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authorJuan Linietsky <reduzio@gmail.com>2019-08-18 19:40:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:59:25 +0100
commit449df8f688080c02bfbbfafc45421875b77deb1b (patch)
treeac9818b892c5d85fdcf4e4e89e383bc4dc46b7f8 /servers/visual/rasterizer_rd
parent7fa978517077333fba215e17181e1600d485fa43 (diff)
Base 3D engine done, still untested, though.
Diffstat (limited to 'servers/visual/rasterizer_rd')
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp72
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_canvas_rd.h6
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp (renamed from servers/visual/rasterizer_rd/effects_rd.cpp)12
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.h (renamed from servers/visual/rasterizer_rd/effects_rd.h)10
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_rd.cpp3
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp2002
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h451
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp41
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_rd.h105
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp524
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_storage_rd.h278
-rw-r--r--servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp5
-rw-r--r--servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h5
-rw-r--r--servers/visual/rasterizer_rd/shaders/SCsub2
-rw-r--r--servers/visual/rasterizer_rd/shaders/scene_forward.glsl762
-rw-r--r--servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl141
16 files changed, 4151 insertions, 268 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
index f0d51f514a..130e0e15b7 100644
--- a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -342,7 +342,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[1] = vd;
- buffers.write[1] = polygon_buffers.default_color_buffer;
+ buffers.write[1] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_COLOR);
}
//uvs
@@ -370,7 +370,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[2] = vd;
- buffers.write[2] = polygon_buffers.default_uv_buffer;
+ buffers.write[2] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
}
//bones
@@ -401,7 +401,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[3] = vd;
- buffers.write[3] = polygon_buffers.default_bone_buffer;
+ buffers.write[3] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_BONES);
}
//bones
@@ -432,7 +432,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[4] = vd;
- buffers.write[4] = polygon_buffers.default_weight_buffer;
+ buffers.write[4] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_WEIGHTS);
}
//check that everything is as it should be
@@ -2278,7 +2278,9 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_POINTS,
RD::RENDER_PRIMITIVE_TRIANGLES,
+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
RD::RENDER_PRIMITIVE_LINES,
+ RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_POINTS,
};
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
@@ -2290,6 +2292,8 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
SHADER_VARIANT_PRIMITIVE_POINTS,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
+ SHADER_VARIANT_ATTRIBUTES,
+ SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES_POINTS },
{ //lit
SHADER_VARIANT_QUAD_LIGHT,
@@ -2299,6 +2303,8 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
};
@@ -2435,60 +2441,6 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
}
{
- {
- PoolVector<uint8_t> colors;
- colors.resize(sizeof(float) * 4);
- {
- PoolVector<uint8_t>::Write w = colors.write();
- float *fptr = (float *)w.ptr();
- fptr[0] = 1.0;
- fptr[1] = 1.0;
- fptr[2] = 1.0;
- fptr[3] = 1.0;
- }
- polygon_buffers.default_color_buffer = RD::get_singleton()->vertex_buffer_create(colors.size(), colors);
- }
-
- {
- PoolVector<uint8_t> uvs;
- uvs.resize(sizeof(float) * 2);
- {
- PoolVector<uint8_t>::Write w = uvs.write();
- float *fptr = (float *)w.ptr();
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- }
- polygon_buffers.default_uv_buffer = RD::get_singleton()->vertex_buffer_create(uvs.size(), uvs);
- }
-
- {
- PoolVector<uint8_t> bones;
- bones.resize(sizeof(uint32_t) * 4);
- {
- PoolVector<uint8_t>::Write w = bones.write();
- uint32_t *iptr = (uint32_t *)w.ptr();
- iptr[0] = 0;
- iptr[1] = 0;
- iptr[2] = 0;
- iptr[3] = 0;
- }
- polygon_buffers.default_bone_buffer = RD::get_singleton()->vertex_buffer_create(bones.size(), bones);
- }
-
- {
- PoolVector<uint8_t> weights;
- weights.resize(sizeof(float) * 4);
- {
- PoolVector<uint8_t>::Write w = weights.write();
- float *fptr = (float *)w.ptr();
- fptr[0] = 0.0;
- fptr[1] = 0.0;
- fptr[2] = 0.0;
- fptr[3] = 0.0;
- }
- polygon_buffers.default_weight_buffer = RD::get_singleton()->vertex_buffer_create(weights.size(), weights);
- }
-
//polygon buffers
polygon_buffers.last_id = 1;
}
@@ -2606,10 +2558,6 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
{
RD::get_singleton()->free(shader.quad_index_array);
RD::get_singleton()->free(shader.quad_index_buffer);
- RD::get_singleton()->free(polygon_buffers.default_bone_buffer);
- RD::get_singleton()->free(polygon_buffers.default_weight_buffer);
- RD::get_singleton()->free(polygon_buffers.default_color_buffer);
- RD::get_singleton()->free(polygon_buffers.default_uv_buffer);
//primitives are erase by dependency
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.h b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.h
index 8c22a4b735..eee1b194fb 100644
--- a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.h
@@ -116,7 +116,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
PIPELINE_VARIANT_PRIMITIVE_LINES,
PIPELINE_VARIANT_PRIMITIVE_POINTS,
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
+ PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_LINES,
+ PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
PIPELINE_VARIANT_MAX
};
@@ -290,10 +292,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id;
- RID default_color_buffer;
- RID default_uv_buffer;
- RID default_bone_buffer;
- RID default_weight_buffer;
} polygon_buffers;
/********************/
diff --git a/servers/visual/rasterizer_rd/effects_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
index 90881ae7fd..765e718279 100644
--- a/servers/visual/rasterizer_rd/effects_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -1,6 +1,6 @@
-#include "effects_rd.h"
+#include "rasterizer_effects_rd.h"
-RID EffectsRD::_get_uniform_set_from_texture(RID p_texture) {
+RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
@@ -24,7 +24,7 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture) {
return uniform_set;
}
-void EffectsRD::copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) {
+void RasterizerEffectsRD::copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@@ -45,7 +45,7 @@ void EffectsRD::copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect
RD::get_singleton()->draw_list_end();
}
-void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) {
+void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@@ -86,7 +86,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, R
RD::get_singleton()->draw_list_end();
}
-EffectsRD::EffectsRD() {
+RasterizerEffectsRD::RasterizerEffectsRD() {
// Initialize blur
Vector<String> blur_modes;
@@ -138,7 +138,7 @@ EffectsRD::EffectsRD() {
}
}
-EffectsRD::~EffectsRD() {
+RasterizerEffectsRD::~RasterizerEffectsRD() {
RD::get_singleton()->free(default_sampler);
blur.shader.version_free(blur.shader_version);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
diff --git a/servers/visual/rasterizer_rd/effects_rd.h b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
index ed1bc288de..a51340b368 100644
--- a/servers/visual/rasterizer_rd/effects_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
@@ -1,10 +1,10 @@
-#ifndef EFFECTS_RD_H
-#define EFFECTS_RD_H
+#ifndef RASTERIZER_EFFECTS_RD_H
+#define RASTERIZER_EFFECTS_RD_H
#include "render_pipeline_vertex_format_cache_rd.h"
#include "shaders/blur.glsl.gen.h"
-class EffectsRD {
+class RasterizerEffectsRD {
enum BlurMode {
BLUR_MODE_GAUSSIAN_BLUR,
@@ -80,8 +80,8 @@ public:
void copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
- EffectsRD();
- ~EffectsRD();
+ RasterizerEffectsRD();
+ ~RasterizerEffectsRD();
};
#endif // EFFECTS_RD_H
diff --git a/servers/visual/rasterizer_rd/rasterizer_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_rd.cpp
index 8cc090832b..fc38b90b88 100644
--- a/servers/visual/rasterizer_rd/rasterizer_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_rd.cpp
@@ -79,6 +79,7 @@ void RasterizerRD::begin_frame(double frame_step) {
frame++;
time += frame_step;
canvas->set_time(time);
+ scene->set_time(time);
}
void RasterizerRD::end_frame(bool p_swap_buffers) {
@@ -176,5 +177,5 @@ RasterizerRD::RasterizerRD() {
storage = memnew(RasterizerStorageRD);
canvas = memnew(RasterizerCanvasRD(storage));
- scene = memnew(RasterizerSceneForwardRD);
+ scene = memnew(RasterizerSceneForwardRD(storage));
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
index 73c99fa70d..f63ceb9dfa 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp
@@ -29,3 +29,2005 @@
/*************************************************************************/
#include "rasterizer_scene_forward_rd.h"
+#include "core/project_settings.h"
+#include "servers/visual/rendering_device.h"
+#include "servers/visual/visual_server_raster.h"
+
+static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.elements[0][0];
+ p_array[1] = p_mtx.basis.elements[1][0];
+ p_array[2] = p_mtx.basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.elements[0][1];
+ p_array[5] = p_mtx.basis.elements[1][1];
+ p_array[6] = p_mtx.basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.elements[0][2];
+ p_array[9] = p_mtx.basis.elements[1][2];
+ p_array[10] = p_mtx.basis.elements[2][2];
+ p_array[11] = 0;
+ p_array[12] = p_mtx.origin.x;
+ p_array[13] = p_mtx.origin.y;
+ p_array[14] = p_mtx.origin.z;
+ p_array[15] = 1;
+}
+
+static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.elements[0][0];
+ p_array[1] = p_mtx.basis.elements[1][0];
+ p_array[2] = p_mtx.basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.elements[0][1];
+ p_array[5] = p_mtx.basis.elements[1][1];
+ p_array[6] = p_mtx.basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.elements[0][2];
+ p_array[9] = p_mtx.basis.elements[1][2];
+ p_array[10] = p_mtx.basis.elements[2][2];
+ p_array[11] = 0;
+}
+
+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+
+ int blend_mode = BLEND_MODE_MIX;
+ int depth_test = DEPTH_TEST_ENABLED;
+ int cull = CULL_BACK;
+
+ uses_point_size = false;
+ uses_alpha = false;
+ uses_blend_alpha = false;
+ uses_depth_pre_pass = false;
+ uses_discard = false;
+ uses_roughness = false;
+ uses_normal = false;
+ bool wireframe = false;
+
+ unshaded = false;
+ uses_vertex = false;
+ uses_sss = false;
+ uses_screen_texture = false;
+ uses_depth_texture = false;
+ uses_normal_texture = false;
+ uses_time = false;
+ writes_modelview_or_projection = false;
+ uses_world_coordinates = false;
+
+ int depth_drawi = DEPTH_DRAW_OPAQUE;
+
+ ShaderCompilerRD::IdentifierActions actions;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+
+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
+
+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test, DEPTH_TEST_DISABLED);
+
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
+
+ actions.render_mode_flags["unshaded"] = &unshaded;
+ actions.render_mode_flags["wireframe"] = &wireframe;
+
+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+
+ actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
+ actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
+
+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
+
+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+
+ actions.uniforms = &uniforms;
+
+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
+
+ Error err = scene_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = scene_singleton->shader.scene_shader.version_create();
+ }
+
+ depth_draw = DepthDraw(depth_drawi);
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
+ print_line("\n**vertex_code:\n" + gen_code.vertex);
+ print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
+ print_line("\n**fragment_code:\n" + gen_code.fragment);
+ print_line("\n**light_code:\n" + gen_code.light);
+#endif
+ 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);
+ ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //blend modes
+
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ switch (blend_mode) {
+ case BLEND_MODE_MIX: {
+
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ } break;
+ case BLEND_MODE_ADD: {
+
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_SUB: {
+
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_MUL: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ uses_blend_alpha = true; //force alpha used because of blend
+ } break;
+ }
+
+ RD::PipelineColorBlendState blend_state_blend;
+ blend_state_blend.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
+
+ //update pipelines
+
+ RD::PipelineDepthStencilState depth_stencil_state;
+
+ if (depth_test != DEPTH_TEST_DISABLED) {
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
+ }
+
+ bool first = true;
+
+ for (int i = 0; i < CULL_VARIANT_MAX; i++) {
+
+ RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
+ };
+
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[cull][i];
+
+ for (int j = 0; j < VS::PRIMITIVE_MAX; j++) {
+
+ RD::RenderPrimitive primitive_rd_table[VS::PRIMITIVE_MAX] = {
+ RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_LINES,
+ RD::RENDER_PRIMITIVE_LINESTRIPS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
+ };
+
+ RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
+
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+
+ RD::PipelineRasterizationState raster_state;
+ raster_state.cull_mode = cull_mode_rd;
+ raster_state.wireframe = wireframe;
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+
+ if (uses_alpha || uses_blend_alpha) {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) {
+ if (k == SHADER_VERSION_DEPTH_PASS) {
+ //none, blend state contains nothing
+ } else {
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ }
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+ } else {
+
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_DEPTH_PASS) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ } else {
+ //specular write
+ blend_state = blend_state_opaque_specular;
+ }
+ }
+
+ RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
+
+ if (first) {
+ //should be the same for all, so..
