diff options
author | Bastiaan Olij <mux213@gmail.com> | 2021-03-23 21:46:31 +1100 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2021-04-05 23:11:38 +1000 |
commit | dad40fa2df1365ad14a3aff74164d3f39fdf6a3e (patch) | |
tree | 35f1b19f4c80dd2af319252b84df14c4be3c274b /servers | |
parent | ccdcb29df1bccd3cd0e96eb461b794e1633b75de (diff) |
Move clustered renderer functionality
Diffstat (limited to 'servers')
12 files changed, 1232 insertions, 1084 deletions
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub index 6a2e682c67..9c95f538ac 100644 --- a/servers/rendering/renderer_rd/SCsub +++ b/servers/rendering/renderer_rd/SCsub @@ -4,4 +4,5 @@ Import("env") env.add_source_files(env.servers_sources, "*.cpp") +SConscript("forward_clustered/SCsub") SConscript("shaders/SCsub") diff --git a/servers/rendering/renderer_rd/forward_clustered/SCsub b/servers/rendering/renderer_rd/forward_clustered/SCsub new file mode 100644 index 0000000000..86681f9c74 --- /dev/null +++ b/servers/rendering/renderer_rd/forward_clustered/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.servers_sources, "*.cpp") diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index b98aee611a..cdff3139eb 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_render_forward_clustered.cpp */ +/* render_forward_clustered.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,508 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "renderer_scene_render_forward_clustered.h" +#include "render_forward_clustered.h" #include "core/config/project_settings.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_default.h" -/* SCENE SHADER */ -void RendererSceneRenderForwardClustered::ShaderData::set_code(const String &p_code) { - //compile +using namespace RendererSceneRenderImplementation; - 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_testi = DEPTH_TEST_ENABLED; - int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; - 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_transmittance = 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["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); - actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); - - 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_testi, 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["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; - - 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["NORMAL_MAP"] = &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; - - RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; - - Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, 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); - depth_test = DepthTest(depth_testi); - -#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 - - // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage - if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { - blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; - } - - 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; - case BLEND_MODE_ALPHA_TO_COVERAGE: { - 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_ZERO; - } - } - - 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); - RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1); - RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2); - - //update pipelines - - RD::PipelineDepthStencilState depth_stencil_state; - - if (depth_test != DEPTH_TEST_DISABLED) { - depth_stencil_state.enable_depth_test = true; - 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; - } - - for (int i = 0; i < CULL_VARIANT_MAX; i++) { - RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { - { 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[i][cull]; - - for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { - RD::RenderPrimitive primitive_rd_table[RS::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++) { - if (!static_cast<RendererSceneRenderForwardClustered *>(singleton)->shader.scene_shader.is_variant_enabled(k)) { - continue; - } - 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; - RD::PipelineMultisampleState multisample_state; - - if (uses_alpha || uses_blend_alpha) { - // only allow these flags to go through if we have some form of msaa - if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { - multisample_state.enable_alpha_to_coverage = true; - } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { - multisample_state.enable_alpha_to_coverage = true; - multisample_state.enable_alpha_to_one = true; - } - - if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || 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_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) { - if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { - //none, blend state contains nothing - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { - blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way - } 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_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { - blend_state = blend_state_opaque; - } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { - //none, leave empty - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { - blend_state = blend_state_depth_normal_roughness; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) { - blend_state = blend_state_depth_normal_roughness_giprobe; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { - blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) { - blend_state = RD::PipelineColorBlendState(); //no color targets for SDF - } else { - //specular write - blend_state = blend_state_opaque_specular; - depth_stencil.enable_depth_test = false; - depth_stencil.enable_depth_write = false; - } - } - - RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k); - pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); - } - } - } - - valid = true; -} - -void RendererSceneRenderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { - if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); - } else { - default_texture_params[p_name] = p_texture; - } -} - -void RendererSceneRenderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - Map<int, StringName> order; - - for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { - if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { - continue; - } - - 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); - } -} - -void RendererSceneRenderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { - for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { - if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; - } - - RendererStorage::InstanceShaderParam p; - p.info = ShaderLanguage::uniform_to_property_info(E->get()); - p.info.name = E->key(); //supply name - p.index = E->get().instance_index; - p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); - p_param_list->push_back(p); - } -} - -bool RendererSceneRenderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const { - if (!uniforms.has(p_param)) { - return false; - } - - return uniforms[p_param].texture_order >= 0; -} - -bool RendererSceneRenderForwardClustered::ShaderData::is_animated() const { - return false; -} - -bool RendererSceneRenderForwardClustered::ShaderData::casts_shadows() const { - return false; -} - -Variant RendererSceneRenderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const { - if (uniforms.has(p_parameter)) { - ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; - Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; - return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); - } - return Variant(); -} - -RS::ShaderNativeSourceCode RendererSceneRenderForwardClustered::ShaderData::get_native_source_code() const { - RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; - - return scene_singleton->shader.scene_shader.version_get_native_source_code(version); -} - -RendererSceneRenderForwardClustered::ShaderData::ShaderData() { - valid = false; - uses_screen_texture = false; -} - -RendererSceneRenderForwardClustered::ShaderData::~ShaderData() { - RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; - ERR_FAIL_COND(!scene_singleton); - //pipeline variants will clear themselves if shader is gone - if (version.is_valid()) { - scene_singleton->shader.scene_shader.version_free(version); - } -} - -RendererStorageRD::ShaderData *RendererSceneRenderForwardClustered::_create_shader_func() { - ShaderData *shader_data = memnew(ShaderData); - return shader_data; -} - -void RendererSceneRenderForwardClustered::MaterialData::set_render_priority(int p_priority) { - priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits -} - -void RendererSceneRenderForwardClustered::MaterialData::set_next_pass(RID p_pass) { - next_pass = p_pass; -} - -void RendererSceneRenderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton; - - if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { - p_uniform_dirty = true; - 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(), RD::BARRIER_MASK_RASTER); - } - - 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(), true); - } - - 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.uniform_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.uniform_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), MATERIAL_UNIFORM_SET); -} - -RendererSceneRenderForwardClustered::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); - } -} - -RendererStorageRD::MaterialData *RendererSceneRenderForwardClustered::_create_material_func(ShaderData *p_shader) { - MaterialData *material_data = memnew(MaterialData); - material_data->shader_data = p_shader; - material_data->last_frame = false; - //update will happen later anyway so do nothing. - return material_data; -} - -RendererSceneRenderForwardClustered::RenderBufferDataForward::~RenderBufferDataForward() { +RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() { clear(); } -void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specular() { +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() { if (!specular.