diff options
author | Bastiaan Olij <mux213@gmail.com> | 2021-03-09 13:02:53 +1100 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2021-03-10 22:34:50 +1100 |
commit | a895844c821e34107792ba3dd81a76aa2f5b07c8 (patch) | |
tree | df3fe0ec83caef9cac8fd644d7a1b635147de208 | |
parent | a3cdaa7a0915388fe14bd9d1644d73a8371583f6 (diff) |
Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile
-rw-r--r-- | servers/rendering/renderer_rd/renderer_compositor_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_compositor_rd.h | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward.cpp) | 192 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward.h) | 24 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/SCsub | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward.glsl) | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl) | 0 |
7 files changed, 114 insertions, 114 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index be2552bd32..d5ac05d1d1 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -175,5 +175,5 @@ RendererCompositorRD::RendererCompositorRD() { storage = memnew(RendererStorageRD); canvas = memnew(RendererCanvasRenderRD(storage)); - scene = memnew(RendererSceneRenderForward(storage)); + scene = memnew(RendererSceneRenderForwardClustered(storage)); } diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index cb85fc79e0..67a843452b 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -35,14 +35,14 @@ #include "core/templates/thread_work_pool.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_render_forward.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" class RendererCompositorRD : public RendererCompositor { protected: RendererCanvasRenderRD *canvas; RendererStorageRD *storage; - RendererSceneRenderForward *scene; + RendererSceneRenderRD *scene; RID copy_viewports_rd_shader; RID copy_viewports_rd_pipeline; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp index 874389f7e9..6ffecc9f35 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_render_forward.cpp */ +/* renderer_scene_render_forward_clustered.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "renderer_scene_render_forward.h" +#include "renderer_scene_render_forward_clustered.h" #include "core/config/project_settings.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_default.h" /* SCENE SHADER */ -void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { +void RendererSceneRenderForwardClustered::ShaderData::set_code(const String &p_code) { //compile code = p_code; @@ -123,7 +123,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { actions.uniforms = &uniforms; - RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; + RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); @@ -257,7 +257,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; for (int k = 0; k < SHADER_VERSION_MAX; k++) { - if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) { + if (!static_cast<RendererSceneRenderForwardClustered *>(singleton)->shader.scene_shader.is_variant_enabled(k)) { continue; } RD::PipelineRasterizationState raster_state; @@ -324,7 +324,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { valid = true; } -void RendererSceneRenderForward::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void RendererSceneRenderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { if (!p_texture.is_valid()) { default_texture_params.erase(p_name); } else { @@ -332,7 +332,7 @@ void RendererSceneRenderForward::ShaderData::set_default_texture_param(const Str } } -void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { +void RendererSceneRenderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { Map<int, StringName> order; for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { @@ -354,7 +354,7 @@ void RendererSceneRenderForward::ShaderData::get_param_list(List<PropertyInfo> * } } -void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { +void RendererSceneRenderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; @@ -369,7 +369,7 @@ void RendererSceneRenderForward::ShaderData::get_instance_param_list(List<Render } } -bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName &p_param) const { +bool RendererSceneRenderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -377,15 +377,15 @@ bool RendererSceneRenderForward::ShaderData::is_param_texture(const StringName & return uniforms[p_param].texture_order >= 0; } -bool RendererSceneRenderForward::ShaderData::is_animated() const { +bool RendererSceneRenderForwardClustered::ShaderData::is_animated() const { return false; } -bool RendererSceneRenderForward::ShaderData::casts_shadows() const { +bool RendererSceneRenderForwardClustered::ShaderData::casts_shadows() const { return false; } -Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const StringName &p_parameter) const { +Variant RendererSceneRenderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; @@ -394,19 +394,19 @@ Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const Stri return Variant(); } -RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const { - RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; +RS::ShaderNativeSourceCode RendererSceneRenderForwardClustered::ShaderData::get_native_source_code() const { + RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; return scene_singleton->shader.scene_shader.version_get_native_source_code(version); } -RendererSceneRenderForward::ShaderData::ShaderData() { +RendererSceneRenderForwardClustered::ShaderData::ShaderData() { valid = false; uses_screen_texture = false; } -RendererSceneRenderForward::ShaderData::~ShaderData() { - RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; +RendererSceneRenderForwardClustered::ShaderData::~ShaderData() { + RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; ERR_FAIL_COND(!scene_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { @@ -414,21 +414,21 @@ RendererSceneRenderForward::ShaderData::~ShaderData() { } } -RendererStorageRD::ShaderData *RendererSceneRenderForward::_create_shader_func() { +RendererStorageRD::ShaderData *RendererSceneRenderForwardClustered::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); return shader_data; } -void RendererSceneRenderForward::MaterialData::set_render_priority(int p_priority) { +void RendererSceneRenderForwardClustered::MaterialData::set_render_priority(int p_priority) { priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits } -void RendererSceneRenderForward::MaterialData::set_next_pass(RID p_pass) { +void RendererSceneRenderForwardClustered::MaterialData::set_next_pass(RID p_pass) { next_pass = p_pass; } -void RendererSceneRenderForward::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton; +void RendererSceneRenderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { p_uniform_dirty = true; @@ -507,7 +507,7 @@ void RendererSceneRenderForward::MaterialData::update_parameters(const Map<Strin uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); } -RendererSceneRenderForward::MaterialData::~MaterialData() { +RendererSceneRenderForwardClustered::MaterialData::~MaterialData() { if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { RD::get_singleton()->free(uniform_set); } @@ -517,7 +517,7 @@ RendererSceneRenderForward::MaterialData::~MaterialData() { } } -RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_func(ShaderData *p_shader) { +RendererStorageRD::MaterialData *RendererSceneRenderForwardClustered::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; material_data->last_frame = false; @@ -525,11 +525,11 @@ RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_fu return material_data; } -RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() { +RendererSceneRenderForwardClustered::RenderBufferDataForward::~RenderBufferDataForward() { clear(); } -void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() { +void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specular() { if (!specular.