+ vertex_input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_variant);
+ }
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
+ }
+ }
+ }
+
+ valid = true;
+}
+
+void RasterizerSceneForwardRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+void RasterizerSceneForwardRD::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()) {
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+bool RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RasterizerSceneForwardRD::ShaderData::is_animated() const {
+ return false;
+}
+bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const {
+ return false;
+}
+Variant RasterizerSceneForwardRD::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;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RasterizerSceneForwardRD::ShaderData::ShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+RasterizerSceneForwardRD::ShaderData::~ShaderData() {
+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
+ ERR_FAIL_COND(!scene_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ scene_singleton->shader.scene_shader.version_free(version);
+ }
+}
+
+RasterizerStorageRD::ShaderData *RasterizerSceneForwardRD::_create_shader_func() {
+ ShaderData *shader_data = memnew(ShaderData);
+ return shader_data;
+}
+
+void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+
+ RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw());
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), 3);
+}
+RasterizerSceneForwardRD::MaterialData::~MaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RasterizerStorageRD::MaterialData *RasterizerSceneForwardRD::_create_material_func(ShaderData *p_shader) {
+ MaterialData *material_data = memnew(MaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() {
+ clear();
+}
+
+void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
+
+ if (color_fb.is_valid()) {
+ RD::get_singleton()->free(color_fb);
+ color_fb = RID();
+ }
+
+ if (color.is_valid()) {
+ RD::get_singleton()->free(color);
+ color = RID();
+ }
+
+ if (depth.is_valid()) {
+ RD::get_singleton()->free(depth);
+ depth = RID();
+ }
+}
+
+void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
+ clear();
+
+ width = p_width;
+ height = p_height;
+
+ render_target = p_render_target;
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ color = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ {
+ RD::TextureFormat tf;
+ 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;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color);
+ fb.push_back(depth);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+}
+
+RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForward);
+}
+
+bool RasterizerSceneForwardRD::free(RID p_rid) {
+ if (RasterizerSceneRD::free(p_rid)) {
+ return true;
+ }
+ return false;
+}
+/// INSTANCE DATA ///
+
+void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) {
+ InstanceGeometryData *geom_data = memnew(InstanceGeometryData);
+ geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO));
+}
+
+void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) {
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
+ ERR_FAIL_COND(!geom_data);
+ RD::get_singleton()->free(geom_data->ubo);
+ //uniform sets are freed as dependencies
+ memdelete(geom_data);
+ p_instance->custom_data = nullptr;
+}
+
+void RasterizerSceneForwardRD::instance_custom_data_update_lights(InstanceBase *p_instance) {
+ //unused
+}
+
+void RasterizerSceneForwardRD::instance_custom_data_update_reflection_probes(InstanceBase *p_instance) {
+ //unused
+}
+void RasterizerSceneForwardRD::instance_custom_data_update_lightmap(InstanceBase *p_instance) {
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
+ ERR_FAIL_COND(!geom_data);
+
+ geom_data->using_lightmap_gi = p_instance->lightmap.is_valid();
+
+ if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
+ RD::get_singleton()->free(geom_data->uniform_set_gi);
+ }
+ geom_data->uniform_set_gi = RID();
+}
+
+void RasterizerSceneForwardRD::instance_custom_data_update_gi_probes(InstanceBase *p_instance) {
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
+ ERR_FAIL_COND(!geom_data);
+
+ geom_data->using_vct_gi = p_instance->gi_probe_instances.size();
+
+ if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
+ RD::get_singleton()->free(geom_data->uniform_set_gi);
+ }
+ geom_data->uniform_set_gi = RID();
+}
+
+void RasterizerSceneForwardRD::instance_custom_data_update_transform(InstanceBase *p_instance) {
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data;
+ ERR_FAIL_COND(!geom_data);
+
+ geom_data->ubo_dirty = true;
+}
+
+/// RENDERING ///
+
+void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_screen_uniform_set, bool p_no_gi) {
+
+ RD::DrawListID draw_list = p_draw_list;
+ RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
+
+ //global scope bindings
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 0);
+
+ MaterialData *prev_material = nullptr;
+ // ShaderData *prev_shader = nullptr;
+
+ RID prev_vertex_array_rd;
+ RID prev_index_array_rd;
+
+ for (int i = 0; i < p_element_count; i++) {
+
+ const RenderList::Element *e = p_elements[i];
+
+ MaterialData *material = e->material;
+ ShaderData *shader = material->shader_data;
+
+ //find cull variant
+ ShaderData::CullVariant cull_variant;
+
+ if (p_pass_mode == PASS_MODE_SHADOW && e->instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
+ cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ } else {
+ bool mirror = e->instance->mirror;
+ if (p_reverse_cull) {
+ mirror = !mirror;
+ }
+ cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
+ }
+
+ //find primitive and vertex format
+ VS::PrimitiveType primitive;
+ RD::VertexFormatID vertex_format;
+ RID vertex_array_rd;
+ RID index_array_rd;
+ RID prev_pipeline_rd;
+
+ switch (e->instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ storage->mesh_get_arrays_primitive_and_format(e->instance->base, e->surface_index, shader->vertex_input_mask, primitive, vertex_array_rd, index_array_rd, vertex_format);
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+
+ } break;
+ case VS::INSTANCE_PARTICLES: {
+
+ } break;
+ default: {
+ ERR_CONTINUE(true); //should be a bug
+ }
+ }
+
+ if (prev_vertex_array_rd != vertex_array_rd) {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
+ prev_vertex_array_rd = vertex_array_rd;
+ }
+ if (prev_index_array_rd != index_array_rd) {
+ if (index_array_rd.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
+ }
+ prev_index_array_rd = index_array_rd;
+ }
+
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data;
+
+ ShaderVersion shader_version;
+ RID instance_uniform_set;
+
+ switch (p_pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+
+ if (p_no_gi) {
+ instance_uniform_set = geom_data->uniform_set_base;
+ shader_version = SHADER_VERSION_COLOR_PASS;
+ } else if (geom_data->using_lightmap_gi) {
+ instance_uniform_set = geom_data->uniform_set_gi;
+ shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else if (geom_data->using_vct_gi) {
+ instance_uniform_set = geom_data->uniform_set_gi;
+ shader_version = SHADER_VERSION_VCT_COLOR_PASS;
+ } else {
+ instance_uniform_set = geom_data->uniform_set_base;
+ shader_version = SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_COLOR_SPECULAR: {
+ if (p_no_gi) {
+ instance_uniform_set = geom_data->uniform_set_base;
+ shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ } else if (geom_data->using_lightmap_gi) {
+ instance_uniform_set = geom_data->uniform_set_gi;
+ shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ } else if (geom_data->using_vct_gi) {
+ instance_uniform_set = geom_data->uniform_set_gi;
+ shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ } else {
+ instance_uniform_set = geom_data->uniform_set_base;
+ shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ }
+ } break;
+ case PASS_MODE_SHADOW: {
+ shader_version = SHADER_VERSION_DEPTH_PASS;
+ instance_uniform_set = geom_data->uniform_set_base;
+ } break;
+ case PASS_MODE_DEPTH: {
+ shader_version = SHADER_VERSION_DEPTH_PASS;
+ instance_uniform_set = geom_data->uniform_set_base;
+ } break;
+ case PASS_MODE_DEPTH_NORMAL: {
+ shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL;
+ instance_uniform_set = geom_data->uniform_set_base;
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
+ instance_uniform_set = geom_data->uniform_set_base;
+ } break;
+ }
+
+ RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
+
+ pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format);
+
+ if (pipeline_rd != prev_pipeline_rd) {
+ // checking with prev shader does not make so much sense, as
+ // the pipeline may still be different.