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; @@ -583,7 +93,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specul } } -void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprobe() { +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_giprobe() { if (!giprobe_buffer.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UINT; @@ -619,7 +129,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprob } } -void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() { +void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { if (giprobe_buffer != RID()) { RD::get_singleton()->free(giprobe_buffer); giprobe_buffer = RID(); @@ -673,7 +183,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() { } } -void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { +void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { clear(); msaa = p_msaa; @@ -740,7 +250,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID } } -void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) { +void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) { if (rb->normal_roughness_buffer.is_valid()) { return; } @@ -778,11 +288,11 @@ void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(Ren _render_buffers_clear_uniform_set(rb); } -RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForwardClustered::_create_render_buffer_data() { - return memnew(RenderBufferDataForward); +RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() { + return memnew(RenderBufferDataForwardClustered); } -bool RendererSceneRenderForwardClustered::free(RID p_rid) { +bool RenderForwardClustered::free(RID p_rid) { if (RendererSceneRenderRD::free(p_rid)) { return true; } @@ -791,15 +301,15 @@ bool RendererSceneRenderForwardClustered::free(RID p_rid) { /// RENDERING /// -template <RendererSceneRenderForwardClustered::PassMode p_pass_mode> -void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { +template <RenderForwardClustered::PassMode p_pass_mode> +void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; //global scope bindings RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET); RID prev_material_uniform_set; @@ -826,7 +336,7 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice: push_constant.base_index = i + p_params->element_offset; RID material_uniform_set; - ShaderData *shader; + SceneShaderForwardClustered::ShaderData *shader; void *mesh_surface; if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too @@ -845,59 +355,59 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice: } //find cull variant - ShaderData::CullVariant cull_variant; + SceneShaderForwardClustered::ShaderData::CullVariant cull_variant; if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) { - cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED; + cull_variant = SceneShaderForwardClustered::ShaderData::CULL_VARIANT_DOUBLE_SIDED; } else { bool mirror = surf->owner->mirror; if (p_params->reverse_cull) { mirror = !mirror; } - cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL; + cull_variant = mirror ? SceneShaderForwardClustered::ShaderData::CULL_VARIANT_REVERSED : SceneShaderForwardClustered::ShaderData::CULL_VARIANT_NORMAL; } RS::PrimitiveType primitive = surf->primitive; RID xforms_uniform_set = surf->owner->transforms_uniform_set; - ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. + SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. switch (p_params->pass_mode) { case PASS_MODE_COLOR: case PASS_MODE_COLOR_TRANSPARENT: { if (element_info.uses_lightmap) { - shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS; } else if (element_info.uses_forward_gi) { - shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI; } else { - shader_version = SHADER_VERSION_COLOR_PASS; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS; } } break; case PASS_MODE_COLOR_SPECULAR: { if (element_info.uses_lightmap) { - shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; } else { - shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; } } break; case PASS_MODE_SHADOW: case PASS_MODE_DEPTH: { - shader_version = SHADER_VERSION_DEPTH_PASS; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS; } break; case PASS_MODE_SHADOW_DP: { - shader_version = SHADER_VERSION_DEPTH_PASS_DP; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: { - shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE; } break; case PASS_MODE_DEPTH_MATERIAL: { - shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; } break; case PASS_MODE_SDF: { - shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF; + shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF; } break; } @@ -961,7 +471,7 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice: } } -void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { +void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { //use template for faster performance (pass mode comparisons are inlined) switch (p_params->pass_mode) { @@ -998,7 +508,7 @@ void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawList } } -void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { +void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) { uint32_t render_total = p_params->element_count; uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; @@ -1006,7 +516,7 @@ void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); } -void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) { +void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer); p_params->framebuffer_format = fb_format; @@ -1014,7 +524,7 @@ void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListPa //multi threaded thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForwardClustered::_render_list_thread_function, p_params); + RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params); RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -1024,7 +534,7 @@ void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListPa } } -void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { +void RenderForwardClustered::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { //CameraMatrix projection = p_cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down CameraMatrix correction; @@ -1083,7 +593,7 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, scene_state.ubo.fog_enabled = false; if (p_render_buffers.is_valid()) { - RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForwardClustered *render_buffers = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } @@ -1274,7 +784,7 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); } -void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { +void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { if (scene_state.instance_data[p_render_list].size() > 0) { if (scene_state.instance_buffer[p_render_list] == RID() || scene_state.instance_buffer_size[p_render_list] < scene_state.instance_data[p_render_list].size()) { if (scene_state.instance_buffer[p_render_list] != RID()) { @@ -1287,7 +797,7 @@ void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderLis RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER); } } -void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) { +void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) { RenderList *rl = &render_list[p_render_list]; uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size(); @@ -1355,7 +865,7 @@ void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_r } } -void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) { +void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) { if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_sss = false; scene_state.used_screen_texture = false; @@ -1549,14 +1059,14 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren } } -void RendererSceneRenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) { +void RenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) { scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES)); for (uint32_t i = 0; i < scene_state.giprobes_used; i++) { scene_state.giprobe_ids[i] = p_giprobes[i]; } } -void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) { +void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) { scene_state.lightmaps_used = 0; for (int i = 0; i < (int)p_lightmaps.size(); i++) { if (i >= (int)scene_state.max_lightmaps) { @@ -1578,10 +1088,10 @@ void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> } } -void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) { - RenderBufferDataForward *render_buffer = nullptr; +void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) { + RenderBufferDataForwardClustered *render_buffer = nullptr; if (p_render_buffer.is_valid()) { - render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer); + render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffer); } RendererSceneEnvironmentRD *env = get_environment(p_environment); @@ -1981,7 +1491,7 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_shadow_begin() { +void RenderForwardClustered::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); _update_render_base_uniform_set(); @@ -1989,7 +1499,7 @@ void RendererSceneRenderForwardClustered::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) { +void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -2036,7 +1546,7 @@ void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffe } } -void RendererSceneRenderForwardClustered::_render_shadow_process() { +void