fog_pad;
  340. // Fog
  341. uint32_t fog_enabled;
  342. float fog_density;
  343. float fog_height;
  344. float fog_height_density;
  345. float fog_light_color[3];
  346. float fog_sun_scatter;
  347. float fog_aerial_perspective;
  348. float time;
  349. float reflection_multiplier;
  350. uint32_t pancake_shadows;
  351. };
  352. struct PushConstant {
  353. uint32_t base_index; //
  354. uint32_t uv_offset; //packed
  355. uint32_t pad[2];
  356. };
  357. struct InstanceData {
  358. float transform[16];
  359. uint32_t flags;
  360. uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
  361. uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
  362. uint32_t layer_mask;
  363. float lightmap_uv_scale[4];
  364. };
  365. UBO ubo;
  366. LocalVector<RID> uniform_buffers;
  367. LightmapData lightmaps[MAX_LIGHTMAPS];
  368. RID lightmap_ids[MAX_LIGHTMAPS];
  369. bool lightmap_has_sh[MAX_LIGHTMAPS];
  370. uint32_t lightmaps_used = 0;
  371. uint32_t max_lightmaps;
  372. RID lightmap_buffer;
  373. RID instance_buffer[RENDER_LIST_MAX];
  374. uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
  375. LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
  376. LightmapCaptureData *lightmap_captures;
  377. uint32_t max_lightmap_captures;
  378. RID lightmap_capture_buffer;
  379. RID giprobe_ids[MAX_GI_PROBES];
  380. uint32_t giprobes_used = 0;
  381. bool used_screen_texture = false;
  382. bool used_normal_texture = false;
  383. bool used_depth_texture = false;
  384. bool used_sss = false;
  385. struct ShadowPass {
  386. uint32_t element_from;
  387. uint32_t element_count;
  388. bool flip_cull;
  389. PassMode pass_mode;
  390. RID rp_uniform_set;
  391. Plane camera_plane;
  392. float lod_distance_multiplier;
  393. float screen_lod_threshold;
  394. RID framebuffer;
  395. RD::InitialAction initial_depth_action;
  396. RD::FinalAction final_depth_action;
  397. Rect2i rect;
  398. };
  399. LocalVector<ShadowPass> shadow_passes;
  400. } scene_state;
  401. static RendererSceneRenderForwardClustered *singleton;
  402. double time;
  403. RID default_shader;
  404. RID default_material;
  405. RID overdraw_material_shader;
  406. RID overdraw_material;
  407. RID wireframe_material_shader;
  408. RID wireframe_material;
  409. RID default_shader_rd;
  410. RID default_shader_sdfgi_rd;
  411. RID default_vec4_xform_buffer;
  412. RID default_vec4_xform_uniform_set;
  413. void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
  414. void _setup_giprobes(const PagedArray<RID> &p_giprobes);
  415. void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
  416. struct RenderElementInfo {
  417. uint32_t repeat : 22;
  418. uint32_t uses_lightmap : 1;
  419. uint32_t uses_forward_gi : 1;
  420. uint32_t lod_index : 8;
  421. };
  422. template <PassMode p_pass_mode>
  423. _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
  424. void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
  425. LocalVector<RD::DrawListID> thread_draw_lists;
  426. void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
  427. void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
  428. uint32_t render_list_thread_threshold = 500;
  429. void _update_instance_data_buffer(RenderListType p_render_list);
  430. void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
  431. void _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 = false, bool p_using_opaque_gi = false, const Plane &p_lod_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, bool p_append = false);
  432. Map<Size2i, RID> sdfgi_framebuffer_size_cache;
  433. struct GeometryInstanceData;
  434. struct GeometryInstanceForward;
  435. struct GeometryInstanceLightmapSH {
  436. Color sh[9];
  437. };
  438. // Cached data for drawing surfaces
  439. struct GeometryInstanceSurfaceDataCache {
  440. enum {
  441. FLAG_PASS_DEPTH = 1,
  442. FLAG_PASS_OPAQUE = 2,
  443. FLAG_PASS_ALPHA = 4,
  444. FLAG_PASS_SHADOW = 8,
  445. FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
  446. FLAG_USES_SUBSURFACE_SCATTERING = 2048,
  447. FLAG_USES_SCREEN_TEXTURE = 4096,
  448. FLAG_USES_DEPTH_TEXTURE = 8192,
  449. FLAG_USES_NORMAL_TEXTURE = 16384,
  450. FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
  451. };
  452. union {
  453. struct {
  454. uint64_t lod_index : 8;
  455. uint64_t surface_index : 10;
  456. uint64_t geometry_id : 32;
  457. uint64_t material_id_low : 14;
  458. uint64_t material_id_hi : 18;
  459. uint64_t shader_id : 32;
  460. uint64_t uses_forward_gi : 1;
  461. uint64_t uses_lightmap : 1;
  462. uint64_t depth_layer : 4;
  463. uint64_t priority : 8;
  464. };
  465. struct {
  466. uint64_t sort_key1;
  467. uint64_t sort_key2;
  468. };
  469. } sort;
  470. RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
  471. uint32_t flags = 0;
  472. uint32_t surface_index = 0;
  473. void *surface = nullptr;
  474. RID material_uniform_set;
  475. ShaderData *shader = nullptr;
  476. void *surface_shadow = nullptr;
  477. RID material_uniform_set_shadow;
  478. ShaderData *shader_shadow = nullptr;
  479. GeometryInstanceSurfaceDataCache *next = nullptr;
  480. GeometryInstanceForward *owner = nullptr;
  481. };
  482. struct GeometryInstanceForward : public GeometryInstance {
  483. //used during rendering
  484. bool mirror = false;
  485. bool non_uniform_scale = false;
  486. float lod_bias = 0.0;
  487. float lod_model_scale = 1.0;
  488. AABB transformed_aabb; //needed for LOD
  489. float depth = 0;
  490. uint32_t gi_offset_cache = 0;
  491. uint32_t flags_cache = 0;
  492. bool store_transform_cache = true;
  493. int32_t shader_parameters_offset = -1;
  494. uint32_t lightmap_slice_index;
  495. Rect2 lightmap_uv_scale;
  496. uint32_t layer_mask = 1;
  497. RID transforms_uniform_set;
  498. uint32_t instance_count = 0;
  499. RID mesh_instance;
  500. bool can_sdfgi = false;
  501. //used during setup
  502. uint32_t base_flags = 0;
  503. Transform transform;
  504. RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
  505. RID lightmap_instance;
  506. GeometryInstanceLightmapSH *lightmap_sh = nullptr;
  507. GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
  508. SelfList<GeometryInstanceForward> dirty_list_element;
  509. struct Data {
  510. //data used less often goes into regular heap
  511. RID base;
  512. RS::InstanceType base_type;
  513. RID skeleton;
  514. Vector<RID> surface_materials;
  515. RID material_override;
  516. AABB aabb;
  517. bool use_dynamic_gi = false;
  518. bool use_baked_light = false;
  519. bool cast_double_sided_shaodows = false;
  520. bool mirror = false;
  521. bool dirty_dependencies = false;
  522. RendererStorage::DependencyTracker dependency_tracker;
  523. };
  524. Data *data = nullptr;
  525. GeometryInstanceForward() :
  526. dirty_list_element(this) {}
  527. };
  528. static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
  529. static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
  530. SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
  531. PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
  532. PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
  533. PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
  534. void _geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
  535. void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
  536. void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
  537. void _geometry_instance_update(GeometryInstance *p_geometry_instance);
  538. void _update_dirty_geometry_instances();
  539. bool low_end = false;
  540. /* Render List */
  541. struct RenderList {
  542. LocalVector<GeometryInstanceSurfaceDataCache *> elements;
  543. LocalVector<RenderElementInfo> element_info;
  544. void clear() {
  545. elements.clear();
  546. element_info.clear();
  547. }
  548. //should eventually be replaced by radix
  549. struct SortByKey {
  550. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  551. return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
  552. }
  553. };
  554. void sort_by_key() {
  555. SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
  556. sorter.sort(elements.ptr(), elements.size());
  557. }
  558. void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
  559. SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
  560. sorter.sort(elements.ptr() + p_from, p_size);
  561. }
  562. struct SortByDepth {
  563. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  564. return (A->owner->depth < B->owner->depth);
  565. }
  566. };
  567. void sort_by_depth() { //used for shadows
  568. SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
  569. sorter.sort(elements.ptr(), elements.size());
  570. }
  571. struct SortByReverseDepthAndPriority {
  572. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
  573. return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
  574. }
  575. };
  576. void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
  577. SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
  578. sorter.sort(elements.ptr(), elements.size());
  579. }
  580. _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
  581. elements.push_back(p_element);
  582. }
  583. };
  584. RenderList render_list[RENDER_LIST_MAX];
  585. protected:
  586. virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
  587. virtual void _render_shadow_begin();
  588. virtual void _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 = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
  589. virtual void _render_shadow_process();
  590. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
  591. virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
  592. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
  593. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
  594. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
  595. public:
  596. virtual GeometryInstance *geometry_instance_create(RID p_base);
  597. virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
  598. virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
  599. virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
  600. virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
  601. virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
  602. virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
  603. virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
  604. virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
  605. virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
  606. virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
  607. virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
  608. virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
  609. virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
  610. virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
  611. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
  612. virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
  613. virtual uint32_t geometry_instance_get_pair_mask();
  614. virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
  615. virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
  616. virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
  617. virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
  618. virtual void set_time(double p_time, double p_step);
  619. virtual bool free(RID p_rid);
  620. RendererSceneRenderForwardClustered(RendererStorageRD *p_storage);
  621. ~RendererSceneRenderForwardClustered();
  622. };
  623. #endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H