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
+ prev_pipeline_rd = pipeline_rd;
+ }
+
+ if (material != prev_material) {
+ //update uniform set
+ if (material->uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 2);
+ }
+
+ prev_material = material;
+ }
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3);
+
+ switch (e->instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+
+ } break;
+ case VS::INSTANCE_PARTICLES: {
+
+ } break;
+ default: {
+ ERR_CONTINUE(true); //should be a bug
+ }
+ }
+ }
+}
+
+void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
+ Transform sky_orientation;
+
+ //store camera into ubo
+ store_camera(p_cam_projection, scene_state.ubo.projection_matrix);
+ store_camera(p_cam_projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
+ store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+
+ //time global variables
+ scene_state.ubo.time = time;
+
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
+
+#if 0
+ //bg and ambient
+ if (p_environment.is_valid()) {
+
+ state.ubo_data.bg_energy = env->bg_energy;
+ state.ubo_data.ambient_energy = env->ambient_energy;
+ Color linear_ambient_color = env->ambient_color.to_linear();
+ state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
+ state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
+ state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
+ state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
+
+ Color bg_color;
+
+ switch (env->bg_mode) {
+ case VS::ENV_BG_CLEAR_COLOR: {
+ bg_color = storage->frame.clear_request_color.to_linear();
+ } break;
+ case VS::ENV_BG_COLOR: {
+ bg_color = env->bg_color.to_linear();
+ } break;
+ default: {
+ bg_color = Color(0, 0, 0, 1);
+ } break;
+ }
+
+ state.ubo_data.bg_color[0] = bg_color.r;
+ state.ubo_data.bg_color[1] = bg_color.g;
+ state.ubo_data.bg_color[2] = bg_color.b;
+ state.ubo_data.bg_color[3] = bg_color.a;
+
+ //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
+ sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
+
+ state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
+ state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
+ state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
+
+ //fog
+
+ Color linear_fog = env->fog_color.to_linear();
+ state.ubo_data.fog_color_enabled[0] = linear_fog.r;
+ state.ubo_data.fog_color_enabled[1] = linear_fog.g;
+ state.ubo_data.fog_color_enabled[2] = linear_fog.b;
+ state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
+ state.ubo_data.fog_density = linear_fog.a;
+
+ Color linear_sun = env->fog_sun_color.to_linear();
+ state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
+ state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
+ state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
+ state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
+ state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
+ state.ubo_data.fog_depth_begin = env->fog_depth_begin;
+ state.ubo_data.fog_depth_end = env->fog_depth_end;
+ state.ubo_data.fog_depth_curve = env->fog_depth_curve;
+ state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
+ state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
+ state.ubo_data.fog_height_enabled = env->fog_height_enabled;
+ state.ubo_data.fog_height_min = env->fog_height_min;
+ state.ubo_data.fog_height_max = env->fog_height_max;
+ state.ubo_data.fog_height_curve = env->fog_height_curve;
+
+ } else {
+ state.ubo_data.bg_energy = 1.0;
+ state.ubo_data.ambient_energy = 1.0;
+ //use from clear color instead, since there is no ambient
+ Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
+ state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
+ state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
+ state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
+ state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;
+
+ state.ubo_data.bg_color[0] = linear_ambient_color.r;
+ state.ubo_data.bg_color[1] = linear_ambient_color.g;
+ state.ubo_data.bg_color[2] = linear_ambient_color.b;
+ state.ubo_data.bg_color[3] = linear_ambient_color.a;
+
+ state.env_radiance_data.ambient_contribution = 0;
+ state.ubo_data.ambient_occlusion_affect_light = 0;
+
+ state.ubo_data.fog_color_enabled[3] = 0.0;
+ }
+
+ {
+ //directional shadow
+
+ state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
+ state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ //fill up environment
+
+ store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+#endif
+}
+
+void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode) {
+
+ RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
+
+ /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ m_src = default_overdraw_material;
+ }*/
+
+ MaterialData *material = NULL;
+
+ if (m_src.is_valid()) {
+ material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = NULL;
+ }
+ }
+
+ if (!material) {
+ material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
+
+ while (material->next_pass.is_valid()) {
+
+ material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid)
+ break;
+ _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode);
+ }
+}
+
+void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode) {
+
+ 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;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ if (p_material->shader_data->uses_sss) {
+ scene_state.used_sss = true;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ scene_state.used_screen_texture = true;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ scene_state.used_depth_texture = true;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ scene_state.used_normal_texture = true;
+ }
+
+ if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
+
+ if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
+ //conditions in which no depth pass should be processed
+ return;
+ }
+
+ 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) {
+ //shader does not use discard and does not write a vertex position, use generic material
+ if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
+ } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) {
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
+ } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
+ p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
+ }
+ }
+
+ has_alpha = false;
+ }
+
+ RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element();
+
+ if (!e)
+ return;
+
+ e->instance = p_instance;
+ e->material = p_material;
+ e->surface_index = p_surface;
+ e->sort_key = 0;
+
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = scene_state.current_material_index++;
+ if (e->material->shader_data->last_pass != render_pass) {
+ e->material->shader_data->last_pass = scene_state.current_material_index++;
+ e->material->shader_data->index = scene_state.current_shader_index++;
+ }
+ }
+
+ e->material_index = e->material->index;
+ e->shader_index = e->shader_index;
+ e->depth_layer = e->instance->depth_layer;
+ e->priority = p_material->priority;
+
+ if (p_material->shader_data->uses_time) {
+ VisualServerRaster::redraw_request();
+ }
+}
+
+void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) {
+
+ scene_state.current_shader_index = 0;
+ scene_state.current_material_index = 0;
+ scene_state.used_sss = false;
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+
+ //fill list
+
+ for (int i = 0; i < p_cull_count; i++) {
+
+ InstanceBase *inst = p_cull_result[i];
+
+ InstanceGeometryData *geom_data = (InstanceGeometryData *)inst->custom_data;
+
+ ERR_CONTINUE(!geom_data);
+
+ if (geom_data->ubo_dirty) {
+ //ubo marked dirty, must be updated
+ InstanceGeometryData::UBO ubo;
+ store_transform(inst->transform, ubo.transform);
+ store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform);
+ ubo.flags = 0;
+ ubo.pad[0];
+ ubo.pad[1];
+ ubo.pad[2];
+ RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true);
+ }
+
+ if (p_no_gi) {
+ if (geom_data->uniform_set_base.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_base)) {
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(geom_data->ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
+ uniforms.push_back(u);
+ }
+
+ geom_data->uniform_set_base = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
+ }
+ } else {
+ if (geom_data->uniform_set_gi.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) {
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(geom_data->ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
+ uniforms.push_back(u);
+ }
+
+ if (geom_data->using_lightmap_gi) {
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+#ifndef _MSC_VER
+#warning Need to put actual lightmap or lightmap capture texture if exists
+#endif
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ } else if (geom_data->using_vct_gi) {
+#ifndef _MSC_VER
+#warning Need to put actual vct textures here
+#endif
+ }
+
+ geom_data->uniform_set_gi = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3);
+ }
+ }
+
+ //add geometry for drawing
+ switch (inst->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ const RID *materials = NULL;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
+ if (!materials) {
+ continue; //nothing to do
+ }
+
+ const RID *inst_materials = inst->materials.ptr();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+
+ RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
+
+ _add_geometry(inst, j, material, p_pass_mode);
+ }
+
+ //mesh->last_pass=frame;
+
+ } break;
+#if 0
+ case VS::INSTANCE_MULTIMESH: {
+
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base);
+ ERR_CONTINUE(!multi_mesh);
+
+ if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
+ continue;
+
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh);
+ if (!mesh)
+ continue; //mesh not assigned
+
+ int ssize = mesh->surfaces.size();
+
+ for (int j = 0; j < ssize; j++) {
+
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
+ _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
+ }
+
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+ case VS::INSTANCE_PARTICLES: {
+
+ RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base);
+ ERR_CONTINUE(!particles);
+
+ for (int j = 0; j < particles->draw_passes.size(); j++) {
+
+ RID pmesh = particles->draw_passes[j];
+ if (!pmesh.is_valid())
+ continue;
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh);
+ if (!mesh)
+ continue; //mesh not assigned
+
+ int ssize = mesh->surfaces.size();
+
+ for (int k = 0; k < ssize; k++) {
+
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
+ _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
+ }
+ }
+
+ } break;
+#endif
+ default: {
+ }
+ }
+ }
+}
+
+void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+
+ RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data;
+
+ ERR_FAIL_COND(!render_buffer); //bug out for now
+
+ //first of all, make a new render pass
+ render_pass++;
+
+ //fill up ubo
+#if 0
+ storage->info.render.object_count += p_cull_count;
+
+ Environment *env = environment_owner.getornull(p_environment);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
+
+ if (shadow_atlas && shadow_atlas->size) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
+ scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
+ }
+
+ if (reflection_atlas && reflection_atlas->size) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
+ }
+#endif
+ if (p_reflection_probe.is_valid()) {
+ scene_state.ubo.reflection_multiplier = 0.0;
+ } else {
+ scene_state.ubo.reflection_multiplier = 1.0;
+ }
+
+ //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
+
+ scene_state.ubo.shadow_z_offset = 0;
+ scene_state.ubo.shadow_z_slope_scale = 0;
+
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+ scene_state.ubo.viewport_size[0] = vp_he.x;
+ scene_state.ubo.viewport_size[1] = vp_he.y;
+
+ if (render_buffer) {
+ scene_state.ubo.screen_pixel_size[0] = 1.0 / render_buffer->width;
+ scene_state.ubo.screen_pixel_size[1] = 1.0 / render_buffer->height;
+ }
+
+ _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid());
+#if 0
+ for (int i = 0; i < p_light_cull_count; i++) {
+
+ ERR_BREAK(i >= RenderList::MAX_LIGHTS);
+
+ LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]);
+ if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
+ state.used_contact_shadows = true;
+ }
+ }
+#endif
+#if 0
+ // Do depth prepass if it's explicitly enabled
+ bool use_depth_prepass = storage->config.use_depth_prepass;
+
+ // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
+ use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
+
+ // Never do depth prepass if effects are disabled or if we render overdraws
+ use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
+ use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+
+ if (use_depth_prepass) {
+ //pre z pass
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glDrawBuffers(0, NULL);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ glColorMask(0, 0, 0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ render_list.clear();
+ _fill_render_list(p_cull_result, p_cull_count, true, false);
+ render_list.sort_by_key(false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
+
+ glColorMask(1, 1, 1, 1);
+
+ if (state.used_contact_shadows) {
+
+ _prepare_depth_texture();
+ _bind_depth_texture();
+ }
+
+ fb_cleared = true;
+ render_pass++;
+ state.used_depth_prepass = true;
+ } else {
+ state.used_depth_prepass = false;
+ }
+
+ _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
+ _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);
+
+ bool use_mrt = false;
+#endif
+ render_list.clear();
+ _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
+#if 0
+ //
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ //rendering to a probe cubemap side
+ ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
+ GLuint current_fbo;
+
+ if (probe) {
+
+ ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas);
+ ERR_FAIL_COND(!ref_atlas);
+
+ int target_size = ref_atlas->size / ref_atlas->subdiv;
+
+ int cubemap_index = reflection_cubemaps.size() - 1;
+
+ for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
+ //find appropriate cubemap to render to
+ if (reflection_cubemaps[i].size > target_size * 2)
+ break;
+
+ cubemap_index = i;
+ }
+
+ current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
+ use_mrt = false;
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
+
+ glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
+
+ } else {
+
+ use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
+ //effects disabled and transparency also prevent using MRTs
+ use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
+ use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
+ use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+ use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ if (use_mrt) {
+
+ current_fbo = storage->frame.current_rt->buffers.fbo;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);
+
+ Vector<GLenum> draw_buffers;
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
+ if (state.used_sss) {
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
+ }
+ glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
+
+ Color black(0, 0, 0, 0);
+ glClearBufferfv(GL_COLOR, 1, black.components); // specular
+ glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
+ if (state.used_sss) {
+ glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
+ }
+
+ } else {
+
+ if (storage->frame.current_rt->buffers.active) {
+ current_fbo = storage->frame.current_rt->buffers.fbo;
+ } else {
+ current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
+
+ Vector<GLenum> draw_buffers;
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
+ glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
+ }
+ }
+
+ if (!fb_cleared) {
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ Color clear_color(0, 0, 0, 0);
+
+ RasterizerStorageGLES3::Sky *sky = NULL;
+ Ref<CameraFeed> feed;
+ GLuint env_radiance_tex = 0;
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+
+ } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
+
+ if (storage->frame.clear_request) {
+
+ clear_color = storage->frame.clear_request_color.to_linear();
+ storage->frame.clear_request = false;
+ }
+
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_COLOR) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_SKY) {
+
+ storage->frame.clear_request = false;
+
+ } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
+
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
+ } else {
+ storage->frame.clear_request = false;
+ }
+
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
+ }
+
+ VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
+
+ if (env) {
+ switch (bg_mode) {
+ case VS::ENV_BG_COLOR_SKY:
+ case VS::ENV_BG_SKY:
+
+ sky = storage->sky_owner.getornull(env->sky);
+
+ if (sky) {
+ env_radiance_tex = sky->radiance;
+ }
+ break;
+ case VS::ENV_BG_CANVAS:
+ //copy canvas to 3d buffer and convert it to linear
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ storage->shaders.copy.bind();
+
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ break;
+ case VS::ENV_BG_CAMERA_FEED:
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
+
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ break;
+ default: {
+ }
+ }
+ }
+
+ if (probe && probe->probe_ptr->interior) {
+ env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
+ }
+
+ state.texscreen_copied = false;
+
+ glBlendEquation(GL_FUNC_ADD);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ }
+#endif
+
+ render_list.sort_by_key(false);
+
+ {
+ //regular forward for now
+ Vector<Color> c;
+ c.push_back(Color(0, 0, 0, 1));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, c);
+
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ //_render_list
+#if 0
+ if (state.directional_light_count == 0) {
+ directional_light = NULL;
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL);
+ } else {
+ for (int i = 0; i < state.directional_light_count; i++) {
+ directional_light = directional_lights[i];
+ if (i > 0) {
+ glEnable(GL_BLEND);
+ }
+ _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
+ _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL);
+ }
+ }
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
+
+ if (use_mrt) {
+ GLenum gldb = GL_COLOR_ATTACHMENT0;
+ glDrawBuffers(1, &gldb);
+ }
+
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
+
+ /*
+ if (use_mrt) {
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
+ */
+
+ if (sky && sky->panorama.is_valid())
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+
+ //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
+ //glColorMask(1,1,1,1);
+
+ //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
+
+ if (use_mrt) {
+
+ _render_mrts(env, p_cam_projection);
+ } else {
+ // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
+ // - prepare screen texture for any geometry that uses a shader with screen texture
+ // - prepare depth texture for any geometry that uses a shader with depth texture
+
+ bool framebuffer_dirty = false;
+
+ if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ _blur_effect_buffer();
+ framebuffer_dirty = true;
+ }
+
+ if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
+ _prepare_depth_texture();
+ framebuffer_dirty = true;
+ }
+
+ if (framebuffer_dirty) {
+ // Restore framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ }
+ }
+
+ if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
+ _bind_depth_texture();
+ }
+
+ if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+ }
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+#endif
+ render_list.sort_by_reverse_depth_and_priority(true);
+
+ {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ //_render_list
+#if 0
+ if (state.directional_light_count == 0) {
+ directional_light = NULL;
+ _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
+ } else {
+ for (int i = 0; i < state.directional_light_count; i++) {
+ directional_light = directional_lights[i];
+ _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
+ _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
+ }
+ }
+#endif
+ if (p_reflection_probe.is_valid()) {
+ //rendering a probe, do no more!
+ return;
+ }
+
+ RasterizerEffectsRD *effects = storage->get_effects();
+ effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
+
+#if 0
+ _post_process(env, p_cam_projection);
+ // Needed only for debugging
+ /* if (shadow_atlas && storage->frame.current_rt) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ }
+
+ if (storage->frame.current_rt) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
+ //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
+ }
+
+ if (reflection_atlas && storage->frame.current_rt) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ }
+
+ if (directional_shadow.fbo) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ }
+
+ if ( env_radiance_tex) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }*/
+ //disable all stuff
+#endif
+}
+
+RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL;
+
+void RasterizerSceneForwardRD::set_scene_pass(uint64_t p_pass) {
+ scene_pass = p_pass;
+}
+
+void RasterizerSceneForwardRD::set_time(double p_time) {
+ time = p_time;
+}
+
+RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) {
+ storage = p_storage;
+
+ /* SHADER */
+
+ {
+ String defines;
+
+ Vector<String> shader_versions;
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
+ shader_versions.push_back("");
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
+ shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n");
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\n");
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n");
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
+ shader.scene_shader.initialize(shader_versions, defines);
+ }
+
+ storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
+ storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+
+ {
+ //shader compiler
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
+ actions.renames["INV_CAMERA_MATRIX"] = "scene_data.camera_inverse_matrix";
+ actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMALMAP"] = "normalmap";
+ actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["TRANSMISSION"] = "transmission";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_TEXTURE"] = "normal_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
+ actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define ENABLE_AO\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
+ actions.usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
+ actions.usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
+ actions.usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
+ actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions.usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
+ actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 2;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+
+ shader.compiler.initialize(actions);
+ }
+
+ //render list
+ render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)256000);
+ render_list.init();
+ scene_pass = 0;
+ render_pass = 0;
+
+ {
+ //default material and shader
+ default_shader = storage->shader_create();
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material, default_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
+ default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+ }
+
+ //default render buffer and scene state uniform set
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
+
+ {
+
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 4;
+ u.ids.push_back(scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 5;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ default_render_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
+ }
+}
+
+RasterizerSceneForwardRD::~RasterizerSceneForwardRD() {
+}
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h
index 46a3d898b2..e09e42b1f3 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h
@@ -31,85 +31,418 @@
#ifndef RASTERIZER_SCENE_FORWARD_RD_H
#define RASTERIZER_SCENE_FORWARD_RD_H
-#include "servers/visual/rasterizer.h"
+#include "servers/visual/rasterizer_rd/rasterizer_scene_rd.h"
+#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
+#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
+#include "servers/visual/rasterizer_rd/shaders/scene_forward.glsl.gen.h"
-class RasterizerSceneForwardRD : public RasterizerScene {
-public:
- /* SHADOW ATLAS API */
+class RasterizerSceneForwardRD : public RasterizerSceneRD {
+
+ /* Shader */
+
+ enum ShaderVersion {
+ SHADER_VERSION_DEPTH_PASS,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_VCT_COLOR_PASS,
+ SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_MAX
+ };
+
+ struct {
+ SceneForwardShaderRD scene_shader;
+ ShaderCompilerRD compiler;
+ } shader;
+
+ RasterizerStorageRD *storage;
+
+ /* Material */
+
+ struct ShaderData : public RasterizerStorageRD::ShaderData {
+
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ };
+
+ enum DepthDraw {
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS
+ };
+
+ enum DepthTest {
+ DEPTH_TEST_DISABLED,
+ DEPTH_TEST_ENABLED
+ };
+
+ enum Cull {
+ CULL_DISABLED,
+ CULL_FRONT,
+ CULL_BACK
+ };
+
+ enum CullVariant {
+ CULL_VARIANT_NORMAL,
+ CULL_VARIANT_REVERSED,
+ CULL_VARIANT_DOUBLE_SIDED,
+ CULL_VARIANT_MAX
+
+ };
+
+ bool valid;
+ RID version;
+ uint32_t vertex_input_mask;
+ RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][VS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+
+ bool unshaded;
+ bool uses_vertex;
+ bool uses_sss;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_texture;
+ bool uses_time;
+ bool writes_modelview_or_projection;
+ bool uses_world_coordinates;
+
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RasterizerStorageRD::ShaderData *_create_shader_func();
+ static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<RasterizerSceneForwardRD *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RasterizerStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+ RID next_pass;
+ uint8_t priority;
+ virtual void set_render_priority(int p_priority);
+ virtual void set_next_pass(RID p_pass);
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
+ return static_cast<RasterizerSceneForwardRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ }
+
+ /* Instance Custom Data */
+
+ struct InstanceGeometryData : public InstanceCustomData {
+
+ struct UBO {
+ float transform[16];
+ float normal_transform[12];
+ uint32_t flags;
+ uint32_t pad[3];
+ };
+
+ RID ubo;
+ RID uniform_set_base;
+ RID uniform_set_gi;
+
+ bool ubo_dirty = true;
+ bool using_lightmap_gi = false;
+ bool using_vct_gi = false;
+ };
+
+ /* Framebuffer */
+
+ struct RenderBufferDataForward : public RenderBufferData {
+ //for rendering, may be MSAAd
+ RID color;
+ RID depth;
+ RID color_fb;
+ int width, height;
+
+ RID render_target;
+
+ RID uniform_set_opaque;
+ RID uniform_set_alpha;
+
+ void clear();
+ virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
+
+ ~RenderBufferDataForward();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data();
- RID shadow_atlas_create() { return RID(); }
- void shadow_atlas_set_size(RID p_atlas, int p_size) {}
- void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {}
- bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; }
+ RID default_render_buffer_uniform_set;
+ /* Instance Data */
- int get_directional_light_shadow_size(RID p_light_intance) { return 0; }
- void set_directional_shadow_count(int p_count) {}
+ struct InstanceData {
+ struct UBO {
+ };
- /* ENVIRONMENT API */
+ RID state_buffer;
+ RID uniform_set;
+ };
- RID environment_create() { return RID(); }
+ RID_Owner<InstanceData> instance_data_owner;
- void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
- void environment_set_sky(RID p_env, RID p_sky) {}
- void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
- void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
- void environment_set_bg_color(RID p_env, const Color &p_color) {}
- void environment_set_bg_energy(RID p_env, float p_energy) {}
- void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
- void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {}
+ /* Scene State UBO */
- void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
- void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
- void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
+ struct SceneState {
+ struct UBO {
+ float projection_matrix[16];
+ float inv_projection_matrix[16];
- void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
+ float camera_matrix[16];
+ float inv_camera_matrix[16];
- void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
- void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
+ float viewport_size[2];
+ float screen_pixel_size[2];
- void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
+ float shadow_z_offset;
+ float shadow_z_slope_scale;
- void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
+ float time;
+ float reflection_multiplier;
+ };
- void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
- void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
- void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
+ UBO ubo;
- bool is_environment(RID p_env) { return false; }
- VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; }
- int environment_get_canvas_max_layer(RID p_env) { return 0; }
+ RID uniform_buffer;
- RID light_instance_create(RID p_light) { return RID(); }
- void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {}
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {}
- void light_instance_mark_visible(RID p_light_instance) {}
+ bool used_screen_texture = false;
+ bool used_normal_texture = false;
+ bool used_depth_texture = false;
+ bool used_sss = false;
+ uint32_t current_shader_index = 0;
+ uint32_t current_material_index = 0;
+ } scene_state;
- RID reflection_atlas_create() { return RID(); }
- void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {}
- void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {}
+ /* Render List */
- RID reflection_probe_instance_create(RID p_probe) { return RID(); }
- void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {}
- void reflection_probe_release_atlas_index(RID p_instance) {}
- bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; }
- bool reflection_probe_instance_has_reflection(RID p_instance) { return false; }
- bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; }
- bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; }
+ struct RenderList {
- RID gi_probe_instance_create() { return RID(); }
- void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
- void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
- void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {}
+ int max_elements;
+
+ struct Element {
+ RasterizerScene::InstanceBase *instance;
+ MaterialData *material;
+ union {
+ struct {
+ //from least significant to most significant in sort, TODO: should be endian swapped on big endian
+ uint64_t material_index : 20;
+ uint64_t shader_index : 20;
+ uint64_t priority : 16;
+ uint64_t depth_layer : 8;
+ };
+
+ uint64_t sort_key;
+ };
+ uint32_t surface_index;
+ };
+
+ Element *base_elements;
+ Element **elements;
+
+ int element_count;
+ int alpha_element_count;
+
+ void clear() {
+
+ element_count = 0;
+ alpha_element_count = 0;
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->sort_key < B->sort_key;
+ }
+ };
+
+ void sort_by_key(bool p_alpha) {
+
+ SortArray<Element *, SortByKey> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ struct SortByDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->instance->depth < B->instance->depth;
+ }
+ };
+
+ void sort_by_depth(bool p_alpha) { //used for shadows
+
+ SortArray<Element *, SortByDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ struct SortByReverseDepthAndPriority {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ uint32_t layer_A = uint32_t(A->priority);
+ uint32_t layer_B = uint32_t(B->priority);
+ if (layer_A == layer_B) {
+ return A->instance->depth > B->instance->depth;
+ } else {
+ return layer_A < layer_B;
+ }
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray<Element *, SortByReverseDepthAndPriority> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ _FORCE_INLINE_ Element *add_element() {
+
+ if (element_count + alpha_element_count >= max_elements)
+ return NULL;
+ elements[element_count] = &base_elements[element_count];
+ return elements[element_count++];
+ }
+
+ _FORCE_INLINE_ Element *add_alpha_element() {
+
+ if (element_count + alpha_element_count >= max_elements)
+ return NULL;
+ int idx = max_elements - alpha_element_count - 1;
+ elements[idx] = &base_elements[idx];
+ alpha_element_count++;
+ return elements[idx];
+ }
+
+ void init() {
+
+ element_count = 0;
+ alpha_element_count = 0;
+ elements = memnew_arr(Element *, max_elements);
+ base_elements = memnew_arr(Element, max_elements);
+ for (int i = 0; i < max_elements; i++)
+ elements[i] = &base_elements[i]; // assign elements
+ }
+
+ RenderList() {
+
+ max_elements = 0;
+ }
+
+ ~RenderList() {
+ memdelete_arr(elements);
+ memdelete_arr(base_elements);
+ }
+ };
+
+ RenderList render_list;
+
+ static RasterizerSceneForwardRD *singleton;
+ uint64_t scene_pass;
+ uint64_t render_pass;
+ double time;
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_DEPTH,
+ PASS_MODE_DEPTH_NORMAL,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ };
+
+ void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_screen_uniform_set, bool p_no_gi);
+ _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode);
+ _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode);
+
+ void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi);
+
+protected:
+ virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+
+public:
+ virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {}
- void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {}
- void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {}
+ virtual void set_scene_pass(uint64_t p_pass);
+ virtual void set_time(double p_time);
+ virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}
- void set_scene_pass(uint64_t p_pass) {}
- void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}
+ virtual void instance_create_custom_data(InstanceBase *p_instance);
+ virtual void instance_free_custom_data(InstanceBase *p_instance);
+ virtual void instance_custom_data_update_lights(InstanceBase *p_instance);
+ virtual void instance_custom_data_update_reflection_probes(InstanceBase *p_instance);
+ virtual void instance_custom_data_update_gi_probes(InstanceBase *p_instance);
+ virtual void instance_custom_data_update_lightmap(InstanceBase *p_instance);
+ virtual void instance_custom_data_update_transform(InstanceBase *p_instance);
- bool free(RID p_rid) { return true; }
+ virtual bool free(RID p_rid);
- RasterizerSceneForwardRD() {}
- ~RasterizerSceneForwardRD() {}
+ RasterizerSceneForwardRD(RasterizerStorageRD *p_storage);
+ ~RasterizerSceneForwardRD();
};
#endif // RASTERIZER_SCENE_FORWARD_RD_H
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
new file mode 100644
index 0000000000..26598b70a4
--- /dev/null
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -0,0 +1,41 @@
+#include "rasterizer_scene_rd.h"
+
+RID RasterizerSceneRD::render_buffers_create() {
+ RenderBuffers rb;
+ rb.data = _create_render_buffer_data();
+ return render_buffers_owner.make_rid(rb);
+}
+
+void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ rb->width = p_width;
+ rb->height = p_height;
+ rb->render_target = p_render_target;
+ rb->msaa = p_msaa;
+ rb->data->configure(p_render_target, p_width, p_height, p_msaa);
+}
+
+void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb && p_render_buffers.is_valid());
+
+ _render_scene(rb->data, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
+}
+
+bool RasterizerSceneRD::free(RID p_rid) {
+
+ if (render_buffers_owner.owns(p_rid)) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
+ memdelete(rb->data);
+ render_buffers_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+RasterizerSceneRD::RasterizerSceneRD() {
+}
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
new file mode 100644
index 0000000000..2019d4e5a5
--- /dev/null
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
@@ -0,0 +1,105 @@
+#ifndef RASTERIZER_SCENE_RD_H
+#define RASTERIZER_SCENE_RD_H
+
+#include "core/rid_owner.h"
+#include "servers/visual/rasterizer.h"
+class RasterizerSceneRD : public RasterizerScene {
+protected:
+ struct RenderBufferData {
+
+ virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
+ virtual ~RenderBufferData() {}
+ };
+ virtual RenderBufferData *_create_render_buffer_data() = 0;
+
+ virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
+
+private:
+ struct RenderBuffers {
+
+ RenderBufferData *data = nullptr;
+ int width = 0, height = 0;
+ VS::ViewportMSAA msaa = VS::VIEWPORT_MSAA_DISABLED;
+ RID render_target;
+ };
+
+ RID_Owner<RenderBuffers> render_buffers_owner;
+
+public:
+ /* SHADOW ATLAS API */
+
+ RID shadow_atlas_create() { return RID(); }
+ void shadow_atlas_set_size(RID p_atlas, int p_size) {}
+ void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {}
+ bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; }
+
+ int get_directional_light_shadow_size(RID p_light_intance) { return 0; }
+ void set_directional_shadow_count(int p_count) {}
+
+ /* ENVIRONMENT API */
+
+ RID environment_create() { return RID(); }
+
+ void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
+ void environment_set_sky(RID p_env, RID p_sky) {}
+ void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
+ void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
+ void environment_set_bg_color(RID p_env, const Color &p_color) {}
+ void environment_set_bg_energy(RID p_env, float p_energy) {}
+ void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
+ void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {}
+
+ void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
+ void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
+ void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
+
+ void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
+
+ void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
+ void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
+
+ void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
+
+ void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
+
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
+ void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
+ void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
+
+ bool is_environment(RID p_env) { return false; }
+ VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; }
+ int environment_get_canvas_max_layer(RID p_env) { return 0; }
+
+ RID light_instance_create(RID p_light) { return RID(); }
+ void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {}
+ void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {}
+ void light_instance_mark_visible(RID p_light_instance) {}
+
+ RID reflection_atlas_create() { return RID(); }
+ void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {}
+ void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {}
+
+ RID reflection_probe_instance_create(RID p_probe) { return RID(); }
+ void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {}
+ void reflection_probe_release_atlas_index(RID p_instance) {}
+ bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; }
+ bool reflection_probe_instance_has_reflection(RID p_instance) { return false; }
+ bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; }
+ bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; }
+
+ RID gi_probe_instance_create() { return RID(); }
+ void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
+ void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
+ void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {}
+
+ RID render_buffers_create();
+ void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
+
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+
+ virtual bool free(RID p_rid);
+
+ RasterizerSceneRD();
+};
+
+#endif // RASTERIZER_SCENE_RD_H
diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
index 15503ec38d..5351af7c90 100644
--- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -1691,6 +1691,402 @@ void RasterizerStorageRD::_update_queued_materials() {
}
material_update_list = NULL;
}
+/* MESH API */
+
+RID RasterizerStorageRD::mesh_create() {
+
+ return mesh_owner.make_rid(Mesh());
+}
+
+/// Returns stride
+void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface) {
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ //ensure blend shape consistency
+ ERR_FAIL_COND(mesh->blend_shape_count && p_surface.blend_shapes.size() != (int)mesh->blend_shape_count);
+ ERR_FAIL_COND(mesh->blend_shape_count && p_surface.bone_aabbs.size() != mesh->bone_aabbs.size());
+
+ Mesh::Surface *s = memnew(Mesh::Surface);
+
+ s->format = p_surface.format;
+ s->primitive = p_surface.primitive;
+
+ s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data);
+ s->vertex_count = p_surface.vertex_count;
+
+ if (p_surface.index_count) {
+ bool is_index_16 = p_surface.vertex_count <= 65536;
+
+ s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false);
+ s->index_count = p_surface.index_count;
+ s->index_array = RD::get_singleton()->index_array_create(s->index_buffer, 0, s->index_count);
+ if (p_surface.lods.size()) {
+ s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
+ s->lod_count = p_surface.lods.size();
+
+ for (int i = 0; i < p_surface.lods.size(); i++) {
+
+ uint32_t indices = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
+ s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data);
+ s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices);
+ s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ }
+ }
+ }
+
+ s->aabb = p_surface.aabb;
+ s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
+
+ for (int i = 0; i < p_surface.blend_shapes.size(); i++) {
+
+ ERR_FAIL_COND(p_surface.blend_shapes[i].size() != p_surface.vertex_data.size());
+
+ RID vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.blend_shapes[i].size(), p_surface.blend_shapes[i]);
+ s->blend_shapes.push_back(vertex_buffer);
+ }
+
+ mesh->blend_shape_count = p_surface.blend_shapes.size();
+
+ if (mesh->surface_count == 0) {
+ mesh->bone_aabbs = p_surface.bone_aabbs;
+ mesh->aabb = p_surface.aabb;
+ } else {
+ for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
+ mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ }
+ mesh->aabb.merge_with(p_surface.aabb);
+ }
+
+ s->material = p_mesh;
+
+ mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
+ mesh->surfaces[mesh->surface_count] = s;
+ mesh->surface_count++;
+
+ mesh->instance_dependency.instance_notify_changed(true, true);
+
+ mesh->material_cache.clear();
+}
+
+int RasterizerStorageRD::mesh_get_blend_shape_count(RID p_mesh) const {
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, -1);
+ return mesh->blend_shape_count;
+}
+
+void RasterizerStorageRD::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_mode, 2);
+
+ mesh->blend_shape_mode = p_mode;
+}
+VS::BlendShapeMode RasterizerStorageRD::mesh_get_blend_shape_mode(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED);
+ return mesh->blend_shape_mode;
+}
+
+void RasterizerStorageRD::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ uint64_t data_size = p_data.size();
+ PoolVector<uint8_t>::Read r = p_data.read();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r.ptr());
+}
+
+void RasterizerStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX((uint32_t)p_surface, mesh->surface_count);
+ mesh->surfaces[p_surface]->material = p_material;
+
+ mesh->instance_dependency.instance_notify_changed(false, true);
+ mesh->material_cache.clear();
+}
+RID RasterizerStorageRD::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+ ERR_FAIL_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
+
+ return mesh->surfaces[p_surface]->material;
+}
+
+VS::SurfaceData RasterizerStorageRD::mesh_get_surface(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, VS::SurfaceData());
+ ERR_FAIL_INDEX_V((uint32_t)p_surface, mesh->surface_count, VS::SurfaceData());
+
+ Mesh::Surface &s = *mesh->surfaces[p_surface];
+
+ VS::SurfaceData sd;
+ sd.format = s.format;
+ sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ sd.vertex_count = s.vertex_count;
+ sd.index_count = s.index_count;
+ if (sd.index_count) {
+ sd.index_data = RD::get_singleton()->buffer_get_data(s.index_buffer);
+ }
+ sd.aabb = s.aabb;
+ for (uint32_t i = 0; i < s.lod_count; i++) {
+ VS::SurfaceData::LOD lod;
+ lod.edge_length = s.lods[i].edge_length;
+ lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer);
+ sd.lods.push_back(lod);
+ }
+
+ sd.bone_aabbs = s.bone_aabbs;
+
+ for (int i = 0; i < s.blend_shapes.size(); i++) {
+ PoolVector<uint8_t> bs = RD::get_singleton()->buffer_get_data(s.blend_shapes[i]);
+ sd.blend_shapes.push_back(bs);
+ }
+
+ return sd;
+}
+
+int RasterizerStorageRD::mesh_get_surface_count(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ return mesh->surface_count;
+}
+
+void RasterizerStorageRD::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ mesh->custom_aabb = p_aabb;
+}
+AABB RasterizerStorageRD::mesh_get_custom_aabb(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+ return mesh->custom_aabb;
+}
+
+AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ if (mesh->custom_aabb != AABB()) {
+ return mesh->custom_aabb;
+ }
+
+ if (!p_skeleton.is_valid()) {
+ return mesh->aabb;
+ }
+
+ return mesh->aabb;
+}
+
+void RasterizerStorageRD::mesh_clear(RID p_mesh) {
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ Mesh::Surface &s = *mesh->surfaces[i];
+ RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
+ if (s.versions) {
+ memfree(s.versions); //reallocs, so free with memfree.
+ }
+
+ if (s.index_buffer.is_valid()) {
+ RD::get_singleton()->free(s.index_buffer);
+ }
+
+ if (s.lod_count) {
+ for (uint32_t j = 0; j < s.lod_count; j++) {
+ RD::get_singleton()->free(s.lods[j].index_buffer);
+ }
+ memdelete_arr(s.lods);
+ }
+
+ for (int32_t j = 0; j < s.blend_shapes.size(); j++) {
+ RD::get_singleton()->free(s.blend_shapes[j]);
+ }
+
+ if (s.blend_shape_base_buffer.is_valid()) {
+ RD::get_singleton()->free(s.blend_shape_base_buffer);
+ }
+
+ memdelete(mesh->surfaces[i]);
+ }
+ if (mesh->surfaces) {
+ memfree(mesh->surfaces);
+ }
+
+ mesh->surfaces = nullptr;
+ mesh->surface_count = 0;
+ mesh->material_cache.clear();
+ mesh->instance_dependency.instance_notify_changed(true, true);
+}
+
+void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask) {
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+
+ Mesh::Surface::Version &v = s->versions[version];
+
+ Vector<RD::VertexDescription> attributes;
+ Vector<RID> buffers;
+
+ uint32_t stride = 0;
+
+ for (int i = 0; i < VS::ARRAY_WEIGHTS; i++) {
+
+ if (!(p_input_mask & (1 << i))) {
+ continue; // Shader does not need this, skip it
+ }
+
+ RD::VertexDescription vd;
+ RID buffer;
+ vd.location = i;
+
+ if (!(s->format & (1 << i))) {
+ // Shader needs this, but it's not provided by this surface
+ // Create a default attribue using the default buffers
+ buffer = mesh_default_rd_buffers[i];
+ switch (i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ } break;
+ case VS::ARRAY_BONES: {
+
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ } break;
+ }
+ } else {
+ //Shader needs this, and it's also provided
+
+ vd.offset = stride;
+ vd.stride = 1; //mark that it needs a stride set
+ buffer = s->vertex_buffer;
+
+ switch (i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ stride += sizeof(float) * 2;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ stride += sizeof(float) * 3;
+ }
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ if (s->format & VS::ARRAY_COMPRESS_NORMAL) {
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_SNORM;
+ stride += sizeof(int8_t) * 4;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ stride += sizeof(float) * 4;
+ }
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ if (s->format & VS::ARRAY_COMPRESS_TANGENT) {
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_SNORM;
+ stride += sizeof(int8_t) * 4;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ stride += sizeof(float) * 4;
+ }
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ if (s->format & VS::ARRAY_COMPRESS_COLOR) {
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ stride += sizeof(int8_t) * 4;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ stride += sizeof(float) * 4;
+ }
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ if (s->format & VS::ARRAY_COMPRESS_TEX_UV) {
+ vd.format = RD::DATA_FORMAT_R16G16_SFLOAT;
+ stride += sizeof(int16_t) * 2;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ stride += sizeof(float) * 2;
+ }
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+
+ if (s->format & VS::ARRAY_COMPRESS_TEX_UV2) {
+ vd.format = RD::DATA_FORMAT_R16G16_SFLOAT;
+ stride += sizeof(int16_t) * 2;
+ } else {
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ stride += sizeof(float) * 2;
+ }
+
+ } break;
+ case VS::ARRAY_BONES: {
+ //assumed weights too
+
+ //unique format, internally 16 bits, exposed as single array for 32
+
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ stride += sizeof(int32_t) * 4;
+
+ } break;
+ }
+ }
+
+ attributes.push_back(vd);
+ buffers.push_back(buffer);
+ }
+
+ //update final stride
+ for (int i = 0; i < attributes.size(); i++) {
+ if (attributes[i].stride == 1) {
+ attributes.write[i].stride = stride;
+ }
+ }
+
+ v.input_mask = p_input_mask;
+ v.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
+ v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers);
+}
/* RENDER TARGET API */
@@ -2033,6 +2429,13 @@ RID RasterizerStorageRD::render_target_get_back_buffer_uniform_set(RID p_render_
return rt->backbuffer_uniform_set;
}
+void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
+ if (mesh_owner.owns(p_base)) {
+ Mesh *mesh = mesh_owner.getornull(p_base);
+ p_instance->update_dependency(&mesh->instance_dependency);
+ }
+}
+
void RasterizerStorageRD::update_dirty_resources() {
_update_queued_materials();
}
@@ -2081,6 +2484,11 @@ bool RasterizerStorageRD::free(RID p_rid) {
material_set_shader(p_rid, RID()); //clean up shader
material->instance_dependency.instance_notify_deleted(p_rid);
material_owner.free(p_rid);
+ } else if (mesh_owner.owns(p_rid)) {
+ mesh_clear(p_rid);
+ Mesh *mesh = mesh_owner.getornull(p_rid);
+ mesh->instance_dependency.instance_notify_deleted(p_rid);
+ mesh_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
@@ -2100,7 +2508,7 @@ bool RasterizerStorageRD::free(RID p_rid) {
return true;
}
-EffectsRD *RasterizerStorageRD::get_effects() {
+RasterizerEffectsRD *RasterizerStorageRD::get_effects() {
return &effects;
}
@@ -2251,6 +2659,115 @@ RasterizerStorageRD::RasterizerStorageRD() {
default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
+
+ //default rd buffers
+ {
+
+ { //vertex
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 3);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_VERTEX] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //normal
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 3);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 1.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_NORMAL] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //tangent
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 4);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 1.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TANGENT] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //color
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 4);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 1.0;
+ fptr[1] = 1.0;
+ fptr[2] = 1.0;
+ fptr[3] = 1.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_COLOR] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //tex uv 1
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 2);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+ { //tex uv 2
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 2);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //bones
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(uint32_t) * 4);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ uint32_t *fptr = (uint32_t *)w.ptr();
+ fptr[0] = 0;
+ fptr[1] = 0;
+ fptr[2] = 0;
+ fptr[3] = 0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_BONES] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
+ { //weights
+ PoolVector<uint8_t> buffer;
+ buffer.resize(sizeof(float) * 4);
+ {
+ PoolVector<uint8_t>::Write w = buffer.write();
+ float *fptr = (float *)w.ptr();
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_WEIGHTS] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+ }
}
RasterizerStorageRD::~RasterizerStorageRD() {
@@ -2266,4 +2783,9 @@ RasterizerStorageRD::~RasterizerStorageRD() {
RD::get_singleton()->free(default_rd_samplers[i][j]);
}
}
+
+ //def buffers
+ for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
+ RD::get_singleton()->free(mesh_default_rd_buffers[i]);
+ }
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
index db1d73e62f..729e8b6556 100644
--- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
@@ -33,7 +33,7 @@
#include "core/rid_owner.h"
#include "servers/visual/rasterizer.h"
-#include "servers/visual/rasterizer_rd/effects_rd.h"
+#include "servers/visual/rasterizer_rd/rasterizer_effects_rd.h"
#include "servers/visual/rasterizer_rd/shader_compiler_rd.h"
#include "servers/visual/rendering_device.h"
@@ -80,6 +80,18 @@ public:
DEFAULT_RD_TEXTURE_MAX
};
+ enum DefaultRDBuffer {
+ DEFAULT_RD_BUFFER_VERTEX,
+ DEFAULT_RD_BUFFER_NORMAL,
+ DEFAULT_RD_BUFFER_TANGENT,
+ DEFAULT_RD_BUFFER_COLOR,
+ DEFAULT_RD_BUFFER_TEX_UV,
+ DEFAULT_RD_BUFFER_TEX_UV2,
+ DEFAULT_RD_BUFFER_BONES,
+ DEFAULT_RD_BUFFER_WEIGHTS,
+ DEFAULT_RD_BUFFER_MAX,
+ };
+
private:
/* TEXTURE API */
struct Texture {
@@ -186,6 +198,80 @@ private:
Material *material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
+
+ /* Mesh */
+
+ struct Mesh {
+
+ struct Surface {
+ VS::PrimitiveType primitive;
+ uint32_t format = 0;
+
+ RID vertex_buffer;
+ uint32_t vertex_count = 0;
+
+ // A different pipeline needs to be allocated
+ // depending on the inputs available in the
+ // material.