RenderForwardClustered::_render_shadow_process() { _update_instance_data_buffer(RENDER_LIST_SECONDARY); //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time) @@ -2048,7 +1558,7 @@ void RendererSceneRenderForwardClustered::_render_shadow_process() { RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { +void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_begin_label("Shadow Render"); for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { @@ -2063,7 +1573,7 @@ void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { +void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { RENDER_TIMESTAMP("Setup Render Collider Heightfield"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); @@ -2091,7 +1601,7 @@ void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield( RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardClustered::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering Material"); RD::get_singleton()->draw_command_begin_label("Render Material"); @@ -2129,7 +1639,7 @@ void RendererSceneRenderForwardClustered::_render_material(const Transform &p_ca RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); @@ -2191,14 +1701,14 @@ void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryI RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { +void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { RENDER_TIMESTAMP("Render SDFGI"); RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); _update_render_base_uniform_set(); - RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForwardClustered *render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); ERR_FAIL_COND(!render_buffer); PassMode pass_mode = PASS_MODE_SDF; @@ -2272,14 +1782,14 @@ void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, co RD::get_singleton()->draw_command_end_label(); } -void RendererSceneRenderForwardClustered::_base_uniforms_changed() { +void RenderForwardClustered::_base_uniforms_changed() { if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } render_base_uniform_set = RID(); } -void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() { +void RenderForwardClustered::_update_render_base_uniform_set() { if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) { if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); @@ -2314,7 +1824,7 @@ void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(shadow_sampler); + u.ids.push_back(scene_shader.shadow_sampler); uniforms.push_back(u); } @@ -2401,17 +1911,17 @@ void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() { uniforms.push_back(u); } - render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET); + render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } } -RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) { +RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) { //there should always be enough uniform buffers for render passes, otherwise bugs ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID()); - RenderBufferDataForward *rb = nullptr; + RenderBufferDataForwardClustered *rb = nullptr; if (p_render_buffers.is_valid()) { - rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); } //default render buffer and scene state uniform set @@ -2431,7 +1941,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID instance_buffer = scene_state.instance_buffer[p_render_list]; if (instance_buffer == RID()) { - instance_buffer = default_vec4_xform_buffer; // any buffer will do since its not used + instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used } u.ids.push_back(instance_buffer); uniforms.push_back(u); @@ -2532,7 +2042,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer; + RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : scene_shader.default_vec4_xform_buffer; u.ids.push_back(cb); uniforms.push_back(u); } @@ -2651,11 +2161,11 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi RD::get_singleton()->free(render_pass_uniform_sets[p_index]); } - render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET); + render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET); return render_pass_uniform_sets[p_index]; } -RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { +RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { RD::get_singleton()->free(sdfgi_pass_uniform_set); } @@ -2748,7 +2258,7 @@ RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RI RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - RID cb = default_vec4_xform_buffer; + RID cb = scene_shader.default_vec4_xform_buffer; u.ids.push_back(cb); uniforms.push_back(u); } @@ -2784,28 +2294,28 @@ RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RI uniforms.push_back(u); } - sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET); + sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET); return sdfgi_pass_uniform_set; } -void RendererSceneRenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) { +void RenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb) { } -void RendererSceneRenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) { - RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); +void RenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) { + RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); _render_buffers_clear_uniform_set(rb); } -RID RendererSceneRenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { - RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); +RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { + RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); return rb->normal_roughness_buffer; } -RendererSceneRenderForwardClustered *RendererSceneRenderForwardClustered::singleton = nullptr; +RenderForwardClustered *RenderForwardClustered::singleton = nullptr; -void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); if (ginstance->dirty_list_element.in_list()) { return; @@ -2825,7 +2335,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(Geometry geometry_instance_dirty_list.add(&ginstance->dirty_list_element); } -void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { +void RenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; @@ -2853,10 +2363,10 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS; } - if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) { + if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) { //material is only meant for alpha pass flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA; - if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) { + if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) { flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } @@ -2866,11 +2376,11 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } - MaterialData *material_shadow = nullptr; + SceneShaderForwardClustered::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; 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) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; - material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); + material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh); @@ -2921,15 +2431,15 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma sdcache->sort.priority = p_material->priority; } -void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { +void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; - MaterialData *material = nullptr; + SceneShaderForwardClustered::MaterialData *material = nullptr; if (m_src.is_valid()) { - material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -2940,8 +2450,8 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { - material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); - m_src = default_material; + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); + m_src = scene_shader.default_material; } ERR_FAIL_COND(!material); @@ -2950,7 +2460,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr while (material->next_pass.is_valid()) { RID next_pass = material->next_pass; - material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); if (!material || !material->shader_data->valid) { break; } @@ -2961,7 +2471,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr } } -void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); if (ginstance->data->dirty_dependencies) { @@ -3068,7 +2578,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst } ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT); - ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; @@ -3091,12 +2601,12 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst if (!storage->particles_is_using_local_coords(ginstance->data->base)) { store_transform = false; } - ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_MESH) { if (storage->skeleton_is_valid(ginstance->data->skeleton)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON; - ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); if (ginstance->data->dirty_dependencies) { storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker); } @@ -3120,24 +2630,24 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst ginstance->dirty_list_element.remove_from_list(); } -void RendererSceneRenderForwardClustered::_update_dirty_geometry_instances() { +void RenderForwardClustered::_update_dirty_geometry_instances() { while (geometry_instance_dirty_list.first()) { _geometry_instance_update(geometry_instance_dirty_list.first()->self()); } } -void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { +void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { switch (p_notification) { case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: case RendererStorage::DEPENDENCY_CHANGED_MESH: case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); } break; case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata); if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { - ginstance->instance_count = static_cast<RendererSceneRenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = static_cast<RenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { @@ -3145,11 +2655,11 @@ void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed( } break; } } -void RendererSceneRenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { - static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); +void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { + static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); } -RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geometry_instance_create(RID p_base) { +RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { RS::InstanceType type = storage->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); @@ -3166,34 +2676,34 @@ RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geom return ginstance; } -void RendererSceneRenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { +void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->skeleton = p_skeleton; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { +void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->material_override = p_override; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { +void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->surface_materials = p_materials; _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } -void RendererSceneRenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { +void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->mesh_instance = p_mesh_instance; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { +void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->transform = p_transform; @@ -3210,24 +2720,24 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_transform(Geomet ginstance->lod_model_scale = max_scale; } -void RendererSceneRenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { +void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lod_bias = p_lod_bias; } -void RendererSceneRenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { +void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_baked_light = p_enable; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { +void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->data->use_dynamic_gi = p_enable; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { +void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->lightmap_instance = p_lightmap_instance; @@ -3235,7 +2745,7 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_use_lightmap(Geo ginstance->lightmap_slice_index = p_lightmap_slice_index; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { +void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_sh9) { @@ -3252,13 +2762,13 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture } _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { +void RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->shader_parameters_offset = p_offset; _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { +void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -3266,13 +2776,13 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_side _geometry_instance_mark_dirty(ginstance); } -void RendererSceneRenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { +void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); ginstance->layer_mask = p_layer_mask; } -void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -3288,28 +2798,28 @@ void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstanc geometry_instance_alloc.free(ginstance); } -uint32_t RendererSceneRenderForwardClustered::geometry_instance_get_pair_mask() { +uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_GI_PROBE); } -void RendererSceneRenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { +void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { } -void RendererSceneRenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { +void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { } -void RendererSceneRenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { +void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { } -Transform RendererSceneRenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) { +Transform RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance); ERR_FAIL_COND_V(!ginstance, Transform()); return ginstance->transform; } -AABB RendererSceneRenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) { +AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance); ERR_FAIL_COND_V(!ginstance, AABB()); return ginstance->data->aabb; } -void RendererSceneRenderForwardClustered::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) { +void RenderForwardClustered::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (p_gi_probe_instance_count > 0) { @@ -3325,10 +2835,9 @@ void RendererSceneRenderForwardClustered::geometry_instance_pair_gi_probe_instan } } -RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(RendererStorageRD *p_storage) : +RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; - low_end = is_low_end(); /* SCENE SHADER */ @@ -3363,267 +2872,13 @@ RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(Rendere defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } - 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 MODE_DUAL_PARABOLOID\n"); - shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); - shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n"); - shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); - shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); - shader_versions.push_back(""); - shader_versions.push_back("\n#define USE_FORWARD_GI\n"); - shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\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); - - if (is_low_end()) { - //disable the high end versions - shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); - shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false); - shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false); - shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false); - shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); - shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); - } - } - - storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs); - storage->material_set_data_request_function(RendererStorageRD::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.inv_camera_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"; - - actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; - actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; - actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge"; - actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate"; - - //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["NORMAL_MAP"] = "normal_map"; - actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; - 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["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color"; - actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth"; - actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve"; - actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost"; - actions.renames["BACKLIGHT"] = "backlight"; - 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"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; - actions.renames["DEPTH"] = "gl_FragDepth"; - actions.renames["OUTPUT_IS_SRGB"] = "true"; - actions.renames["FOG"] = "custom_fog"; - actions.renames["RADIANCE"] = "custom_radiance"; - actions.renames["IRRADIANCE"] = "custom_irradiance"; - actions.renames["BONE_INDICES"] = "bone_attrib"; - actions.renames["BONE_WEIGHTS"] = "weight_attrib"; - actions.renames["CUSTOM0"] = "custom0_attrib"; - actions.renames["CUSTOM1"] = "custom1_attrib"; - actions.renames["CUSTOM2"] = "custom2_attrib"; - actions.renames["CUSTOM3"] = "custom3_attrib"; - - //for light - actions.renames["VIEW"] = "view"; - actions.renames["LIGHT_COLOR"] = "light_color"; - actions.renames["LIGHT"] = "light"; - actions.renames["ATTENUATION"] = "attenuation"; - actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; - actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; - actions.renames["SPECULAR_LIGHT"] = "specular_light"; - - actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; - actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; - actions.usage_defines["BINORMAL"] = "@TANGENT"; - actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; - actions.usage_defines["RIM_TINT"] = "@RIM"; - actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; - actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; - actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; - actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; - actions.usage_defines["AO"] = "#define AO_USED\n"; - actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n"; - actions.usage_defines["UV"] = "#define UV_USED\n"; - actions.usage_defines["UV2"] = "#define UV2_USED\n"; - actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n"; - actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n"; - actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n"; - actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; - actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; - actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; - actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; - actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; - actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; - actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; - - actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n"; - actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n"; - actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n"; - actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE"; - - actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; - actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; - actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_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.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; - actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; - actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\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/shading/overrides/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"; - - actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; - - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/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.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; - - actions.sampler_array_name = "material_samplers"; - actions.base_texture_binding_index = 1; - actions.texture_layout_set = MATERIAL_UNIFORM_SET; - actions.base_uniform_string = "material."; - actions.base_varying_index = 10; - - actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; - actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; - actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; - - shader.compiler.initialize(actions); - } - - { - //default material and shader - default_shader = storage->shader_allocate(); - storage->shader_initialize(default_shader); - storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); - default_material = storage->material_allocate(); - storage->material_initialize(default_material); - storage->material_set_shader(default_material, default_shader); - - MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); - default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); - if (!low_end) { - default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); - } - } - - { - overdraw_material_shader = storage->shader_allocate(); - storage->shader_initialize(overdraw_material_shader); - storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); - overdraw_material = storage->material_allocate(); - storage->material_initialize(overdraw_material); - storage->material_set_shader(overdraw_material, overdraw_material_shader); - - wireframe_material_shader = storage->shader_allocate(); - storage->shader_initialize(wireframe_material_shader); - storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }"); - wireframe_material = storage->material_allocate(); - storage->material_initialize(wireframe_material); - storage->material_set_shader(wireframe_material, wireframe_material_shader); - } - - { - default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(default_vec4_xform_buffer); - u.binding = 0; - uniforms.push_back(u); - - default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET); - } - { - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; - sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; - sampler.enable_compare = true; - sampler.compare_op = RD::COMPARE_OP_LESS; - shadow_sampler = RD::get_singleton()->sampler_create(sampler); + scene_shader.init(p_storage, defines, low_end); } render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); } -RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() { +RenderForwardClustered::~RenderForwardClustered() { directional_shadow_atlas_set_size(0); //clear base uniform set if still valid @@ -3637,17 +2892,6 @@ RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() { RD::get_singleton()->free(sdfgi_pass_uniform_set); } - RD::get_singleton()->free(default_vec4_xform_buffer); - RD::get_singleton()->free(shadow_sampler); - - storage->free(wireframe_material_shader); - storage->free(overdraw_material_shader); - storage->free(default_shader); - - storage->free(wireframe_material); - storage->free(overdraw_material); - storage->free(default_material); - { for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { RD::get_singleton()->free(scene_state.uniform_buffers[i]); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 98e2a7efcc..72e84a6f24 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -1,5 +1,5 @@ /*************************************************************************/ -/* renderer_scene_render_forward_clustered.h */ +/* render_forward_clustered.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -32,12 +32,17 @@ #define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H #include "core/templates/paged_allocator.h" +#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" -class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { +namespace RendererSceneRenderImplementation { + +class RenderForwardClustered : public RendererSceneRenderRD { + friend SceneShaderForwardClustered; + enum { SCENE_UNIFORM_SET = 0, RENDER_PASS_UNIFORM_SET = 1, @@ -63,155 +68,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { /* Scene Shader */ - enum ShaderVersion { - SHADER_VERSION_DEPTH_PASS, - SHADER_VERSION_DEPTH_PASS_DP, - SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, - SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, - SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, - SHADER_VERSION_DEPTH_PASS_WITH_SDF, - SHADER_VERSION_COLOR_PASS, - SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, - SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, - SHADER_VERSION_LIGHTMAP_COLOR_PASS, - SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, - SHADER_VERSION_MAX - }; - - struct { - SceneForwardClusteredShaderRD scene_shader; - ShaderCompilerRD compiler; - } shader; - - /* Material */ - - struct ShaderData : public RendererStorageRD::ShaderData { - enum BlendMode { //used internally - BLEND_MODE_MIX, - BLEND_MODE_ADD, - BLEND_MODE_SUB, - BLEND_MODE_MUL, - BLEND_MODE_ALPHA_TO_COVERAGE - }; - - 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 - - }; - - enum AlphaAntiAliasing { - ALPHA_ANTIALIASING_OFF, - ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, - ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE - }; - - bool valid; - RID version; - uint32_t vertex_input_mask; - PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::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_alpha_clip; - bool uses_depth_pre_pass; - bool uses_discard; - bool uses_roughness; - bool uses_normal; - - bool unshaded; - bool uses_vertex; - bool uses_sss; - bool uses_transmittance; - 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; - void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *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; - virtual RS::ShaderNativeSourceCode get_native_source_code() const; - - ShaderData(); - virtual ~ShaderData(); - }; - - RendererStorageRD::ShaderData *_create_shader_func(); - static RendererStorageRD::ShaderData *_create_shader_funcs() { - return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func(); - } - - struct MaterialData : public RendererStorageRD::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(); - }; - - RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); - static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { - return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); - } + SceneShaderForwardClustered scene_shader; /* Framebuffer */ - struct RenderBufferDataForward : public RenderBufferData { + struct RenderBufferDataForwardClustered : public RenderBufferData { //for rendering, may be MSAAd RID color; @@ -244,13 +105,12 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { void clear(); virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa); - ~RenderBufferDataForward(); + ~RenderBufferDataForwardClustered(); }; virtual RenderBufferData *_create_render_buffer_data(); - void _allocate_normal_roughness_texture(RenderBufferDataForward *rb); + void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb); - RID shadow_sampler; RID render_base_uniform_set; LocalVector<RID> render_pass_uniform_sets; RID sdfgi_pass_uniform_set; @@ -258,7 +118,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed(); - void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb); + void _render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb); virtual void _render_buffers_uniform_set_changed(RID p_render_buffers); virtual RID _render_buffers_get_normal_texture(RID p_render_buffers); @@ -488,19 +348,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { } scene_state; - static RendererSceneRenderForwardClustered *singleton; - - RID default_shader; - RID default_material; - RID overdraw_material_shader; - RID overdraw_material; - RID wireframe_material_shader; - RID wireframe_material; - RID default_shader_rd; - RID default_shader_sdfgi_rd; - - RID default_vec4_xform_buffer; - RID default_vec4_xform_uniform_set; + static RenderForwardClustered *singleton; void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0); void _setup_giprobes(const PagedArray<RID> &p_giprobes); @@ -578,11 +426,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { void *surface = nullptr; RID material_uniform_set; - ShaderData *shader = nullptr; + SceneShaderForwardClustered::ShaderData *shader = nullptr; void *surface_shadow = nullptr; RID material_uniform_set_shadow; - ShaderData *shader_shadow = nullptr; + SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr; GeometryInstanceSurfaceDataCache *next = nullptr; GeometryInstanceForwardClustered *owner = nullptr; @@ -650,14 +498,12 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD { PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc; PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; - void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); - bool low_end = false; - /* Render List */ struct RenderList { @@ -760,7 +606,8 @@ public: virtual bool free(RID p_rid); - RendererSceneRenderForwardClustered(RendererStorageRD *p_storage); - ~RendererSceneRenderForwardClustered(); + RenderForwardClustered(RendererStorageRD *p_storage); + ~RenderForwardClustered(); }; +} // namespace RendererSceneRenderImplementation #endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp new file mode 100644 index 0000000000..cb8c6e0cf3 --- /dev/null +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -0,0 +1,807 @@ +/*************************************************************************/ +/* scene_shader_forward_clustered.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "scene_shader_forward_clustered.h" +#include "core/config/project_settings.h" +#include "render_forward_clustered.h" + +using namespace RendererSceneRenderImplementation; + +void SceneShaderForwardClustered::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_testi = DEPTH_TEST_ENABLED; + int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; + 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_transmittance = 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["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); + actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); + + 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_testi, 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["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; + + 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["NORMAL_MAP"] = &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; + + SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; + Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); + + ERR_FAIL_COND(err != OK); + + if (version.is_null()) { + version = shader_singleton->shader.version_create(); + } + + depth_draw = DepthDraw(depth_drawi); + depth_test = DepthTest(depth_testi); + +#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 + shader_singleton->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(!shader_singleton->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 + + // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage + if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { + blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; + } + + 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; + case BLEND_MODE_ALPHA_TO_COVERAGE: { + 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_ZERO; + } + } + + 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); + RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1); + RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2); + + //update pipelines + + RD::PipelineDepthStencilState depth_stencil_state; + + if (depth_test != DEPTH_TEST_DISABLED) { + depth_stencil_state.enable_depth_test = true; + 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; + } + + for (int i = 0; i < CULL_VARIANT_MAX; i++) { + RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { + { 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[i][cull]; + + for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { + RD::RenderPrimitive primitive_rd_table[RS::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++) { + if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) { + continue; + } + 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; + RD::PipelineMultisampleState multisample_state; + + if (uses_alpha || uses_blend_alpha) { + // only allow these flags to go through if we have some form of msaa + if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { + multisample_state.enable_alpha_to_coverage = true; + } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { + multisample_state.enable_alpha_to_coverage = true; + multisample_state.enable_alpha_to_one = true; + } + + if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || 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_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) { + if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { + //none, blend state contains nothing + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { + blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way + } 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_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { + blend_state = blend_state_opaque; + } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { + //none, leave empty + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { + blend_state = blend_state_depth_normal_roughness; + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) { + blend_state = blend_state_depth_normal_roughness_giprobe; + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { + blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) { + blend_state = RD::PipelineColorBlendState(); //no color targets for SDF + } else { + //specular write + blend_state = blend_state_opaque_specular; + depth_stencil.enable_depth_test = false; + depth_stencil.enable_depth_write = false; + } + } + + RID shader_variant = shader_singleton->shader.version_get_shader(version, k); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); + } + } + } + + valid = true; +} + +void SceneShaderForwardClustered::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 SceneShaderForwardClustered::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().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + continue; + } + + 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); + } +} + +void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E->get()); + p.info.name = E->key(); //supply name + p.index = E->get().instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); + p_param_list->push_back(p); + } +} + +bool SceneShaderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool SceneShaderForwardClustered::ShaderData::is_animated() const { + return false; +} + +bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { + return false; +} + +Variant SceneShaderForwardClustered::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(); +} + +RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const { + SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; + + return shader_singleton->shader.version_get_native_source_code(version); +} + +SceneShaderForwardClustered::ShaderData::ShaderData() { + valid = false; + uses_screen_texture = false; +} + +SceneShaderForwardClustered::ShaderData::~ShaderData() { + SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; + ERR_FAIL_COND(!shader_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + shader_singleton->shader.version_free(version); + } +} + +RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() { + ShaderData *shader_data = memnew(ShaderData); + return shader_data; +} + +void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) { + priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits +} + +void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { + next_pass = p_pass; +} + +void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::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(), RD::BARRIER_MASK_RASTER); + } + + 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(), true); + } + + 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.uniform_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.uniform_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, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET); +} + +SceneShaderForwardClustered::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); + } +} + +RendererStorageRD::MaterialData *SceneShaderForwardClustered::_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; +} + +SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = nullptr; + +SceneShaderForwardClustered::SceneShaderForwardClustered() { + // there should be only one of these, contained within our RenderFM singleton. + singleton = this; +} + +SceneShaderForwardClustered::~SceneShaderForwardClustered() { + RD::get_singleton()->free(default_vec4_xform_buffer); + RD::get_singleton()->free(shadow_sampler); + + storage->free(wireframe_material_shader); + storage->free(overdraw_material_shader); + storage->free(default_shader); + + storage->free(wireframe_material); + storage->free(overdraw_material); + storage->free(default_material); +} + +void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end) { + storage = p_storage; + + { + 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 MODE_DUAL_PARABOLOID\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); + shader_versions.push_back(""); + shader_versions.push_back("\n#define USE_FORWARD_GI\n"); + shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\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.initialize(shader_versions, p_defines); + + if (p_is_low_end) { + //disable the high end versions + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false); + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false); + shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false); + shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); + shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); + } + } + + storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs); + storage->material_set_data_request_function(RendererStorageRD::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.inv_camera_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"; + + actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; + actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; + actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge"; + actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate"; + + //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["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; + 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["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color"; + actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth"; + actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve"; + actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost"; + actions.renames["BACKLIGHT"] = "backlight"; + 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"] = "color_buffer"; + actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; + actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; + actions.renames["DEPTH"] = "gl_FragDepth"; + actions.renames["OUTPUT_IS_SRGB"] = "true"; + actions.renames["FOG"] = "custom_fog"; + actions.renames["RADIANCE"] = "custom_radiance"; + actions.renames["IRRADIANCE"] = "custom_irradiance"; + actions.renames["BONE_INDICES"] = "bone_attrib"; + actions.renames["BONE_WEIGHTS"] = "weight_attrib"; + actions.renames["CUSTOM0"] = "custom0_attrib"; + actions.renames["CUSTOM1"] = "custom1_attrib"; + actions.renames["CUSTOM2"] = "custom2_attrib"; + actions.renames["CUSTOM3"] = "custom3_attrib"; + + //for light + actions.renames["VIEW"] = "view"; + actions.renames["LIGHT_COLOR"] = "light_color"; + actions.renames["LIGHT"] = "light"; + actions.renames["ATTENUATION"] = "attenuation"; + actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; + actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions.renames["SPECULAR_LIGHT"] = "specular_light"; + + actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; + actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; + actions.usage_defines["BINORMAL"] = "@TANGENT"; + actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; + actions.usage_defines["RIM_TINT"] = "@RIM"; + actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; + actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; + actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions.usage_defines["AO"] = "#define AO_USED\n"; + actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n"; + actions.usage_defines["UV"] = "#define UV_USED\n"; + actions.usage_defines["UV2"] = "#define UV2_USED\n"; + actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n"; + actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n"; + actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n"; + actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; + actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; + actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; + actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; + actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; + actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; + + actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n"; + actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n"; + actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n"; + actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE"; + + actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; + actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_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.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; + actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; + actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\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/shading/overrides/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"; + + actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; + + bool force_blinn = GLOBAL_GET("rendering/shading/overrides/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.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET; + actions.base_uniform_string = "material."; + actions.base_varying_index = 10; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + actions.global_buffer_array_variable = "global_variables.data"; + actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; + + compiler.initialize(actions); + } + + { + //default material and shader + default_shader = storage->shader_allocate(); + storage->shader_initialize(default_shader); + storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); + default_material = storage->material_allocate(); + storage->material_initialize(default_material); + storage->material_set_shader(default_material, default_shader); + + MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); + default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); + if (!p_is_low_end) { + default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); + } + } + + { + overdraw_material_shader = storage->shader_allocate(); + storage->shader_initialize(overdraw_material_shader); + storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); + overdraw_material = storage->material_allocate(); + storage->material_initialize(overdraw_material); + storage->material_set_shader(overdraw_material, overdraw_material_shader); + + wireframe_material_shader = storage->shader_allocate(); + storage->shader_initialize(wireframe_material_shader); + storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }"); + wireframe_material = storage->material_allocate(); + storage->material_initialize(wireframe_material); + storage->material_set_shader(wireframe_material, wireframe_material_shader); + } + + { + default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.ids.push_back(default_vec4_xform_buffer); + u.binding = 0; + uniforms.push_back(u); + + default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardClustered::TRANSFORMS_UNIFORM_SET); + } + { + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; + sampler.enable_compare = true; + sampler.compare_op = RD::COMPARE_OP_LESS; + shadow_sampler = RD::get_singleton()->sampler_create(sampler); + } +} diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h new file mode 100644 index 0000000000..368340e258 --- /dev/null +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -0,0 +1,210 @@ +/*************************************************************************/ +/* scene_shader_forward_clustered.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RSSR_SCENE_SHADER_FC_H +#define RSSR_SCENE_SHADER_FC_H + +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/renderer_storage_rd.h" +#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" + +namespace RendererSceneRenderImplementation { + +class SceneShaderForwardClustered { +private: + static SceneShaderForwardClustered *singleton; + +public: + RendererStorageRD *storage; + + enum ShaderVersion { + SHADER_VERSION_DEPTH_PASS, + SHADER_VERSION_DEPTH_PASS_DP, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, + SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, + SHADER_VERSION_DEPTH_PASS_WITH_SDF, + SHADER_VERSION_COLOR_PASS, + SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, + SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, + SHADER_VERSION_LIGHTMAP_COLOR_PASS, + SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, + SHADER_VERSION_MAX + }; + + struct ShaderData : public RendererStorageRD::ShaderData { + enum BlendMode { //used internally + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + BLEND_MODE_ALPHA_TO_COVERAGE + }; + + 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 + + }; + + enum AlphaAntiAliasing { + ALPHA_ANTIALIASING_OFF, + ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, + ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE + }; + + bool valid; + RID version; + uint32_t vertex_input_mask; + PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::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_alpha_clip; + bool uses_depth_pre_pass; + bool uses_discard; + bool uses_roughness; + bool uses_normal; + + bool unshaded; + bool uses_vertex; + bool uses_sss; + bool uses_transmittance; + 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; + void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *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; + virtual RS::ShaderNativeSourceCode get_native_source_code() const; + + ShaderData(); + virtual ~ShaderData(); + }; + + RendererStorageRD::ShaderData *_create_shader_func(); + static RendererStorageRD::ShaderData *_create_shader_funcs() { + return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func(); + } + + struct MaterialData : public RendererStorageRD::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(); + }; + + RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); + static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { + return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); + } + + SceneForwardClusteredShaderRD shader; + ShaderCompilerRD compiler; + + RID default_shader; + RID default_material; + RID overdraw_material_shader; + RID overdraw_material; + RID wireframe_material_shader; + RID wireframe_material; + RID default_shader_rd; + RID default_shader_sdfgi_rd; + + RID default_vec4_xform_buffer; + RID default_vec4_xform_uniform_set; + + RID shadow_sampler; + + SceneShaderForwardClustered(); + ~SceneShaderForwardClustered(); + + void init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end); +}; + +} // namespace RendererSceneRenderImplementation +#endif // !RSSR_SCENE_SHADER_FM_H diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index d5ac05d1d1..2247b841c9 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -175,5 +175,5 @@ RendererCompositorRD::RendererCompositorRD() { storage = memnew(RendererStorageRD); canvas = memnew(RendererCanvasRenderRD(storage)); - scene = memnew(RendererSceneRenderForwardClustered(storage)); + scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage)); } diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 67a843452b..5b5f3ad0cb 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -34,8 +34,8 @@ #include "core/os/os.h" #include "core/templates/thread_work_pool.h" #include "servers/rendering/renderer_compositor.h" +#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" class RendererCompositorRD : public RendererCompositor { diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index 4e4e553605..3856f38457 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -2992,6 +2992,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p } } default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * MAX_GIPROBES); + half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution"); } void RendererSceneGIRD::free() { @@ -3097,10 +3098,10 @@ void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_ } if (giprobes_changed) { - if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) { - RD::get_singleton()->free(rb->gi_uniform_set); + if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) { + RD::get_singleton()->free(rb->gi.uniform_set); } - rb->gi_uniform_set = RID(); + rb->gi.uniform_set = RID(); if (rb->volumetric_fog) { if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { RD::get_singleton()->free(rb->volumetric_fog->uniform_set); @@ -3125,7 +3126,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ ERR_FAIL_COND(rb == nullptr); RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment); - if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != half_resolution) { + if (rb->ambient_buffer.is_null() || rb->gi.using_half_size_gi != half_resolution) { if (rb->ambient_buffer.is_valid()) { RD::get_singleton()->free(rb->ambient_buffer); RD::get_singleton()->free(rb->reflection_buffer); @@ -3142,7 +3143,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->using_half_size_gi = half_resolution; + rb->gi.using_half_size_gi = half_resolution; p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers); } @@ -3187,7 +3188,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ push_constant.cam_rotation[10] = p_transform.basis[2][2]; push_constant.cam_rotation[11] = 0; - if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) { + if (rb->gi.uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) { Vector<RD::Uniform> uniforms; { RD::Uniform u; @@ -3340,22 +3341,22 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ uniforms.push_back(u); } - rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); + rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); } Mode mode; - if (rb->using_half_size_gi) { + if (rb->gi.using_half_size_gi) { mode = (use_sdfgi && use_giprobes) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_GIPROBE); } else { mode = (use_sdfgi && use_giprobes) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_GIPROBE); } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); - if (rb->using_half_size_gi) { + if (rb->gi.using_half_size_gi) { RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1); } else { RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1); diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index c0f3318538..df20011b23 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -561,6 +561,9 @@ public: RID full_buffer; RID full_dispatch; RID full_mask; + + RID uniform_set; + bool using_half_size_gi = false; }; struct SDFGIData { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 4cf296f0db..4c5bded2ff 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -522,9 +522,13 @@ RID RendererSceneRenderRD::reflection_atlas_create() { ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count"); ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size"); - ra.cluster_builder = memnew(ClusterBuilderRD); - ra.cluster_builder->set_shared(&cluster_builder_shared); - ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID()); + if (is_clustered_enabled()) { + ra.cluster_builder = memnew(ClusterBuilderRD); + ra.cluster_builder->set_shared(&cluster_builder_shared); + ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID()); + } else { + ra.cluster_builder = nullptr; + } return reflection_atlas_owner.make_rid(ra); } @@ -537,7 +541,10 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref return; //no changes } - ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID()); + if (ra->cluster_builder) { + // only if we're using our cluster + ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID()); + } ra->size = p_reflection_size; ra->count = p_reflection_count; @@ -2124,10 +2131,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p rb->msaa = p_msaa; rb->screen_space_aa = p_screen_space_aa; rb->use_debanding = p_use_debanding; - if (rb->cluster_builder == nullptr) { - rb->cluster_builder = memnew(ClusterBuilderRD); + + if (is_clustered_enabled()) { + if (rb->cluster_builder == nullptr) { + rb->cluster_builder = memnew(ClusterBuilderRD); + } + rb->cluster_builder->set_shared(&cluster_builder_shared); } - rb->cluster_builder->set_shared(&cluster_builder_shared); _free_render_buffer_data(rb); @@ -2170,7 +2180,9 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa); _render_buffers_uniform_set_changed(p_render_buffers); - rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture); + if (is_clustered_enabled()) { + rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture); + } } void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) { @@ -2943,6 +2955,7 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { } void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) { + ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); ERR_FAIL_COND(!rb); RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment); @@ -3505,7 +3518,9 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R break; } } - _update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count); + if (is_volumetric_supported()) { + _update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count); + } } } @@ -3578,8 +3593,8 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform & } if (render_buffers_owner.owns(render_state.render_buffers)) { - RenderBuffers *rs_rb = render_buffers_owner.getornull(render_state.render_buffers); - current_cluster_builder = rs_rb->cluster_builder; + // render_state.render_buffers == p_render_buffers so we can use our already retrieved rb + current_cluster_builder = rb->cluster_builder; } else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe); ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas); @@ -3590,7 +3605,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform & current_cluster_builder = ra->cluster_builder; } } else { - ERR_PRINT("No cluster builder, bug"); //should never happen, will crash + ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash current_cluster_builder = nullptr; } @@ -4077,7 +4092,23 @@ int RendererSceneRenderRD::get_max_directional_lights() const { } bool RendererSceneRenderRD::is_low_end() const { - return low_end; + // by default we switch this on this (may be ignored in some implementations) + return GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer"); +} + +bool RendererSceneRenderRD::is_dynamic_gi_supported() const { + // usable by default (unless low end = true) + return true; +} + +bool RendererSceneRenderRD::is_clustered_enabled() const { + // used by default. + return true; +} + +bool RendererSceneRenderRD::is_volumetric_supported() const { + // usable by default (unless low end = true) + return true; } RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { @@ -4091,7 +4122,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - low_end = GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer"); + low_end = is_low_end(); if (textures_per_stage < 48) { low_end = true; @@ -4103,7 +4134,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { /* GI */ - if (!low_end) { + if (!low_end && is_dynamic_gi_supported()) { gi.init(storage, &sky); } @@ -4141,7 +4172,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); } - if (!low_end) { + if (!low_end && is_volumetric_supported()) { String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n"; Vector<String> volumetric_fog_modes; volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); @@ -4188,8 +4219,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")); cull_argument.set_page_pool(&cull_argument_pool); - - gi.half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution"); } RendererSceneRenderRD::~RendererSceneRenderRD() { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 001cfeb74d..264c0e4276 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -51,6 +51,7 @@ protected: RendererStorageRD *storage; double time; double time_step = 0; + bool low_end = false; // If true GI and Volumetric fog are disabled struct RenderBufferData { virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0; @@ -383,9 +384,9 @@ private: RID texture; //main texture for rendering to, must be filled after done rendering RID depth_texture; //main depth texture - RID gi_uniform_set; RendererSceneGIRD::SDFGI *sdfgi = nullptr; VolumetricFog *volumetric_fog = nullptr; + RendererSceneGIRD::RenderBuffersGI gi; ClusterBuilderRD *cluster_builder = nullptr; @@ -428,9 +429,6 @@ private: RID ambient_buffer; RID reflection_buffer; - bool using_half_size_gi = false; - - RendererSceneGIRD::RenderBuffersGI gi; }; /* GI */ @@ -719,7 +717,6 @@ private: */ uint32_t max_cluster_elements = 512; - bool low_end = false; void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true); @@ -1193,7 +1190,11 @@ public: void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir); - bool is_low_end() const; + virtual bool is_low_end() const; + + virtual bool is_dynamic_gi_supported() const; + virtual bool is_clustered_enabled() const; + virtual bool is_volumetric_supported() const; RendererSceneRenderRD(RendererStorageRD *p_storage); ~RendererSceneRenderRD(); |