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; @@ -583,7 +583,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() { } } -void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() { +void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprobe() { if (!giprobe_buffer.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UINT; @@ -619,7 +619,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() { } } -void RendererSceneRenderForward::RenderBufferDataForward::clear() { +void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() { if (giprobe_buffer != RID()) { RD::get_singleton()->free(giprobe_buffer); giprobe_buffer = RID(); @@ -673,7 +673,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::clear() { } } -void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { +void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { clear(); msaa = p_msaa; @@ -740,7 +740,7 @@ void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_ } } -void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) { +void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) { if (rb->normal_roughness_buffer.is_valid()) { return; } @@ -778,11 +778,11 @@ void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBuffer _render_buffers_clear_uniform_set(rb); } -RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() { +RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForwardClustered::_create_render_buffer_data() { return memnew(RenderBufferDataForward); } -bool RendererSceneRenderForward::free(RID p_rid) { +bool RendererSceneRenderForwardClustered::free(RID p_rid) { if (RendererSceneRenderRD::free(p_rid)) { return true; } @@ -791,8 +791,8 @@ bool RendererSceneRenderForward::free(RID p_rid) { /// RENDERING /// -template <RendererSceneRenderForward::PassMode p_pass_mode> -void RendererSceneRenderForward::_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) { +template <RendererSceneRenderForwardClustered::PassMode p_pass_mode> +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) { RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; @@ -961,7 +961,7 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList } } -void RendererSceneRenderForward::_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) { +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) { //use template for faster performance (pass mode comparisons are inlined) switch (p_params->pass_mode) { @@ -998,7 +998,7 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw } } -void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { +void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { uint32_t render_total = p_params->element_count; uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; @@ -1006,7 +1006,7 @@ void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); } -void RendererSceneRenderForward::_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) { +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) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer); p_params->framebuffer_format = fb_format; @@ -1014,7 +1014,7 @@ void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters //multi threaded thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); 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); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params); + RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForwardClustered::_render_list_thread_function, p_params); RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -1024,7 +1024,7 @@ void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters } } -void RendererSceneRenderForward::_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) { +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) { //CameraMatrix projection = p_cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down CameraMatrix correction; @@ -1274,7 +1274,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); } -void RendererSceneRenderForward::_update_instance_data_buffer(RenderListType p_render_list) { +void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { if (scene_state.instance_data[p_render_list].size() > 0) { 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()) { if (scene_state.instance_buffer[p_render_list] != RID()) { @@ -1287,7 +1287,7 @@ void RendererSceneRenderForward::_update_instance_data_buffer(RenderListType p_r 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); } } -void RendererSceneRenderForward::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) { +void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) { RenderList *rl = &render_list[p_render_list]; uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size(); @@ -1355,7 +1355,7 @@ void RendererSceneRenderForward::_fill_instance_data(RenderListType p_render_lis } } -void RendererSceneRenderForward::_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) { +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) { if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_sss = false; scene_state.used_screen_texture = false; @@ -1549,14 +1549,14 @@ void RendererSceneRenderForward::_fill_render_list(RenderListType p_render_list, } } -void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) { +void RendererSceneRenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) { scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES)); for (uint32_t i = 0; i < scene_state.giprobes_used; i++) { scene_state.giprobe_ids[i] = p_giprobes[i]; } } -void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) { +void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) { scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { if (i >= (int)scene_state.max_lightmaps) { @@ -1578,7 +1578,7 @@ void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_light } } -void RendererSceneRenderForward::_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) { +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) { RenderBufferDataForward *render_buffer = nullptr; if (p_render_buffer.is_valid()) { render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer); @@ -1981,7 +1981,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_render_shadow_begin() { +void RendererSceneRenderForwardClustered::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); _update_render_base_uniform_set(); @@ -1989,7 +1989,7 @@ void