+ // There are never that many geometry/material
+ // combinations, so a simple array is the most
+ // cache-efficient structure.
+
+ struct Version {
+ uint32_t input_mask;
+ RD::VertexFormatID vertex_format;
+ RID vertex_array;
+ };
+
+ SpinLock version_lock; //needed to access versions
+ Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+
+ RID index_buffer;
+ RID index_array;
+ uint32_t index_count = 0;
+
+ struct LOD {
+ float edge_length;
+ RID index_buffer;
+ RID index_array;
+ };
+
+ LOD *lods = nullptr;
+ uint32_t lod_count = 0;
+
+ AABB aabb;
+
+ Vector<AABB> bone_aabbs;
+
+ Vector<RID> blend_shapes;
+ RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed
+
+ RID material;
+ };
+
+ uint32_t blend_shape_count = 0;
+ VS::BlendShapeMode blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
+
+ Surface **surfaces = nullptr;
+ uint32_t surface_count = 0;
+
+ Vector<AABB> bone_aabbs;
+
+ AABB aabb;
+ AABB custom_aabb;
+
+ Vector<RID> material_cache;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<Mesh> mesh_owner;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
+
+ RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
+
/* RENDER TARGET */
struct RenderTarget {
@@ -231,7 +317,7 @@ private:
/* EFFECTS */
- EffectsRD effects;
+ RasterizerEffectsRD effects;
public:
/* TEXTURE API */
@@ -309,26 +395,8 @@ public:
/* SKY API */
- struct RDSurface {
- uint32_t format;
- VS::PrimitiveType primitive;
- PoolVector<uint8_t> array;
- int vertex_count;
- PoolVector<uint8_t> index_array;
- int index_count;
- AABB aabb;
- Vector<PoolVector<uint8_t> > blend_shapes;
- Vector<AABB> bone_aabbs;
- };
-
- struct RDMesh {
- Vector<RDSurface> surfaces;
- int blend_shape_count;
- VS::BlendShapeMode blend_shape_mode;
- };
RID sky_create() { return RID(); }
void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {}
- mutable RID_PtrOwner<RDMesh> mesh_owner;
/* SHADER API */
@@ -374,134 +442,87 @@ public:
/* MESH API */
- RID mesh_create() {
- RDMesh *mesh = memnew(RDMesh);
- ERR_FAIL_COND_V(!mesh, RID());
- mesh->blend_shape_count = 0;
- mesh->blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
- return mesh_owner.make_rid(mesh);
- }
+ virtual RID mesh_create();
- void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!m);
-
- m->surfaces.push_back(RDSurface());
- RDSurface *s = &m->surfaces.write[m->surfaces.size() - 1];
- s->format = p_format;
- s->primitive = p_primitive;
- s->array = p_array;
- s->vertex_count = p_vertex_count;
- s->index_array = p_index_array;
- s->index_count = p_index_count;
- s->aabb = p_aabb;
- s->blend_shapes = p_blend_shapes;
- s->bone_aabbs = p_bone_aabbs;
- }
+ /// Return stride
+ virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface);
- void mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!m);
- m->blend_shape_count = p_amount;
- }
- int mesh_get_blend_shape_count(RID p_mesh) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, 0);
- return m->blend_shape_count;
- }
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const;
- void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!m);
- m->blend_shape_mode = p_mode;
- }
- VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, VS::BLEND_SHAPE_MODE_NORMALIZED);
- return m->blend_shape_mode;
- }
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
+ virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
- void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {}
+ virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
- void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {}
- RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); }
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
- int mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, 0);
+ virtual VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
- return m->surfaces[p_surface].vertex_count;
- }
- int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, 0);
+ virtual int mesh_get_surface_count(RID p_mesh) const;
- return m->surfaces[p_surface].index_count;
- }
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
- PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, PoolVector<uint8_t>());
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
- return m->surfaces[p_surface].array;
- }
- PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, PoolVector<uint8_t>());
+ virtual void mesh_clear(RID p_mesh);
- return m->surfaces[p_surface].index_array;
+ _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, NULL);
+ r_surface_count = mesh->surface_count;
+ if (r_surface_count == 0) {
+ return NULL;
+ }
+ if (mesh->material_cache.empty()) {
+ mesh->material_cache.resize(mesh->surface_count);
+ for (uint32_t i = 0; i < r_surface_count; i++) {
+ mesh->material_cache.write[i] = mesh->surfaces[i]->material;
+ }
+ }
+
+ return mesh->material_cache.ptr();
}
- uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, 0);
+ _FORCE_INLINE_ void mesh_get_arrays_primitive_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, VS::PrimitiveType &r_primitive, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface_index, mesh->surface_count);
- return m->surfaces[p_surface].format;
- }
- VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, VS::PRIMITIVE_POINTS);
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
- return m->surfaces[p_surface].primitive;
- }
+ r_index_array_rd = s->index_array;
- AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, AABB());
+ s->version_lock.lock();
- return m->surfaces[p_surface].aabb;
- }
- Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, Vector<PoolVector<uint8_t> >());
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
- return m->surfaces[p_surface].blend_shapes;
- }
- Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, Vector<AABB>());
+ for (uint32_t i = 0; i < s->version_count; i++) {
+ if (s->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = s->versions[i].vertex_format;
+ r_vertex_array_rd = s->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
- return m->surfaces[p_surface].bone_aabbs;
- }
+ uint32_t version = s->version_count; //gets added at the end
- void mesh_remove_surface(RID p_mesh, int p_index) {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!m);
- ERR_FAIL_COND(p_index >= m->surfaces.size());
+ _mesh_surface_generate_version_for_input_mask(s, p_input_mask);
- m->surfaces.remove(p_index);
- }
- int mesh_get_surface_count(RID p_mesh) const {
- RDMesh *m = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!m, 0);
- return m->surfaces.size();
- }
+ r_vertex_format = s->versions[version].vertex_format;
+ r_vertex_array_rd = s->versions[version].vertex_array;
- void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {}
- AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); }
+ s->version_lock.unlock();
+ }
- AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const { return AABB(); }
- void mesh_clear(RID p_mesh) {}
+ _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
+ ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
+ return mesh_default_rd_buffers[p_buffer];
+ }
/* MULTIMESH API */
@@ -623,7 +644,7 @@ public:
float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; }
bool reflection_probe_renders_shadows(RID p_probe) const { return false; }
- void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}
+ void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {}
/* GI PROBE API */
@@ -752,9 +773,6 @@ public:
RID render_target_get_rd_framebuffer(RID p_render_target);
VS::InstanceType get_base_type(RID p_rid) const {
- if (mesh_owner.owns(p_rid)) {
- return VS::INSTANCE_MESH;
- }
return VS::INSTANCE_NONE;
}
@@ -777,7 +795,7 @@ public:
static RasterizerStorage *base_singleton;
- EffectsRD *get_effects();
+ RasterizerEffectsRD *get_effects();
RasterizerStorageRD();
~RasterizerStorageRD();
diff --git a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
index 9d4e61c733..b2cb6a1634 100644
--- a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
+++ b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
@@ -79,6 +79,11 @@ void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) {
setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
}
+void RenderPipelineVertexFormatCacheRD::clear() {
+ _clear();
+ shader = RID(); //clear shader
+}
+
RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() {
version_count = 0;
versions = NULL;
diff --git a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
index 05d9b8db4a..9faa466eae 100644
--- a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
+++ b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
@@ -63,6 +63,10 @@ public:
void update_shader(RID p_shader);
_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
+ "Attempted to use an unused shader variant (shader is null),");
+#endif
for (uint32_t i = 0; i < version_count; i++) {
if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id) {
return versions[i].pipeline;
@@ -71,6 +75,7 @@ public:
return _generate_version(p_vertex_format_id, p_framebuffer_format_id);
}
+ void clear();
RenderPipelineVertexFormatCacheRD();
~RenderPipelineVertexFormatCacheRD();
};
diff --git a/servers/visual/rasterizer_rd/shaders/SCsub b/servers/visual/rasterizer_rd/shaders/SCsub
index a8e1dafb47..65a40e981d 100644
--- a/servers/visual/rasterizer_rd/shaders/SCsub
+++ b/servers/visual/rasterizer_rd/shaders/SCsub
@@ -6,3 +6,5 @@ if 'RD_GLSL' in env['BUILDERS']:
env.RD_GLSL('canvas.glsl');
env.RD_GLSL('canvas_occlusion.glsl');
env.RD_GLSL('blur.glsl');
+ env.RD_GLSL('scene_forward.glsl');
+ env.RD_GLSL('scene_forward_inc.glsl');
diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl
new file mode 100644
index 0000000000..c18fead23e
--- /dev/null
+++ b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl
@@ -0,0 +1,762 @@
+/* clang-format off */
+[vertex]
+/* clang-format on */
+
+#version 450
+
+/* clang-format off */
+VERSION_DEFINES
+/* clang-format on */
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in vec3 vertex_attrib;
+/* clang-format on */
+layout(location = 1) in vec3 normal_attrib;
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#if defined(UV_USED)
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 5) in vec2 uv2_attrib;
+#endif
+
+layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused
+
+/* Varyings */
+
+out vec3 vertex_interp;
+out vec3 normal_interp;
+
+#if defined(COLOR_USED)
+out vec4 color_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+out vec2 uv_interp;
+#endif
+
+//uv2 may be used for lightmapping, so always pass.
+#if !defined(MODE_RENDER_DEPTH)
+out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+out vec3 tangent_interp;
+out vec3 binormal_interp;
+#endif
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
+/* clang-format off */
+MATERIAL_UNIFORMS
+/* clang-format on */
+} material;
+#endif
+
+
+/* clang-format off */
+
+VERTEX_SHADER_GLOBALS
+
+/* clang-format on */
+
+// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now.
+// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316
+//invariant gl_Position;
+
+void main() {
+
+ vec3 vertex = vertex_attrib;
+
+ mat4 world_matrix = instance_data.transform;
+ mat3 world_normal_matrix= instance_data.normal_transform;
+
+ vec3 normal = normal_attrib;
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 tangent = tangent_attrib.xyz;
+ float binormalf = tangent_attrib.a;
+#endif
+
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#if defined(UV_USED)
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef USE_OVERRIDE_POSITION
+ vec4 position;
+#endif
+
+ vec4 instance_custom = vec4(0.0);
+
+ mat4 projection_matrix = scene_data.projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (world_matrix * vec4(vertex,1.0)).xyz;
+
+ normal = world_normal_matrix * normal;
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ tangent = world_normal_matrix * tangent;
+ binormal = world_normal_matrix * binormal;
+
+#endif
+#endif
+
+ float roughness = 1.0;
+
+ mat4 modelview = scene_data.inv_camera_matrix * instance_data.transform;
+ mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * instance_data.normal_transform;
+
+ {
+ /* clang-format off */
+
+VERTEX_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (modelview * vec4(vertex,1.0)).xyz;
+ normal = modelview_normal * normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = modelview_normal * binormal;
+ tangent = modelview_normal * tangent;
+#endif
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (scene_data.inv_camera_matrix * vec4(vertex,1.0)).xyz;
+ normal = mat3(scene_data.inverse_normal_matrix) * normal;
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
+ tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+#endif
+#endif
+
+ vertex_interp = vertex;
+ normal_interp = normal;
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef MODE_RENDER_DEPTH
+
+ float z_ofs = scene_data.z_offset;
+ z_ofs += (1.0 - abs(normal_interp.z)) * scene_data.z_slope_scale;
+ vertex_interp.z -= z_ofs;
+
+#endif //MODE_RENDER_DEPTH
+
+#ifdef USE_OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif
+
+}
+
+/* clang-format off */
+[fragment]
+/* clang-format on */
+
+#version 450
+
+/* clang-format off */
+VERSION_DEFINES
+/* clang-format on */
+
+
+/* Varyings */
+
+#if defined(COLOR_USED)
+in vec4 color_interp;
+#endif
+
+#if defined(UV_USED)
+in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+in vec3 tangent_interp;
+in vec3 binormal_interp;
+#endif
+
+in highp vec3 vertex_interp;
+in vec3 normal_interp;
+
+//defines to keep compatibility with vertex
+
+#define world_matrix instance_data.transform;
+#define world_normal_matrix instance_data.normal_transform;
+#define projection_matrix scene_data.projection_matrix;
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
+/* clang-format off */
+MATERIAL_UNIFORMS
+/* clang-format on */
+} material;
+#endif
+
+/* clang-format off */
+
+FRAGMENT_SHADER_GLOBALS
+
+/* clang-format on */
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
+layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
+#else
+
+layout(location = 0) out vec4 frag_color;
+
+#endif
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0) return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#else
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
+
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
+ }
+
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = max(0.0, dot(R, V));
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+ diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_ANISOTROPY_USED)
+
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+#endif
+ // F
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
+
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
+
+#if defined(LIGHT_USE_CLEARCOAT)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
+}
+
+
+void main() {
+
+
+ //lay out everything, whathever is unused is optimized away anyway
+ vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 transmission = vec3(0.0);
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+
+#if defined(ENABLE_AO)
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+#endif
+
+ float alpha = 1.0;
+
+#if defined(ALPHA_SCISSOR_USED)
+ float alpha_scissor = 0.5;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#if defined(UV_USED)
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(COLOR_USED)
+ vec4 color = color_interp;
+#endif
+
+#if defined(NORMALMAP_USED)
+
+ vec3 normalmap = vec3(0.5);
+#endif
+
+ float normaldepth = 1.0;
+
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#endif
+
+#if defined(SSS_USED)
+ float sss_strength = 0.0;
+#endif
+
+#define
+ {
+ /* clang-format off */
+
+FRAGMENT_SHADER_CODE
+
+ /* clang-format on */
+ }
+
+#if !defined(USE_SHADOW_TO_OPACITY)
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#if defined(NORMALMAP_USED)
+
+ normalmap.xy = normalmap.xy * 2.0 - 1.0;
+ normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
+
+#endif
+
+#if defined(LIGHT_ANISOTROPY_USED)
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3( 0.0, 0.0, 0.0);
+
+ //radiance
+
+ float specular_blob_intensity = 1.0;
+
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity *= specular * 2.0;
+#endif
+
+ //gi probes
+
+ //lightmap
+
+ //lightmap capture
+
+ //process reflections
+
+ {
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
+ //directional light
+
+
+ //process omni and spots
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+
+#ifdef MODE_RENDER_DEPTH
+//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
+#else
+
+ specular_light *= reflection_multiplier;
+ ambient_light *= albedo; //ambient must be multiplied by albedo at the end
+
+#if defined(ENABLE_AO)
+ ambient_light *= ao;
+ ao_light_affect = mix(1.0, ao, ao_light_affect);
+ specular_light *= ao_light_affect;
+ diffuse_light *= ao_light_affect;
+#endif
+
+ // base color remapping
+ diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
+ ambient_light *= 1.0 - metallic;
+
+ //fog
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef USE_NO_SHADING
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else
+
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strenght);
+ specular_buffer = vec4(specular_light, metallic);
+
+#endif
+
+#else //MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef USE_NO_SHADING
+ frag_color = vec4(albedo, alpha);
+#else
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+
+#endif //USE_NO_SHADING
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl
new file mode 100644
index 0000000000..189371c2c0
--- /dev/null
+++ b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl
@@ -0,0 +1,141 @@
+
+#define M_PI 3.14159265359
+#define ROUGHNESS_MAX_LOD 5
+
+/* Set 0 Scene data, screen and sources (changes the least) */
+
+layout(set=0,location=1) uniform texture2D depth_buffer;
+layout(set=0,location=2) uniform texture2D color_buffer;
+layout(set=0,location=3) uniform texture2D normal_buffer;
+
+layout(set=0,binding=4,std140) uniform SceneData {
+
+ mat4 projection_matrix;
+ mat4 inv_projection_matrix;
+
+ mat4 camera_matrix;
+ mat4 inv_camera_matrix;
+
+ vec2 viewport_size;
+ vec2 screen_pixel_size;
+
+ //used for shadow mapping only
+ float z_offset;
+ float z_slope_scale;
+
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+#if 0
+ vec4 ambient_light_color;
+ vec4 bg_color;
+
+ vec4 fog_color_enabled;
+ vec4 fog_sun_color_amount;
+
+ float ambient_energy;
+ float bg_energy;
+
+#endif
+
+#if 0
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+
+ float z_far;
+
+ float subsurface_scatter_width;
+ float ambient_occlusion_affect_light;
+ float ambient_occlusion_affect_ao_channel;
+ float opaque_prepass_threshold;
+
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_end;
+ float fog_density;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+#endif
+} scene_data;
+
+layout(set = 0, binding = 5) uniform sampler material_samplers[12];
+
+#if 0
+struct DirectionalLightData {
+
+ vec4 light_pos_inv_radius;
+ vec4 light_direction_attenuation;
+ vec4 light_color_energy;
+ vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
+ vec4 light_clamp;
+ vec4 shadow_color_contact;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_split_offsets;
+};
+#endif
+
+/* Set 1 Skeleton Data (most objects lack it, so it changes little */
+
+#if 0
+layout(set = 1 binding = 0, std140) uniform SkeletonData {
+ mat4 transform;
+ bool use_skeleton;
+ bool use_world_coords;
+ bool pad1;
+ bool pad2;
+} skeleton;
+
+layout(set = 1, binding = 1) uniform textureBuffer skeleton_bones;
+#endif
+
+/* Set 2 Custom Material Data (changess less than instance) */
+
+
+/* Set 3 Instance Data (Set on every draw call) */
+
+layout(push_constant, binding = 0, std430) uniform DrawData {
+ //used in forward rendering, 16 bits indices, max 8
+ uvec4 reflection_probe_indices;
+ uvec4 omni_light_indices;
+ uvec4 spot_light_indices;
+ uvec4 decal_indices;
+} draw_data;
+
+layout(set = 3 binding = 0, std140) uniform InstanceData {
+ mat4 transform;
+ mat3 normal_transform;
+ uint flags;
+ uint pad0;
+ uint pad0;
+ uint pad0;
+} instance_data;
+
+layout(set = 3, binding = 1) uniform textureBuffer multimesh_transforms;
+
+#ifdef USE_LIGHTMAP
+
+layout(set = 3, binding = 2) uniform texture2D lightmap;
+
+#endif
+
+#ifdef USE_VOXEL_CONE_TRACING
+
+layout(set = 3, binding = 3) uniform texture3D gi_probe[2];
+
+#ifdef USE_ANISOTROPIC_VOXEL_CONE_TRACING
+layout(set = 3, binding = 4) uniform texture3D gi_probe_aniso_pos[2];
+layout(set = 3, binding = 5) uniform texture3D gi_probe_aniso_neg[2];
+#endif
+
+
+#endif