RendererSceneRenderForward::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RendererSceneRenderForward::_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) { +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) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -2036,7 +2036,7 @@ void RendererSceneRenderForward::_render_shadow_append(RID p_framebuffer, const } } -void RendererSceneRenderForward::_render_shadow_process() { +void RendererSceneRenderForwardClustered::_render_shadow_process() { _update_instance_data_buffer(RENDER_LIST_SECONDARY); //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) @@ -2048,7 +2048,7 @@ void RendererSceneRenderForward::_render_shadow_process() { RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_render_shadow_end(uint32_t p_barrier) { +void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_begin_label("Shadow Render"); for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { @@ -2063,7 +2063,7 @@ void RendererSceneRenderForward::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { +void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { RENDER_TIMESTAMP("Setup Render Collider Heightfield"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); @@ -2091,7 +2091,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_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) { +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) { RENDER_TIMESTAMP("Setup Rendering Material"); RD::get_singleton()->draw_command_begin_label("Render Material"); @@ -2129,7 +2129,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); @@ -2191,7 +2191,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance * RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_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) { +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) { RENDER_TIMESTAMP("Render SDFGI"); RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); @@ -2272,14 +2272,14 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForward::_base_uniforms_changed() { +void RendererSceneRenderForwardClustered::_base_uniforms_changed() { if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } render_base_uniform_set = RID(); } -void RendererSceneRenderForward::_update_render_base_uniform_set() { +void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() { 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())) { if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); @@ -2405,7 +2405,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() { } } -RID RendererSceneRenderForward::_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) { +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) { //there should always be enough uniform buffers for render passes, otherwise bugs ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID()); @@ -2655,7 +2655,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RenderListType p_ return render_pass_uniform_sets[p_index]; } -RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { +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) { if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { RD::get_singleton()->free(sdfgi_pass_uniform_set); } @@ -2788,29 +2788,29 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed return sdfgi_pass_uniform_set; } -void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) { +void RendererSceneRenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) { } -void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) { +void RendererSceneRenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) { RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); _render_buffers_clear_uniform_set(rb); } -RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) { +RID RendererSceneRenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); return rb->normal_roughness_buffer; } -RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr; +RendererSceneRenderForwardClustered *RendererSceneRenderForwardClustered::singleton = nullptr; -void RendererSceneRenderForward::set_time(double p_time, double p_step) { +void RendererSceneRenderForwardClustered::set_time(double p_time, double p_step) { time = p_time; RendererSceneRenderRD::set_time(p_time, p_step); } -void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { +void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); if (ginstance->dirty_list_element.in_list()) { return; @@ -2830,7 +2830,7 @@ void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance geometry_instance_dirty_list.add(&ginstance->dirty_list_element); } -void RendererSceneRenderForward::_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) { +void RendererSceneRenderForwardClustered::_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) { bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; @@ -2926,7 +2926,7 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge sdcache->sort.priority = p_material->priority; } -void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { +void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; @@ -2966,7 +2966,7 @@ void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstance } } -void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); if (ginstance->data->dirty_dependencies) { @@ -3124,24 +3124,24 @@ void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_g ginstance->dirty_list_element.remove_from_list(); } -void RendererSceneRenderForward::_update_dirty_geometry_instances() { +void RendererSceneRenderForwardClustered::_update_dirty_geometry_instances() { while (geometry_instance_dirty_list.first()) { _geometry_instance_update(geometry_instance_dirty_list.first()->self()); } } -void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { +void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { switch (p_notification) { case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: case RendererStorage::DEPENDENCY_CHANGED_MESH: case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); } break; case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata); if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { - ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = static_cast<RendererSceneRenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { @@ -3149,11 +3149,11 @@ void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererS } break; } } -void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { - static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); +void RendererSceneRenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { + static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); } -RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) { +RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geometry_instance_create(RID p_base) { RS::InstanceType type = storage->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); @@ -3170,34 +3170,34 @@ RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_inst return ginstance; } -void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { +void RendererSceneRenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->skeleton = p_skeleton; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { +void RendererSceneRenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->material_override = p_override; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { +void RendererSceneRenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->surface_materials = p_materials; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { +void RendererSceneRenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->mesh_instance = p_mesh_instance; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { +void RendererSceneRenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->transform = p_transform; @@ -3214,24 +3214,24 @@ void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstanc ginstance->lod_model_scale = max_scale; } -void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { +void RendererSceneRenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lod_bias = p_lod_bias; } -void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { +void RendererSceneRenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_baked_light = p_enable; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { +void RendererSceneRenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_dynamic_gi = p_enable; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { +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) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lightmap_instance = p_lightmap_instance; @@ -3239,7 +3239,7 @@ void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInst ginstance->lightmap_slice_index = p_lightmap_slice_index; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { +void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_sh9) { @@ -3256,13 +3256,13 @@ void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(Geometry } _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { +void RendererSceneRenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->shader_parameters_offset = p_offset; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { +void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -3270,13 +3270,13 @@ void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { +void RendererSceneRenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->layer_mask = p_layer_mask; } -void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -3292,28 +3292,28 @@ void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geom geometry_instance_alloc.free(ginstance); } -uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() { +uint32_t RendererSceneRenderForwardClustered::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_GI_PROBE); } -void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { +void RendererSceneRenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { } -void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { +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) { } -void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { +void RendererSceneRenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { } -Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) { +Transform RendererSceneRenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance); ERR_FAIL_COND_V(!ginstance, Transform()); return ginstance->transform; } -AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) { +AABB RendererSceneRenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance); ERR_FAIL_COND_V(!ginstance, AABB()); return ginstance->data->aabb; } -void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) { +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) { GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_gi_probe_instance_count > 0) { @@ -3329,7 +3329,7 @@ void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(Geome } } -RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) : +RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; low_end = is_low_end(); @@ -3628,7 +3628,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); } -RendererSceneRenderForward::~RendererSceneRenderForward() { +RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() { directional_shadow_atlas_set_size(0); //clear base uniform set if still valid diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h index af78c50fda..96ab227c7c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_render_forward.h */ +/* renderer_scene_render_forward_clustered.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,16 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H -#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H +#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H +#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H #include "core/templates/paged_allocator.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" -class RendererSceneRenderForward : public RendererSceneRenderRD { +class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { enum { SCENE_UNIFORM_SET = 0, RENDER_PASS_UNIFORM_SET = 1, @@ -79,7 +79,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { }; struct { - SceneForwardShaderRD scene_shader; + SceneForwardClusteredShaderRD scene_shader; ShaderCompilerRD compiler; } shader; @@ -186,7 +186,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { RendererStorageRD::ShaderData *_create_shader_func(); static RendererStorageRD::ShaderData *_create_shader_funcs() { - return static_cast<RendererSceneRenderForward *>(singleton)->_create_shader_func(); + return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func(); } struct MaterialData : public RendererStorageRD::MaterialData { @@ -208,7 +208,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { - return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); + return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); } /* Framebuffer */ @@ -490,7 +490,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { } scene_state; - static RendererSceneRenderForward *singleton; + static RendererSceneRenderForwardClustered *singleton; double time; RID default_shader; @@ -765,7 +765,7 @@ public: virtual bool free(RID p_rid); - RendererSceneRenderForward(RendererStorageRD *p_storage); - ~RendererSceneRenderForward(); + RendererSceneRenderForwardClustered(RendererStorageRD *p_storage); + ~RendererSceneRenderForwardClustered(); }; -#endif // RASTERIZER_SCENE_HIGHEND_RD_H +#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index c192574ff2..0f85e3fa30 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -11,7 +11,7 @@ if "RD_GLSL" in env["BUILDERS"]: env.RD_GLSL("cubemap_roughness.glsl") env.RD_GLSL("cubemap_downsampler.glsl") env.RD_GLSL("cubemap_filter.glsl") - env.RD_GLSL("scene_forward.glsl") + env.RD_GLSL("scene_forward_clustered.glsl") env.RD_GLSL("sky.glsl") env.RD_GLSL("tonemap.glsl") env.RD_GLSL("cube_to_dp.glsl") diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 1cea9bf8db..7b86dac143 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -4,7 +4,7 @@ VERSION_DEFINES -#include "scene_forward_inc.glsl" +#include "scene_forward_clustered_inc.glsl" /* INPUT ATTRIBS */ @@ -327,7 +327,7 @@ VERTEX_SHADER_CODE VERSION_DEFINES -#include "scene_forward_inc.glsl" +#include "scene_forward_clustered_inc.glsl" /* Varyings */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index d78890fa9e..d78890fa9e 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl |