diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
143 files changed, 30893 insertions, 23325 deletions
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub index 64e613ab91..10b83dca11 100644 --- a/servers/rendering/renderer_rd/SCsub +++ b/servers/rendering/renderer_rd/SCsub @@ -4,6 +4,9 @@ Import("env") env.add_source_files(env.servers_sources, "*.cpp") +SConscript("effects/SCsub") +SConscript("environment/SCsub") SConscript("forward_clustered/SCsub") SConscript("forward_mobile/SCsub") SConscript("shaders/SCsub") +SConscript("storage_rd/SCsub") diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index b952ecbff0..1bb45cbcc1 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -269,7 +269,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size); cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size); - render_elements = (RenderElementData *)memalloc(sizeof(RenderElementData *) * render_element_max); + render_elements = static_cast<RenderElementData *>(memalloc(sizeof(RenderElementData *) * render_element_max)); render_element_count = 0; element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max); @@ -287,21 +287,21 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 1; - u.ids.push_back(state_uniform); + u.append_id(state_uniform); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; - u.ids.push_back(element_buffer); + u.append_id(element_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; - u.ids.push_back(cluster_render_buffer); + u.append_id(cluster_render_buffer); uniforms.push_back(u); } @@ -314,14 +314,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.ids.push_back(cluster_render_buffer); + u.append_id(cluster_render_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; - u.ids.push_back(cluster_buffer); + u.append_id(cluster_buffer); uniforms.push_back(u); } @@ -329,7 +329,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; - u.ids.push_back(element_buffer); + u.append_id(element_buffer); uniforms.push_back(u); } @@ -342,14 +342,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.ids.push_back(cluster_buffer); + u.append_id(cluster_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(p_color_buffer); + u.append_id(p_color_buffer); uniforms.push_back(u); } @@ -357,14 +357,14 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 3; - u.ids.push_back(p_depth_buffer); + u.append_id(p_depth_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 4; - u.ids.push_back(p_depth_buffer_sampler); + u.append_id(p_depth_buffer_sampler); uniforms.push_back(u); } @@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID } } -void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) { +void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) { view_xform = p_view_transform.affine_inverse(); projection = p_cam_projection; z_near = projection.get_z_near(); @@ -385,7 +385,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa adjusted_projection.adjust_perspective_znear(0.0001); } - CameraMatrix correction; + Projection correction; correction.set_depth_correction(p_flip_y); projection = correction * projection; adjusted_projection = correction * adjusted_projection; @@ -398,7 +398,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa } void ClusterBuilderRD::bake_cluster() { - RENDER_TIMESTAMP(">Bake Cluster"); + RENDER_TIMESTAMP("> Bake 3D Cluster"); RD::get_singleton()->draw_command_begin_label("Bake Light Cluster"); @@ -413,7 +413,7 @@ void ClusterBuilderRD::bake_cluster() { StateUniform state; - RendererStorageRD::store_camera(adjusted_projection, state.projection); + RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection); state.inv_z_far = 1.0 / z_far; state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size); state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less @@ -429,7 +429,7 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); - RENDER_TIMESTAMP("Render Elements"); + RENDER_TIMESTAMP("Render 3D Cluster Elements"); //render elements { @@ -460,21 +460,13 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant)); uint32_t instances = 1; -#if 0 - for (uint32_t j = i+1; j < element_count; j++) { - if (elements[i].type!=elements[j].type) { - break; - } - instances++; - } -#endif RD::get_singleton()->draw_list_draw(draw_list, true, instances); i += instances; } RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE); } //store elements - RENDER_TIMESTAMP("Pack Elements"); + RENDER_TIMESTAMP("Pack 3D Cluster Elements"); { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); @@ -500,7 +492,7 @@ void ClusterBuilderRD::bake_cluster() { } else { RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } - RENDER_TIMESTAMP("<Bake Cluster"); + RENDER_TIMESTAMP("< Bake 3D Cluster"); RD::get_singleton()->draw_command_end_label(); } diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index c0c03eb26a..17ca1986c6 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -31,10 +31,10 @@ #ifndef CLUSTER_BUILDER_RD_H #define CLUSTER_BUILDER_RD_H -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" class ClusterBuilderSharedDataRD { friend class ClusterBuilderRD; @@ -168,8 +168,8 @@ private: uint32_t render_element_max = 0; Transform3D view_xform; - CameraMatrix adjusted_projection; - CameraMatrix projection; + Projection adjusted_projection; + Projection projection; float z_far = 0; float z_near = 0; bool orthogonal = false; @@ -220,7 +220,7 @@ private: public: void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer); - void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y); + void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y); _FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) { if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) { @@ -261,7 +261,7 @@ public: e.type = ELEMENT_TYPE_OMNI_LIGHT; e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]; - RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv); + RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv); cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++; @@ -289,11 +289,11 @@ public: e.touches_near = min_d < z_near; } else { //contains camera inside light - Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z)); + Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin); float dist = base_plane.distance_to(Vector3()); if (dist >= 0 && dist < radius) { //inside, check angle - float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_axis(Vector3::AXIS_Z)))); + float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z)))); e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit } else { e.touches_near = false; @@ -309,7 +309,7 @@ public: e.type = ELEMENT_TYPE_SPOT_LIGHT; e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index - RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv); + RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv); cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++; } @@ -331,9 +331,9 @@ public: //extract scale and scale the matrix by it, makes things simpler Vector3 scale = p_half_extents; for (uint32_t i = 0; i < 3; i++) { - float s = xform.basis.elements[i].length(); + float s = xform.basis.rows[i].length(); scale[i] *= s; - xform.basis.elements[i] /= s; + xform.basis.rows[i] /= s; }; float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale)); @@ -356,7 +356,7 @@ public: e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE; e.original_index = cluster_count_by_type[e.type]; - RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv); + RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv); cluster_count_by_type[e.type]++; render_element_count++; @@ -375,4 +375,4 @@ public: ~ClusterBuilderRD(); }; -#endif // CLUSTER_BUILDER_H +#endif // CLUSTER_BUILDER_RD_H diff --git a/servers/rendering/renderer_rd/effects/SCsub b/servers/rendering/renderer_rd/effects/SCsub new file mode 100644 index 0000000000..86681f9c74 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/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/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp new file mode 100644 index 0000000000..cc7441776d --- /dev/null +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp @@ -0,0 +1,475 @@ +/*************************************************************************/ +/* bokeh_dof.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "bokeh_dof.h" +#include "copy_effects.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +BokehDOF::BokehDOF(bool p_prefer_raster_effects) { + prefer_raster_effects = p_prefer_raster_effects; + + // Initialize bokeh + Vector<String> bokeh_modes; + bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); + if (prefer_raster_effects) { + bokeh.raster_shader.initialize(bokeh_modes); + + bokeh.shader_version = bokeh.raster_shader.version_create(); + + const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 }; + for (int i = 0; i < BOKEH_MAX; i++) { + RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]); + bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } + } else { + bokeh.compute_shader.initialize(bokeh_modes); + bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false); + bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false); + bokeh.shader_version = bokeh.compute_shader.version_create(); + + for (int i = 0; i < BOKEH_MAX; i++) { + if (bokeh.compute_shader.is_variant_enabled(i)) { + bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i)); + } + } + + for (int i = 0; i < BOKEH_MAX; i++) { + bokeh.raster_pipelines[i].clear(); + } + } +} + +BokehDOF::~BokehDOF() { + if (prefer_raster_effects) { + bokeh.raster_shader.version_free(bokeh.shader_version); + } else { + bokeh.compute_shader.version_free(bokeh.shader_version); + } +} + +void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // setup our push constant + memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); + bokeh.push_constant.blur_far_active = p_dof_far; + bokeh.push_constant.blur_far_begin = p_dof_far_begin; + bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; + + bokeh.push_constant.blur_near_active = p_dof_near; + bokeh.push_constant.blur_near_begin = p_dof_near_begin; + bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); + bokeh.push_constant.use_jitter = p_use_jitter; + bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; + + bokeh.push_constant.z_near = p_cam_znear; + bokeh.push_constant.z_far = p_cam_zfar; + bokeh.push_constant.orthogonal = p_cam_orthogonal; + bokeh.push_constant.blur_size = p_bokeh_size; + + bokeh.push_constant.second_pass = false; + bokeh.push_constant.half_size = false; + + bokeh.push_constant.blur_scale = 0.5; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture })); + RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture })); + RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture })); + RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] })); + RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] })); + + RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture); + RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture); + RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]); + RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + /* FIRST PASS */ + // The alpha channel of the source color texture is filled with the expected circle size + // If used for DOF far, the size is positive, if used for near, its negative. + + RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE); + ERR_FAIL_COND(shader.is_null()); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1); + + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + //second pass + BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]); + + static const int quality_samples[4] = { 6, 12, 12, 24 }; + + bokeh.push_constant.steps = quality_samples[p_quality]; + + if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); + + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + bokeh.push_constant.blur_size *= 0.5; + + } else { + //medium and high quality use full size + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //third pass + bokeh.push_constant.second_pass = true; + + if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + //forth pass, upscale for low quality + + shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); + ERR_FAIL_COND(shader.is_null()); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1); + + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; + bokeh.push_constant.half_size = false; + bokeh.push_constant.second_pass = false; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); + } + } else { + //circle + + shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR); + ERR_FAIL_COND(shader.is_null()); + + //second pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); + + static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; + + bokeh.push_constant.steps = 0; + bokeh.push_constant.blur_scale = quality_scale[p_quality]; + + //circle always runs in half size, otherwise too expensive + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1); + + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //circle is just one pass, then upscale + + // upscale + + shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE); + ERR_FAIL_COND(shader.is_null()); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1); + + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; + bokeh.push_constant.half_size = false; + bokeh.push_constant.second_pass = false; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); + } + + RD::get_singleton()->compute_list_end(); +} + +void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // setup our base push constant + memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); + + bokeh.push_constant.orthogonal = p_cam_orthogonal; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.width; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.height; + bokeh.push_constant.z_far = p_cam_zfar; + bokeh.push_constant.z_near = p_cam_znear; + + bokeh.push_constant.second_pass = false; + bokeh.push_constant.half_size = false; + bokeh.push_constant.blur_size = p_dof_blur_amount; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture })); + RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture })); + RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture })); + RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] })); + RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] })); + RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] })); + RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] })); + RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] })); + RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] })); + + if (p_dof_far || p_dof_near) { + if (p_dof_far) { + bokeh.push_constant.blur_far_active = true; + bokeh.push_constant.blur_far_begin = p_dof_far_begin; + bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; + } + + if (p_dof_near) { + bokeh.push_constant.blur_near_active = true; + bokeh.push_constant.blur_near_begin = p_dof_near_begin; + bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size; + } + + { + // generate our depth data + RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE); + ERR_FAIL_COND(shader.is_null()); + + RID framebuffer = p_buffers.base_weight_fb; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } + + if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + // double pass approach + BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; + + RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + bokeh.push_constant.blur_size *= 0.5; + } + + static const int quality_samples[4] = { 6, 12, 12, 24 }; + bokeh.push_constant.blur_scale = 0.5; + bokeh.push_constant.steps = quality_samples[p_quality]; + + RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; + + // Pass 1 + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + // Pass 2 + if (!bokeh.push_constant.half_size) { + // do not output weight, we're writing back into our base buffer + mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; + + shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + } + bokeh.push_constant.second_pass = true; + + framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb; + RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture; + RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + if (bokeh.push_constant.half_size) { + // Compose pass + mode = BOKEH_COMPOSITE; + shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + framebuffer = p_buffers.base_fb; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } + + } else { + // circular is a single pass approach + BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR; + + RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + { + // circle always runs in half size, otherwise too expensive (though the code below does support making this optional) + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + // bokeh.push_constant.blur_size *= 0.5; + } + + static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; + bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.steps = 0.0; + + RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + if (bokeh.push_constant.half_size) { + // Compose + mode = BOKEH_COMPOSITE; + shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + framebuffer = p_buffers.base_fb; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } else { + CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb); + } + } + } +} diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h new file mode 100644 index 0000000000..30b33be168 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h @@ -0,0 +1,120 @@ +/*************************************************************************/ +/* bokeh_dof.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 BOKEH_DOF_RD_H +#define BOKEH_DOF_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class BokehDOF { +private: + bool prefer_raster_effects; + + struct BokehPushConstant { + uint32_t size[2]; + float z_far; + float z_near; + + uint32_t orthogonal; + float blur_size; + float blur_scale; + uint32_t steps; + + uint32_t blur_near_active; + float blur_near_begin; + float blur_near_end; + uint32_t blur_far_active; + + float blur_far_begin; + float blur_far_end; + uint32_t second_pass; + uint32_t half_size; + + uint32_t use_jitter; + float jitter_seed; + uint32_t pad[2]; + }; + + enum BokehMode { + BOKEH_GEN_BLUR_SIZE, + BOKEH_GEN_BOKEH_BOX, + BOKEH_GEN_BOKEH_BOX_NOWEIGHT, + BOKEH_GEN_BOKEH_HEXAGONAL, + BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, + BOKEH_GEN_BOKEH_CIRCULAR, + BOKEH_COMPOSITE, + BOKEH_MAX + }; + + struct Bokeh { + BokehPushConstant push_constant; + BokehDofShaderRD compute_shader; + BokehDofRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipelines[BOKEH_MAX]; + PipelineCacheRD raster_pipelines[BOKEH_MAX]; + } bokeh; + +public: + struct BokehBuffers { + // bokeh buffers + + // textures + Size2i base_texture_size; + RID base_texture; + RID depth_texture; + RID secondary_texture; + RID half_texture[2]; + + // raster only + RID base_fb; + RID secondary_fb; // with weights + RID half_fb[2]; // with weights + RID base_weight_fb; + RID weight_texture[4]; + }; + + BokehDOF(bool p_prefer_raster_effects); + ~BokehDOF(); + + void bokeh_dof_compute(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); + void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); +}; + +} // namespace RendererRD + +#endif // BOKEH_DOF_RD_H diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp new file mode 100644 index 0000000000..5507483cee --- /dev/null +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -0,0 +1,1191 @@ +/*************************************************************************/ +/* copy_effects.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "copy_effects.h" +#include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" +#include "thirdparty/misc/cubemap_coeffs.h" + +using namespace RendererRD; + +CopyEffects *CopyEffects::singleton = nullptr; + +CopyEffects *CopyEffects::get_singleton() { + return singleton; +} + +CopyEffects::CopyEffects(bool p_prefer_raster_effects) { + singleton = this; + prefer_raster_effects = p_prefer_raster_effects; + + if (prefer_raster_effects) { + // init blur shader (on compute use copy shader) + + Vector<String> blur_modes; + blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP + blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR + blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW + blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE + blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY + + blur_raster.shader.initialize(blur_modes); + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + blur_raster.shader_version = blur_raster.shader.version_create(); + + for (int i = 0; i < BLUR_MODE_MAX; i++) { + blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } + + } else { + // not used in clustered + for (int i = 0; i < BLUR_MODE_MAX; i++) { + blur_raster.pipelines[i].clear(); + } + + Vector<String> copy_modes; + copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); + copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n"); + copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n"); + copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define MODE_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); + copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n"); + copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n"); + copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n"); + copy_modes.push_back("\n#define MODE_SET_COLOR\n"); + copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n"); + copy_modes.push_back("\n#define MODE_MIPMAP\n"); + copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n"); + copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n"); + copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n"); + + copy.shader.initialize(copy_modes); + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + copy.shader_version = copy.shader.version_create(); + + for (int i = 0; i < COPY_MODE_MAX; i++) { + if (copy.shader.is_variant_enabled(i)) { + copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i)); + } + } + } + + { + Vector<String> copy_modes; + copy_modes.push_back("\n"); // COPY_TO_FB_COPY + copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); // COPY_TO_FB_COPY_PANORAMA_TO_DP + copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2 + copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW + copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH + + copy_to_fb.shader.initialize(copy_modes); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW, false); + copy_to_fb.shader.set_variant_enabled(COPY_TO_FB_MULTIVIEW_WITH_DEPTH, false); + } + + copy_to_fb.shader_version = copy_to_fb.shader.version_create(); + + //use additive + + for (int i = 0; i < COPY_TO_FB_MAX; i++) { + if (copy_to_fb.shader.is_variant_enabled(i)) { + copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + copy_to_fb.pipelines[i].clear(); + } + } + } + + { + // Initialize copier + Vector<String> copy_modes; + copy_modes.push_back("\n"); + + cube_to_dp.shader.initialize(copy_modes); + + cube_to_dp.shader_version = cube_to_dp.shader.version_create(); + RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); + RD::PipelineDepthStencilState dss; + dss.enable_depth_test = true; + dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS; + dss.enable_depth_write = true; + cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0); + } + + { + //Initialize cubemap downsampler + Vector<String> cubemap_downsampler_modes; + cubemap_downsampler_modes.push_back(""); + + if (prefer_raster_effects) { + cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes); + + cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create(); + + cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes); + + cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create(); + + cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0)); + cubemap_downsampler.raster_pipeline.clear(); + } + } + + { + // Initialize cubemap filter + filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality"); + + Vector<String> cubemap_filter_modes; + cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n"); + cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n"); + cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n"); + cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n"); + + if (filter.use_high_quality) { + filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs)); + RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]); + } else { + filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs)); + RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]); + } + + if (prefer_raster_effects) { + filter.raster_shader.initialize(cubemap_filter_modes); + + // array variants are not supported in raster + filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false); + filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false); + + filter.shader_version = filter.raster_shader.version_create(); + + for (int i = 0; i < FILTER_MODE_MAX; i++) { + if (filter.raster_shader.is_variant_enabled(i)) { + filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + filter.raster_pipelines[i].clear(); + } + } + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(filter.coefficient_buffer); + uniforms.push_back(u); + } + filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); + } else { + filter.compute_shader.initialize(cubemap_filter_modes); + filter.shader_version = filter.compute_shader.version_create(); + + for (int i = 0; i < FILTER_MODE_MAX; i++) { + filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i)); + filter.raster_pipelines[i].clear(); + } + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(filter.coefficient_buffer); + uniforms.push_back(u); + } + filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); + } + } + + { + // Initialize roughness + Vector<String> cubemap_roughness_modes; + cubemap_roughness_modes.push_back(""); + + if (prefer_raster_effects) { + roughness.raster_shader.initialize(cubemap_roughness_modes); + + roughness.shader_version = roughness.raster_shader.version_create(); + + roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + + } else { + roughness.compute_shader.initialize(cubemap_roughness_modes); + + roughness.shader_version = roughness.compute_shader.version_create(); + + roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0)); + roughness.raster_pipeline.clear(); + } + } + + { + Vector<String> specular_modes; + specular_modes.push_back("\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD + specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR + specular_modes.push_back("\n"); // SPECULAR_MERGE_ADDITIVE_ADD + specular_modes.push_back("\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR + + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n"); // SPECULAR_MERGE_ADD_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_MERGE\n#define MODE_SSR\n"); // SPECULAR_MERGE_SSR_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n"); // SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW + specular_modes.push_back("\n#define USE_MULTIVIEW\n#define MODE_SSR\n"); // SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW + + specular_merge.shader.initialize(specular_modes); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADD_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_SSR_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, false); + specular_merge.shader.set_variant_enabled(SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, false); + } + + specular_merge.shader_version = specular_merge.shader.version_create(); + + //use additive + + RD::PipelineColorBlendState::Attachment ba; + ba.enable_blend = true; + ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE; + ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + ba.color_blend_op = RD::BLEND_OP_ADD; + ba.alpha_blend_op = RD::BLEND_OP_ADD; + + RD::PipelineColorBlendState blend_additive; + blend_additive.attachments.push_back(ba); + + for (int i = 0; i < SPECULAR_MERGE_MAX; i++) { + if (specular_merge.shader.is_variant_enabled(i)) { + RD::PipelineColorBlendState blend_state; + if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR || i == SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW || i == SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW) { + blend_state = blend_additive; + } else { + blend_state = RD::PipelineColorBlendState::create_disabled(); + } + specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } + } + } +} + +CopyEffects::~CopyEffects() { + if (prefer_raster_effects) { + blur_raster.shader.version_free(blur_raster.shader_version); + cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version); + filter.raster_shader.version_free(filter.shader_version); + roughness.raster_shader.version_free(roughness.shader_version); + } else { + copy.shader.version_free(copy.shader_version); + cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version); + filter.compute_shader.version_free(filter.shader_version); + roughness.compute_shader.version_free(roughness.shader_version); + } + + specular_merge.shader.version_free(specular_merge.shader_version); + + RD::get_singleton()->free(filter.coefficient_buffer); + + if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { + RD::get_singleton()->free(filter.image_uniform_set); + } + + if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) { + RD::get_singleton()->free(filter.uniform_set); + } + + copy_to_fb.shader.version_free(copy_to_fb.shader_version); + cube_to_dp.shader.version_free(cube_to_dp.shader_version); + + singleton = nullptr; +} + +void CopyEffects::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_to_rect shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + if (p_flip_y) { + copy.push_constant.flags |= COPY_FLAG_FLIP_Y; + } + + if (p_force_luminance) { + copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE; + } + + if (p_all_source) { + copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE; + } + + if (p_alpha_to_one) { + copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE; + } + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_rect.size.width; + copy.push_constant.section[3] = p_rect.size.height; + copy.push_constant.target[0] = p_rect.position.x; + copy.push_constant.target[1] = p_rect.position.y; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); + + CopyMode mode = p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_cubemap_to_panorama shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_panorama_size.width; + copy.push_constant.section[3] = p_panorama_size.height; + copy.push_constant.target[0] = 0; + copy.push_constant.target[1] = 0; + copy.push_constant.camera_z_far = p_lod; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cube(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cube })); + RD::Uniform u_dest_panorama(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_panorama); + + CopyMode mode = p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cube), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_panorama), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + if (p_flip_y) { + copy.push_constant.flags |= COPY_FLAG_FLIP_Y; + } + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_rect.size.width; + copy.push_constant.section[3] = p_rect.size.height; + copy.push_constant.target[0] = p_rect.position.x; + copy.push_constant.target[1] = p_rect.position.y; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); + + CopyMode mode = COPY_MODE_SIMPLY_COPY_DEPTH; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + if (p_flip_y) { + copy.push_constant.flags |= COPY_FLAG_FLIP_Y; + } + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_rect.size.width; + copy.push_constant.section[3] = p_rect.size.height; + copy.push_constant.target[0] = p_rect.position.x; + copy.push_constant.target[1] = p_rect.position.y; + copy.push_constant.camera_z_far = p_z_far; + copy.push_constant.camera_z_near = p_z_near; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); + + CopyMode mode = COPY_MODE_LINEARIZE_DEPTH; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); + + copy_to_fb.push_constant.use_section = true; + copy_to_fb.push_constant.section[0] = p_uv_rect.position.x; + copy_to_fb.push_constant.section[1] = p_uv_rect.position.y; + copy_to_fb.push_constant.section[2] = p_uv_rect.size.x; + copy_to_fb.push_constant.section[3] = p_uv_rect.size.y; + + if (p_flip_y) { + copy_to_fb.push_constant.flip_y = true; + } + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + CopyToFBMode mode = p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY; + RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = p_draw_list; + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); +} + +void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); + + if (p_flip_y) { + copy_to_fb.push_constant.flip_y = true; + } + if (p_force_luminance) { + copy_to_fb.push_constant.force_luminance = true; + } + if (p_alpha_to_zero) { + copy_to_fb.push_constant.alpha_to_zero = true; + } + if (p_srgb) { + copy_to_fb.push_constant.srgb = true; + } + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + CopyToFBMode mode; + if (p_multiview) { + mode = p_secondary.is_valid() ? COPY_TO_FB_MULTIVIEW_WITH_DEPTH : COPY_TO_FB_MULTIVIEW; + } else { + mode = p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY; + } + + RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + if (p_secondary.is_valid()) { + // TODO may need to do this differently when reading from depth buffer for multiview + RD::Uniform u_secondary(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_secondary })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_secondary), 1); + } + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the copy with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture })); + + RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, BLUR_MODE_COPY); + ERR_FAIL_COND(shader.is_null()); + + // Just copy it back (we use our blur raster shader here).. + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + copy.push_constant.section[0] = p_region.position.x; + copy.push_constant.section[1] = p_region.position.y; + copy.push_constant.section[2] = p_region.size.width; + copy.push_constant.section[3] = p_region.size.height; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_texture); + + CopyMode mode = p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + //HORIZONTAL + RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_texture), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW; + uint32_t base_flags = 0; + + copy.push_constant.section[2] = p_size.x; + copy.push_constant.section[3] = p_size.y; + + copy.push_constant.glow_strength = p_strength; + copy.push_constant.glow_bloom = p_bloom; + copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; + copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale; + copy.push_constant.glow_exposure = p_exposure; + copy.push_constant.glow_white = 0; //actually unused + copy.push_constant.glow_luminance_cap = p_luminance_cap; + + copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_back_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_back_texture); + + RID shader = copy.shader.version_get_shader(copy.shader_version, copy_mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_back_texture), 3); + if (p_auto_exposure.is_valid() && p_first_pass) { + RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1); + } + + copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + + BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; + uint32_t base_flags = 0; + + blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x); + blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y); + + blur_raster.push_constant.glow_strength = p_strength; + blur_raster.push_constant.glow_bloom = p_bloom; + blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; + blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale; + blur_raster.push_constant.glow_exposure = p_exposure; + blur_raster.push_constant.glow_white = 0; //actually unused + blur_raster.push_constant.glow_luminance_cap = p_luminance_cap; + + blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also + + blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half })); + + RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); + ERR_FAIL_COND(shader.is_null()); + + //HORIZONTAL + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + if (p_auto_exposure.is_valid() && p_first_pass) { + RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1); + } + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + blur_mode = BLUR_MODE_GAUSSIAN_GLOW; + + shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); + ERR_FAIL_COND(shader.is_null()); + + //VERTICAL + draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + blur_raster.push_constant.flags = base_flags; + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the make_mipmap shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_size.width; + copy.push_constant.section[3] = p_size.height; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); + + CopyMode mode = COPY_MODE_MIPMAP; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + + BlurRasterMode mode = BLUR_MIPMAP; + + blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x); + blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y); + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the set_color shader with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + + memset(©.push_constant, 0, sizeof(CopyPushConstant)); + + copy.push_constant.section[0] = 0; + copy.push_constant.section[1] = 0; + copy.push_constant.section[2] = p_region.size.width; + copy.push_constant.section[3] = p_region.size.height; + copy.push_constant.target[0] = p_region.position.x; + copy.push_constant.target[1] = p_region.position.y; + copy.push_constant.set_color[0] = p_color.r; + copy.push_constant.set_color[1] = p_color.g; + copy.push_constant.set_color[2] = p_color.b; + copy.push_constant.set_color[3] = p_color.a; + + // setup our uniforms + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture); + + CopyMode mode = p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR; + RID shader = copy.shader.version_get_shader(copy.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + CopyToDPPushConstant push_constant; + push_constant.screen_rect[0] = p_rect.position.x; + push_constant.screen_rect[1] = p_rect.position.y; + push_constant.screen_rect[2] = p_rect.size.width; + push_constant.screen_rect[3] = p_rect.size.height; + push_constant.z_far = p_z_far; + push_constant.z_near = p_z_near; + push_constant.texel_size[0] = 1.0f / p_dst_size.x; + push_constant.texel_size[1] = 1.0f / p_dst_size.y; + push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER); +} + +void CopyEffects::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + cubemap_downsampler.push_constant.face_size = p_size.x; + cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap })); + RD::Uniform u_dest_cubemap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_cubemap })); + + RID shader = cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_cubemap), 1); + + int x_groups = (p_size.x - 1) / 8 + 1; + int y_groups = (p_size.y - 1) / 8 + 1; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + cubemap_downsampler.push_constant.face_size = p_size.x; + cubemap_downsampler.push_constant.face_id = p_face_id; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap })); + + RID shader = cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + Vector<RD::Uniform> uniforms; + for (int i = 0; i < p_dest_cubemap.size(); i++) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = i; + u.append_id(p_dest_cubemap[i]); + uniforms.push_back(u); + } + if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { + RD::get_singleton()->free(filter.image_uniform_set); + } + filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2); + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap })); + + int mode = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY; + mode = filter.use_high_quality ? mode : mode + 1; + + RID shader = filter.compute_shader.version_get_shader(filter.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2); + + int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64 + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // TODO implement! + CubemapFilterRasterPushConstant push_constant; + push_constant.mip_level = p_mip_level; + push_constant.face_id = p_face_id; + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap })); + + CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY; + + RID shader = filter.raster_shader.version_get_shader(filter.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); + + roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id; + roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in. + roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.use_direct_write = p_roughness == 0.0; + roughness.push_constant.face_size = p_size; + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_texture })); + + RID shader = roughness.compute_shader.version_get_shader(roughness.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); + + int x_groups = (p_size - 1) / 8 + 1; + int y_groups = (p_size - 1) / 8 + 1; + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1); + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); + + roughness.push_constant.face_id = p_face_id; + roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in. + roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.use_direct_write = p_roughness == 0.0; + roughness.push_constant.face_size = p_size; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = roughness.raster_shader.version_get_shader(roughness.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::get_singleton()->draw_command_begin_label("Merge specular"); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, Vector<Color>()); + + int mode; + if (p_reflection.is_valid()) { + if (p_base.is_valid()) { + mode = SPECULAR_MERGE_SSR; + } else { + mode = SPECULAR_MERGE_ADDITIVE_SSR; + } + } else { + if (p_base.is_valid()) { + mode = SPECULAR_MERGE_ADD; + } else { + mode = SPECULAR_MERGE_ADDITIVE_ADD; + } + } + + if (p_view_count > 1) { + mode += SPECULAR_MERGE_ADD_MULTIVIEW; + } + + RID shader = specular_merge.shader.version_get_shader(specular_merge.shader_version, mode); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + + if (p_base.is_valid()) { + RD::Uniform u_base(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_base })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_base), 2); + } + + RD::Uniform u_specular(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_specular })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_specular), 0); + + if (p_reflection.is_valid()) { + RD::Uniform u_reflection(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_reflection })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1); + } + + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h new file mode 100644 index 0000000000..d25555eee5 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -0,0 +1,346 @@ +/*************************************************************************/ +/* copy_effects.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 COPY_EFFECTS_RD_H +#define COPY_EFFECTS_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class CopyEffects { +private: + bool prefer_raster_effects; + + // Blur raster shader + + enum BlurRasterMode { + BLUR_MIPMAP, + + BLUR_MODE_GAUSSIAN_BLUR, + BLUR_MODE_GAUSSIAN_GLOW, + BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, + BLUR_MODE_COPY, + + BLUR_MODE_MAX + }; + + enum { + BLUR_FLAG_HORIZONTAL = (1 << 0), + BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1), + BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2), + }; + + struct BlurRasterPushConstant { + float pixel_size[2]; + uint32_t flags; + uint32_t pad; + + //glow + float glow_strength; + float glow_bloom; + float glow_hdr_threshold; + float glow_hdr_scale; + + float glow_exposure; + float glow_white; + float glow_luminance_cap; + float glow_auto_exposure_grey; + + float luminance_multiplier; + float res1; + float res2; + float res3; + }; + + struct BlurRaster { + BlurRasterPushConstant push_constant; + BlurRasterShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[BLUR_MODE_MAX]; + } blur_raster; + + // Copy shader + + enum CopyMode { + COPY_MODE_GAUSSIAN_COPY, + COPY_MODE_GAUSSIAN_COPY_8BIT, + COPY_MODE_GAUSSIAN_GLOW, + COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, + COPY_MODE_SIMPLY_COPY, + COPY_MODE_SIMPLY_COPY_8BIT, + COPY_MODE_SIMPLY_COPY_DEPTH, + COPY_MODE_SET_COLOR, + COPY_MODE_SET_COLOR_8BIT, + COPY_MODE_MIPMAP, + COPY_MODE_LINEARIZE_DEPTH, + COPY_MODE_CUBE_TO_PANORAMA, + COPY_MODE_CUBE_ARRAY_TO_PANORAMA, + COPY_MODE_MAX, + + }; + + enum { + COPY_FLAG_HORIZONTAL = (1 << 0), + COPY_FLAG_USE_COPY_SECTION = (1 << 1), + COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2), + COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3), + COPY_FLAG_GLOW_FIRST_PASS = (1 << 4), + COPY_FLAG_FLIP_Y = (1 << 5), + COPY_FLAG_FORCE_LUMINANCE = (1 << 6), + COPY_FLAG_ALL_SOURCE = (1 << 7), + COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8), + COPY_FLAG_ALPHA_TO_ONE = (1 << 9), + }; + + struct CopyPushConstant { + int32_t section[4]; + int32_t target[2]; + uint32_t flags; + uint32_t pad; + // Glow. + float glow_strength; + float glow_bloom; + float glow_hdr_threshold; + float glow_hdr_scale; + + float glow_exposure; + float glow_white; + float glow_luminance_cap; + float glow_auto_exposure_grey; + // DOF. + float camera_z_far; + float camera_z_near; + uint32_t pad2[2]; + //SET color + float set_color[4]; + }; + + struct Copy { + CopyPushConstant push_constant; + CopyShaderRD shader; + RID shader_version; + RID pipelines[COPY_MODE_MAX]; + + } copy; + + // Copy to FB shader + + enum CopyToFBMode { + COPY_TO_FB_COPY, + COPY_TO_FB_COPY_PANORAMA_TO_DP, + COPY_TO_FB_COPY2, + + COPY_TO_FB_MULTIVIEW, + COPY_TO_FB_MULTIVIEW_WITH_DEPTH, + COPY_TO_FB_MAX, + }; + + struct CopyToFbPushConstant { + float section[4]; + float pixel_size[2]; + uint32_t flip_y; + uint32_t use_section; + + uint32_t force_luminance; + uint32_t alpha_to_zero; + uint32_t srgb; + uint32_t pad; + }; + + struct CopyToFb { + CopyToFbPushConstant push_constant; + CopyToFbShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[COPY_TO_FB_MAX]; + + } copy_to_fb; + + // Copy to DP + + struct CopyToDPPushConstant { + float z_far; + float z_near; + float texel_size[2]; + float screen_rect[4]; + }; + + struct CopyToDP { + CubeToDpShaderRD shader; + RID shader_version; + PipelineCacheRD pipeline; + } cube_to_dp; + + // Cubemap effects + + struct CubemapDownsamplerPushConstant { + uint32_t face_size; + uint32_t face_id; + float pad[2]; + }; + + struct CubemapDownsampler { + CubemapDownsamplerPushConstant push_constant; + CubemapDownsamplerShaderRD compute_shader; + CubemapDownsamplerRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipeline; + PipelineCacheRD raster_pipeline; + } cubemap_downsampler; + + enum CubemapFilterMode { + FILTER_MODE_HIGH_QUALITY, + FILTER_MODE_LOW_QUALITY, + FILTER_MODE_HIGH_QUALITY_ARRAY, + FILTER_MODE_LOW_QUALITY_ARRAY, + FILTER_MODE_MAX, + }; + + struct CubemapFilterRasterPushConstant { + uint32_t mip_level; + uint32_t face_id; + float pad[2]; + }; + + struct CubemapFilter { + CubemapFilterShaderRD compute_shader; + CubemapFilterRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipelines[FILTER_MODE_MAX]; + PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; + + RID uniform_set; + RID image_uniform_set; + RID coefficient_buffer; + bool use_high_quality; + + } filter; + + struct CubemapRoughnessPushConstant { + uint32_t face_id; + uint32_t sample_count; + float roughness; + uint32_t use_direct_write; + float face_size; + float pad[3]; + }; + + struct CubemapRoughness { + CubemapRoughnessPushConstant push_constant; + CubemapRoughnessShaderRD compute_shader; + CubemapRoughnessRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipeline; + PipelineCacheRD raster_pipeline; + } roughness; + + // Merge specular + + enum SpecularMergeMode { + SPECULAR_MERGE_ADD, + SPECULAR_MERGE_SSR, + SPECULAR_MERGE_ADDITIVE_ADD, + SPECULAR_MERGE_ADDITIVE_SSR, + + SPECULAR_MERGE_ADD_MULTIVIEW, + SPECULAR_MERGE_SSR_MULTIVIEW, + SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, + SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, + + SPECULAR_MERGE_MAX + }; + + /* Specular merge must be done using raster, rather than compute + * because it must continue the existing color buffer + */ + + struct SpecularMerge { + SpecularMergeShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; + + } specular_merge; + + static CopyEffects *singleton; + +public: + static CopyEffects *get_singleton(); + + CopyEffects(bool p_prefer_raster_effects); + ~CopyEffects(); + + bool get_prefer_raster_effects() { return prefer_raster_effects; } + + void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); + void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); + void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); + void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); + void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false); + void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); + void copy_raster(RID p_source_texture, RID p_dest_framebuffer); + + void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); + void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + + void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); + void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); + + void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); + + void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip); + void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); + void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); + void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array); + void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); + + void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); + void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); + + void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count); +}; + +} // namespace RendererRD + +#endif // COPY_EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp new file mode 100644 index 0000000000..6c49a2ebce --- /dev/null +++ b/servers/rendering/renderer_rd/effects/resolve.cpp @@ -0,0 +1,130 @@ +/*************************************************************************/ +/* resolve.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "resolve.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +Resolve::Resolve() { + Vector<String> resolve_modes; + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n"); + + resolve.shader.initialize(resolve_modes); + + resolve.shader_version = resolve.shader.version_create(); + + for (int i = 0; i < RESOLVE_MODE_MAX; i++) { + resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); + } +} + +Resolve::~Resolve() { + resolve.shader.version_free(resolve.shader_version); +} + +void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth })); + RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness })); + + ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1); + if (p_source_voxel_gi.is_valid()) { + RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi })); + RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} + +void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth); + + ResolveMode mode = RESOLVE_MODE_DEPTH; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h new file mode 100644 index 0000000000..2a4cd06827 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/resolve.h @@ -0,0 +1,74 @@ +/*************************************************************************/ +/* resolve.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 RESOLVE_RD_H +#define RESOLVE_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class Resolve { +private: + struct ResolvePushConstant { + int32_t screen_size[2]; + int32_t samples; + uint32_t pad; + }; + + enum ResolveMode { + RESOLVE_MODE_GI, + RESOLVE_MODE_GI_VOXEL_GI, + RESOLVE_MODE_DEPTH, + RESOLVE_MODE_MAX + }; + + struct ResolveShader { + ResolvePushConstant push_constant; + ResolveShaderRD shader; + RID shader_version; + RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels + } resolve; + +public: + Resolve(); + ~Resolve(); + + void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); +}; + +} // namespace RendererRD + +#endif // RESOLVE_RD_H diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp new file mode 100644 index 0000000000..0f896a8aa7 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -0,0 +1,1715 @@ +/*************************************************************************/ +/* ss_effects.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "ss_effects.h" + +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +SSEffects *SSEffects::singleton = nullptr; + +static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + p_array[i * 4 + j] = p_mtx.matrix[i][j]; + } + } +} + +SSEffects::SSEffects() { + singleton = this; + + { + // Initialize depth buffer for screen space effects + Vector<String> downsampler_modes; + downsampler_modes.push_back("\n"); + downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); + + ss_effects.downsample_shader.initialize(downsampler_modes); + + ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); + + for (int i = 0; i < SS_EFFECTS_MAX; i++) { + ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); + } + + ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); + SSEffectsGatherConstants gather_constants; + + const int sub_pass_count = 5; + for (int pass = 0; pass < 4; pass++) { + for (int subPass = 0; subPass < sub_pass_count; subPass++) { + int a = pass; + int b = subPass; + + int spmap[5]{ 0, 1, 4, 3, 2 }; + b = spmap[subPass]; + + float ca, sa; + float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; + + ca = Math::cos(angle0); + sa = Math::sin(angle0); + + float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; + + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; + gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; + } + } + + RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); + } + + // Initialize Screen Space Indirect Lighting (SSIL) + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n"); + ssil_modes.push_back("\n#define SSIL_BASE\n"); + ssil_modes.push_back("\n#define ADAPTIVE\n"); + + ssil.gather_shader.initialize(ssil_modes); + + ssil.gather_shader_version = ssil.gather_shader.version_create(); + + for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); + } + ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define GENERATE_MAP\n"); + ssil_modes.push_back("\n#define PROCESS_MAPA\n"); + ssil_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssil.importance_map_shader.initialize(ssil_modes); + + ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); + + for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); + } + ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_WIDE\n"); + + ssil.blur_shader.initialize(ssil_modes); + + ssil.blur_shader_version = ssil.blur_shader.version_create(); + for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); + } + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_HALF\n"); + + ssil.interleave_shader.initialize(ssil_modes); + + ssil.interleave_shader_version = ssil.interleave_shader.version_create(); + for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); + } + } + + { + // Initialize Screen Space Ambient Occlusion (SSAO) + + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.max_lod = 4; + + uint32_t pipeline = 0; + { + Vector<String> ssao_modes; + + ssao_modes.push_back("\n"); + ssao_modes.push_back("\n#define SSAO_BASE\n"); + ssao_modes.push_back("\n#define ADAPTIVE\n"); + + ssao.gather_shader.initialize(ssao_modes); + + ssao.gather_shader_version = ssao.gather_shader.version_create(); + + for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); + pipeline++; + } + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define GENERATE_MAP\n"); + ssao_modes.push_back("\n#define PROCESS_MAPA\n"); + ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssao.importance_map_shader.initialize(ssao_modes); + + ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + + for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + + pipeline++; + } + + ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_WIDE\n"); + + ssao.blur_shader.initialize(ssao_modes); + + ssao.blur_shader_version = ssao.blur_shader.version_create(); + + for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); + + pipeline++; + } + } + + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_HALF\n"); + + ssao.interleave_shader.initialize(ssao_modes); + + ssao.interleave_shader_version = ssao.interleave_shader.version_create(); + for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); + RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); + pipeline++; + } + } + + ERR_FAIL_COND(pipeline != SSAO_MAX); + + ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); + } + + { + // Screen Space Reflections + + Vector<RD::PipelineSpecializationConstant> specialization_constants; + + { + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX + sc.bool_value = false; + specialization_constants.push_back(sc); + } + + { + Vector<String> ssr_scale_modes; + ssr_scale_modes.push_back("\n"); + + ssr_scale.shader.initialize(ssr_scale_modes); + ssr_scale.shader_version = ssr_scale.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants); + } + } + + { + Vector<String> ssr_modes; + ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL + ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH + + ssr.shader.initialize(ssr_modes); + ssr.shader_version = ssr.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { + ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants); + } + } + } + + { + Vector<String> ssr_filter_modes; + ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL + ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL + + ssr_filter.shader.initialize(ssr_filter_modes); + ssr_filter.shader_version = ssr_filter.shader.version_create(); + + for (int v = 0; v < SSR_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false; + for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { + ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants); + } + } + } + } +} + +SSEffects::~SSEffects() { + { + // Cleanup SS Reflections + ssr.shader.version_free(ssr.shader_version); + ssr_filter.shader.version_free(ssr_filter.shader_version); + ssr_scale.shader.version_free(ssr_scale.shader_version); + + if (ssr.ubo.is_valid()) { + RD::get_singleton()->free(ssr.ubo); + } + } + + { + // Cleanup SS downsampler + ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); + + RD::get_singleton()->free(ss_effects.mirror_sampler); + RD::get_singleton()->free(ss_effects.gather_constants_buffer); + } + + { + // Cleanup SSIL + ssil.blur_shader.version_free(ssil.blur_shader_version); + ssil.gather_shader.version_free(ssil.gather_shader_version); + ssil.interleave_shader.version_free(ssil.interleave_shader_version); + ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); + + RD::get_singleton()->free(ssil.importance_map_load_counter); + RD::get_singleton()->free(ssil.projection_uniform_buffer); + } + + { + // Cleanup SSAO + ssao.blur_shader.version_free(ssao.blur_shader_version); + ssao.gather_shader.version_free(ssao.gather_shader_version); + ssao.interleave_shader.version_free(ssao.interleave_shader_version); + ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); + + RD::get_singleton()->free(ssao.importance_map_load_counter); + } + + singleton = nullptr; +} + +/* SS Downsampler */ + +void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // Downsample and deinterleave the depth buffer for SSAO and SSIL + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + int downsample_mode = SS_EFFECTS_DOWNSAMPLE; + bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; + + if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF; + } else if (use_mips) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + } + + bool use_half_size = false; + bool use_full_mips = false; + + if (p_ssao_half_size && p_ssil_half_size) { + downsample_mode++; + use_half_size = true; + } else if (p_ssao_half_size != p_ssil_half_size) { + if (use_mips) { + downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; + use_full_mips = true; + } else { + // Only need the first two mipmaps, but the cost to generate the next two is trivial + // TODO investigate the benefit of a shader version to generate only 2 mips + downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + use_mips = true; + } + } + + int depth_index = use_half_size ? 1 : 0; + + RD::get_singleton()->draw_command_begin_label("Downsample Depth"); + if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_depth_mipmaps[depth_index + 1]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_depth_mipmaps[depth_index + 2]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(p_depth_mipmaps[depth_index + 3]); + uniforms.push_back(u); + } + if (use_full_mips) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(p_depth_mipmaps[4]); + uniforms.push_back(u); + } + ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); + } + + float depth_linearize_mul = -p_projection.matrix[3][2]; + float depth_linearize_add = p_projection.matrix[2][2]; + if (depth_linearize_mul * depth_linearize_add < 0) { + depth_linearize_add = -depth_linearize_add; + } + + ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); + ss_effects.downsample_push_constant.z_near = depth_linearize_mul; + ss_effects.downsample_push_constant.z_far = depth_linearize_add; + if (ss_effects.downsample_push_constant.orthogonal) { + ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); + ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); + } + ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; + ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; + ss_effects.downsample_push_constant.radius_sq = 1.0; + + RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer })); + RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1); + if (use_mips) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); + + Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + + ss_effects.used_full_mips_last_frame = use_full_mips; + ss_effects.used_half_size_last_frame = use_half_size; +} + +/* SSIL */ + +void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); + + RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] })); + RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] })); + + ssil.gather_push_constant.pass_coord_offset[0] = i % 2; + ssil.gather_push_constant.pass_coord_offset[1] = i / 2; + ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssil.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) { + if (p_ssil_buffers.half_size != p_settings.half_size) { + ssil_free(p_ssil_buffers); + } + + if (p_settings.half_size) { + p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; + p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; + p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; + } else { + p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; + p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; + p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; + } + + if (p_ssil_buffers.ssil_final.is_null()) { + { + p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = p_settings.full_screen_size.x; + tf.height = p_settings.full_screen_size.y; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture"); + RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); + if (p_ssil_buffers.last_frame.is_null()) { + tf.mipmaps = 6; + p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance"); + RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); + for (uint32_t i = 0; i < 6; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i); + p_ssil_buffers.last_frame_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); + } + } + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0); + p_ssil_buffers.deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0); + p_ssil_buffers.pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssil_buffers.buffer_width; + tf.height = p_ssil_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0); + p_ssil_buffers.edges_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_ssil_buffers.half_buffer_width; + tf.height = p_ssil_buffers.half_buffer_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map"); + p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong"); + } + p_ssil_buffers.half_size = p_settings.half_size; + } +} + +void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); + //Store projection info before starting the compute list + SSILProjectionUniforms projection_uniforms; + store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); + + RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); + + memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); + + RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; + float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; + ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssil.gather_push_constant.z_near = p_projection.get_z_near(); + ssil.gather_push_constant.z_far = p_projection.get_z_far(); + ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssil.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + ssil.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; + ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); + ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; + ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; + ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; + + ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255); + ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; + + ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1); + ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; + + if (p_ssil_buffers.projection_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_mipmap_sampler); + u.append_id(p_ssil_buffers.last_frame); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 1; + u.append_id(ssil.projection_uniform_buffer); + uniforms.push_back(u); + } + p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); + } + + if (p_ssil_buffers.gather_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_sampler); + u.append_id(p_ssil_buffers.depth_texture_view); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); + } + + if (p_ssil_buffers.importance_map_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_ssil_buffers.pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.append_id(default_sampler); + u.append_id(p_ssil_buffers.importance_map[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); + } + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); + gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + + //generate importance map + RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // process Importance Map A + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] })); + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // process Importance Map B + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); // Importance Map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); + } + + gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + RD::get_singleton()->draw_command_end_label(); //Gather + } + + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; + ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + + int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; + + shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0); + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSIL_BLUR_PASS; + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + blur_pipeline = SSIL_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSIL_BLUR_PASS_WIDE; + } + } + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + } else { + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + } + + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1); + } else { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + } else { + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + } + + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1); + } + + RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); + + int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)); + int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + } + + RD::get_singleton()->draw_command_end_label(); // Blur + } + + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); + + int interleave_pipeline = SSIL_INTERLEAVE_HALF; + if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) { + interleave_pipeline = SSIL_INTERLEAVE; + } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { + interleave_pipeline = SSIL_INTERLEAVE_SMART; + } + + shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); + + RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0); + + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { + RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1); + } else { + RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1); + } + + RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + + RD::get_singleton()->draw_command_end_label(); // SSIL + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + +void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) { + if (p_ssil_buffers.ssil_final.is_valid()) { + RD::get_singleton()->free(p_ssil_buffers.ssil_final); + RD::get_singleton()->free(p_ssil_buffers.deinterleaved); + RD::get_singleton()->free(p_ssil_buffers.pong); + RD::get_singleton()->free(p_ssil_buffers.edges); + RD::get_singleton()->free(p_ssil_buffers.importance_map[0]); + RD::get_singleton()->free(p_ssil_buffers.importance_map[1]); + RD::get_singleton()->free(p_ssil_buffers.last_frame); + + p_ssil_buffers.ssil_final = RID(); + p_ssil_buffers.deinterleaved = RID(); + p_ssil_buffers.pong = RID(); + p_ssil_buffers.edges = RID(); + p_ssil_buffers.deinterleaved_slices.clear(); + p_ssil_buffers.pong_slices.clear(); + p_ssil_buffers.edges_slices.clear(); + p_ssil_buffers.importance_map[0] = RID(); + p_ssil_buffers.importance_map[1] = RID(); + p_ssil_buffers.last_frame = RID(); + p_ssil_buffers.last_frame_slices.clear(); + + p_ssil_buffers.gather_uniform_set = RID(); + p_ssil_buffers.importance_map_uniform_set = RID(); + p_ssil_buffers.projection_uniform_set = RID(); + } +} + +/* SSAO */ + +void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0); + } + + RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); // + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ao_slices[i] })); + + ssao.gather_push_constant.pass_coord_offset[0] = i % 2; + ssao.gather_push_constant.pass_coord_offset[1] = i / 2; + ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssao.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) { + if (p_ssao_buffers.half_size != p_settings.half_size) { + ssao_free(p_ssao_buffers); + } + + if (p_settings.half_size) { + p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; + p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; + p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8; + } else { + p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2; + p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2; + p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4; + p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; + } + + if (p_ssao_buffers.ao_deinterleaved.is_null()) { + { + p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, p_settings.half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8G8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0); + p_ssao_buffers.ao_deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8G8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0); + p_ssao_buffers.ao_pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_ssao_buffers.buffer_width; + tf.height = p_ssao_buffers.buffer_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map"); + p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong"); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_settings.full_screen_size.x; + tf.height = p_settings.full_screen_size.y; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final"); + } + p_ssao_buffers.half_size = p_settings.half_size; + } +} + +void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); + /* FIRST PASS */ + + RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); + /* SECOND PASS */ + // Sample SSAO + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; + float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; + ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssao.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + ssao.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssao.gather_push_constant.intensity = p_settings.intensity; + ssao.gather_push_constant.shadow_power = p_settings.power; + ssao.gather_push_constant.shadow_clamp = 0.98; + ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); + ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; + ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; + ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; + + ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255); + ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; + + ssao.gather_push_constant.detail_intensity = p_settings.detail; + ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1); + ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; + + if (p_ssao_buffers.gather_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.append_id(default_sampler); + u.append_id(p_ssao_buffers.depth_texture_view); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0); + RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set"); + } + + if (p_ssao_buffers.importance_map_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.append_id(p_ssao_buffers.ao_pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.append_id(default_sampler); + u.append_id(p_ssao_buffers.importance_map[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); + RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set"); + } + + if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + ssao.importance_map_push_constant.intensity = p_settings.intensity; + ssao.importance_map_push_constant.power = p_settings.power; + + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); + gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID()); + + //generate importance map + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); + + RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0); + + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //process importance map A + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); + + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); + + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //process Importance Map B + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); + + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); + RD::get_singleton()->draw_command_end_label(); // Importance Map + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); + } + + gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set); + RD::get_singleton()->draw_command_end_label(); // Gather SSAO + } + + // /* THIRD PASS */ + // // Blur + // + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; + ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + + int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; + + shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0); + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSAO_BLUR_PASS; + if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + blur_pipeline = SSAO_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSAO_BLUR_PASS_WIDE; + } else { + blur_pipeline = SSAO_BLUR_PASS_SMART; + } + } + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + } else { + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + } + + RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1); + } else { + if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + } else { + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + } + + RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); + + Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + } + + if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + RD::get_singleton()->draw_command_end_label(); // Blur + } + + /* FOURTH PASS */ + // Interleave buffers + // back to full size + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); + + shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0); + + int interleave_pipeline = SSAO_INTERLEAVE_HALF; + if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) { + interleave_pipeline = SSAO_INTERLEAVE; + } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { + interleave_pipeline = SSAO_INTERLEAVE_SMART; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); + + RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0); + + if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + } else { + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + RD::get_singleton()->draw_command_end_label(); //SSAO + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + +void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) { + if (p_ssao_buffers.ao_final.is_valid()) { + RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved); + RD::get_singleton()->free(p_ssao_buffers.ao_pong); + RD::get_singleton()->free(p_ssao_buffers.ao_final); + + RD::get_singleton()->free(p_ssao_buffers.importance_map[0]); + RD::get_singleton()->free(p_ssao_buffers.importance_map[1]); + + p_ssao_buffers.ao_deinterleaved = RID(); + p_ssao_buffers.ao_pong = RID(); + p_ssao_buffers.ao_final = RID(); + p_ssao_buffers.importance_map[0] = RID(); + p_ssao_buffers.importance_map[1] = RID(); + p_ssao_buffers.ao_deinterleaved_slices.clear(); + p_ssao_buffers.ao_pong_slices.clear(); + + p_ssao_buffers.gather_uniform_set = RID(); + p_ssao_buffers.importance_map_uniform_set = RID(); + } +} + +/* Screen Space Reflection */ + +void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count) { + // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view. + + if (p_ssr_buffers.depth_scaled.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + + p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled"); + + tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + + p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled"); + } + + if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + + p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0"); + p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1"); + } + + if (p_ssr_buffers.intermediate.is_null()) { + RD::TextureFormat tf; + tf.format = p_color_format; + tf.width = p_screen_size.x; + tf.height = p_screen_size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate"); + + if (p_view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = p_view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } + + p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output"); + + for (uint32_t v = 0; v < p_view_count; v++) { + p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0); + } + } +} + +void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + { + // Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders + ScreenSpaceReflectionSceneData scene_data; + + if (ssr.ubo.is_null()) { + ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + store_camera(p_projections[v], scene_data.projection[v]); + store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); + scene_data.eye_offset[v][0] = p_eye_offsets[v].x; + scene_data.eye_offset[v][1] = p_eye_offsets[v].y; + scene_data.eye_offset[v][2] = p_eye_offsets[v].z; + scene_data.eye_offset[v][3] = 0.0; + } + + RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + } + + uint32_t pipeline_specialization = 0; + if (p_view_count > 1) { + pipeline_specialization |= SSR_MULTIVIEW; + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + for (uint32_t v = 0; v < p_view_count; v++) { + RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v)); + + { //scale color and depth to half + RD::get_singleton()->draw_command_begin_label("SSR Scale"); + + ScreenSpaceReflectionScalePushConstant push_constant; + push_constant.view_index = v; + push_constant.camera_z_far = p_projections[v].get_z_far(); + push_constant.camera_z_near = p_projections[v].get_z_near(); + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.filter = false; //enabling causes arctifacts + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + + RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]); + + RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0); + + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] })); + RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1); + + RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur), 2); + + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); + } + + { + RD::get_singleton()->draw_command_begin_label("SSR main"); + + ScreenSpaceReflectionPushConstant push_constant; + push_constant.view_index = v; + push_constant.camera_z_far = p_projections[v].get_z_far(); + push_constant.camera_z_near = p_projections[v].get_z_near(); + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.curve_fade_in = p_fade_in; + push_constant.distance_fade = p_fade_out; + push_constant.num_steps = p_max_steps; + push_constant.depth_tolerance = p_tolerance; + push_constant.use_half_res = true; + push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]); + push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1]; + push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255); + push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255); + push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255); + push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255); + + ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL; + RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]); + + RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_scale_depth), 0); + + if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1); + } else { + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1); + } + + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2); + + RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + RD::get_singleton()->draw_command_end_label(); + } + + if (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + RD::get_singleton()->draw_command_begin_label("SSR filter"); + //blur + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + ScreenSpaceReflectionFilterPushConstant push_constant; + push_constant.view_index = v; + push_constant.orthogonal = p_projections[v].is_orthogonal(); + push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0)); + push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]); + push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1]; + push_constant.vertical = 0; + if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) { + push_constant.steps = p_max_steps / 3; + push_constant.increment = 3; + } else if (p_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) { + push_constant.steps = p_max_steps / 2; + push_constant.increment = 2; + } else { + push_constant.steps = p_max_steps; + push_constant.increment = 1; + } + + push_constant.screen_size[0] = p_screen_size.width; + push_constant.screen_size[1] = p_screen_size.height; + + // Horizontal pass + + SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL; + + RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); + + RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0); + + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); + + RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2); + + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // Vertical pass + + mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL; + shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); + + push_constant.vertical = 1; + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + + if (v != p_view_count - 1) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + + RD::get_singleton()->draw_command_end_label(); + } + + RD::get_singleton()->draw_command_end_label(); + } + + RD::get_singleton()->compute_list_end(); +} + +void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) { + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + p_ssr_buffers.output_slices[v] = RID(); + } + + if (p_ssr_buffers.output.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.output); + p_ssr_buffers.output = RID(); + } + + if (p_ssr_buffers.intermediate.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.intermediate); + p_ssr_buffers.intermediate = RID(); + } + + if (p_ssr_buffers.blur_radius[0].is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]); + RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]); + p_ssr_buffers.blur_radius[0] = RID(); + p_ssr_buffers.blur_radius[1] = RID(); + } + + if (p_ssr_buffers.depth_scaled.is_valid()) { + RD::get_singleton()->free(p_ssr_buffers.depth_scaled); + p_ssr_buffers.depth_scaled = RID(); + RD::get_singleton()->free(p_ssr_buffers.normal_scaled); + p_ssr_buffers.normal_scaled = RID(); + } +} diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h new file mode 100644 index 0000000000..c31271ffd2 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/ss_effects.h @@ -0,0 +1,508 @@ +/*************************************************************************/ +/* ss_effects.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 SS_EFFECTS_RD_H +#define SS_EFFECTS_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering_server.h" + +namespace RendererRD { + +class SSEffects { +private: + static SSEffects *singleton; + +public: + static SSEffects *get_singleton() { return singleton; } + + SSEffects(); + ~SSEffects(); + + /* SS Downsampler */ + + void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection); + + /* SSIL */ + + struct SSILRenderBuffers { + bool half_size = false; + int buffer_width; + int buffer_height; + int half_buffer_width; + int half_buffer_height; + + RID ssil_final; + RID deinterleaved; + Vector<RID> deinterleaved_slices; + RID pong; + Vector<RID> pong_slices; + RID edges; + Vector<RID> edges_slices; + RID importance_map[2]; + RID depth_texture_view; + + RID last_frame; + Vector<RID> last_frame_slices; + + RID gather_uniform_set; + RID importance_map_uniform_set; + RID projection_uniform_set; + }; + + struct SSILSettings { + float radius = 1.0; + float intensity = 2.0; + float sharpness = 0.98; + float normal_rejection = 1.0; + + RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool half_size = true; + float adaptive_target = 0.5; + int blur_passes = 4; + float fadeout_from = 50.0; + float fadeout_to = 300.0; + + Size2i full_screen_size = Size2i(); + }; + + void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth); + void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings); + void ssil_free(SSILRenderBuffers &p_ssil_buffers); + + /* SSAO */ + + struct SSAORenderBuffers { + bool half_size = false; + int buffer_width; + int buffer_height; + int half_buffer_width; + int half_buffer_height; + + RID ao_deinterleaved; + Vector<RID> ao_deinterleaved_slices; + RID ao_pong; + Vector<RID> ao_pong_slices; + RID ao_final; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + }; + + struct SSAOSettings { + float radius = 1.0; + float intensity = 2.0; + float power = 1.5; + float detail = 0.5; + float horizon = 0.06; + float sharpness = 0.98; + + RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM; + bool half_size = false; + float adaptive_target = 0.5; + int blur_passes = 2; + float fadeout_from = 50.0; + float fadeout_to = 300.0; + + Size2i full_screen_size = Size2i(); + }; + + void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth); + void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings); + void ssao_free(SSAORenderBuffers &p_ssao_buffers); + + /* Screen Space Reflection */ + + struct SSRRenderBuffers { + RID normal_scaled; + RID depth_scaled; + RID blur_radius[2]; + RID intermediate; + RID output; + RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + }; + + void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count); + void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets); + void ssr_free(SSRRenderBuffers &p_ssr_buffers); + +private: + /* SS Downsampler */ + + struct SSEffectsDownsamplePushConstant { + float pixel_size[2]; + float z_far; + float z_near; + uint32_t orthogonal; + float radius_sq; + uint32_t pad[2]; + }; + + enum SSEffectsMode { + SS_EFFECTS_DOWNSAMPLE, + SS_EFFECTS_DOWNSAMPLE_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_MIPMAP, + SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_HALF, + SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, + SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, + SS_EFFECTS_MAX + }; + + struct SSEffectsGatherConstants { + float rotation_matrices[80]; //5 vec4s * 4 + }; + + struct SSEffectsShader { + SSEffectsDownsamplePushConstant downsample_push_constant; + SsEffectsDownsampleShaderRD downsample_shader; + RID downsample_shader_version; + RID downsample_uniform_set; + bool used_half_size_last_frame = false; + bool used_mips_last_frame = false; + bool used_full_mips_last_frame = false; + + RID gather_constants_buffer; + + RID mirror_sampler; + + RID pipelines[SS_EFFECTS_MAX]; + } ss_effects; + + /* SSIL */ + + enum SSILMode { + SSIL_GATHER, + SSIL_GATHER_BASE, + SSIL_GATHER_ADAPTIVE, + SSIL_GENERATE_IMPORTANCE_MAP, + SSIL_PROCESS_IMPORTANCE_MAPA, + SSIL_PROCESS_IMPORTANCE_MAPB, + SSIL_BLUR_PASS, + SSIL_BLUR_PASS_SMART, + SSIL_BLUR_PASS_WIDE, + SSIL_INTERLEAVE, + SSIL_INTERLEAVE_SMART, + SSIL_INTERLEAVE_HALF, + SSIL_MAX + }; + + struct SSILGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + float half_screen_pixel_size_x025[2]; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad2[2]; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSILImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float pad; + }; + + struct SSILBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSILInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSILProjectionUniforms { + float inv_last_frame_projection_matrix[16]; + }; + + struct SSIL { + SSILGatherPushConstant gather_push_constant; + SsilShaderRD gather_shader; + RID gather_shader_version; + RID projection_uniform_buffer; + + SSILImportanceMapPushConstant importance_map_push_constant; + SsilImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSILBlurPushConstant blur_push_constant; + SsilBlurShaderRD blur_shader; + RID blur_shader_version; + + SSILInterleavePushConstant interleave_push_constant; + SsilInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSIL_MAX]; + } ssil; + + void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); + + /* SSAO */ + + enum SSAOMode { + SSAO_GATHER, + SSAO_GATHER_BASE, + SSAO_GATHER_ADAPTIVE, + SSAO_GENERATE_IMPORTANCE_MAP, + SSAO_PROCESS_IMPORTANCE_MAPA, + SSAO_PROCESS_IMPORTANCE_MAPB, + SSAO_BLUR_PASS, + SSAO_BLUR_PASS_SMART, + SSAO_BLUR_PASS_WIDE, + SSAO_INTERLEAVE, + SSAO_INTERLEAVE_SMART, + SSAO_INTERLEAVE_HALF, + SSAO_MAX + }; + + struct SSAOGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + int size_multiplier; + float detail_intensity; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad[2]; + float half_screen_pixel_size_x025[2]; + + float radius; + float intensity; + float shadow_power; + float shadow_clamp; + + float fade_out_mul; + float fade_out_add; + float horizon_angle_threshold; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSAOImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float power; + }; + + struct SSAOBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSAOInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSAO { + SSAOGatherPushConstant gather_push_constant; + SsaoShaderRD gather_shader; + RID gather_shader_version; + + SSAOImportanceMapPushConstant importance_map_push_constant; + SsaoImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSAOBlurPushConstant blur_push_constant; + SsaoBlurShaderRD blur_shader; + RID blur_shader_version; + + SSAOInterleavePushConstant interleave_push_constant; + SsaoInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSAO_MAX]; + } ssao; + + void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); + + /* Screen Space Reflection */ + + enum SSRShaderSpecializations { + SSR_MULTIVIEW = 1 << 0, + SSR_VARIATIONS = 2, + }; + + struct ScreenSpaceReflectionSceneData { + float projection[2][16]; + float inv_projection[2][16]; + float eye_offset[2][4]; + }; + + // SSR Scale + + struct ScreenSpaceReflectionScalePushConstant { + int32_t screen_size[2]; + float camera_z_near; + float camera_z_far; + + uint32_t orthogonal; + uint32_t filter; + uint32_t view_index; + uint32_t pad1; + }; + + struct ScreenSpaceReflectionScale { + ScreenSpaceReflectionScaleShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS]; + } ssr_scale; + + // SSR main + + enum ScreenSpaceReflectionMode { + SCREEN_SPACE_REFLECTION_NORMAL, + SCREEN_SPACE_REFLECTION_ROUGH, + SCREEN_SPACE_REFLECTION_MAX, + }; + + struct ScreenSpaceReflectionPushConstant { + float proj_info[4]; // 16 - 16 + + int32_t screen_size[2]; // 8 - 24 + float camera_z_near; // 4 - 28 + float camera_z_far; // 4 - 32 + + int32_t num_steps; // 4 - 36 + float depth_tolerance; // 4 - 40 + float distance_fade; // 4 - 44 + float curve_fade_in; // 4 - 48 + + uint32_t orthogonal; // 4 - 52 + float filter_mipmap_levels; // 4 - 56 + uint32_t use_half_res; // 4 - 60 + uint8_t metallic_mask[4]; // 4 - 64 + + uint32_t view_index; // 4 - 68 + uint32_t pad[3]; // 12 - 80 + + // float projection[16]; // this is in our ScreenSpaceReflectionSceneData now + }; + + struct ScreenSpaceReflection { + ScreenSpaceReflectionShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX]; + + RID ubo; + } ssr; + + // SSR Filter + + struct ScreenSpaceReflectionFilterPushConstant { + float proj_info[4]; // 16 - 16 + + uint32_t orthogonal; // 4 - 20 + float edge_tolerance; // 4 - 24 + int32_t increment; // 4 - 28 + uint32_t view_index; // 4 - 32 + + int32_t screen_size[2]; // 8 - 40 + uint32_t vertical; // 4 - 44 + uint32_t steps; // 4 - 48 + }; + + enum SSRReflectionMode { + SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, + SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, + SCREEN_SPACE_REFLECTION_FILTER_MAX, + }; + + struct ScreenSpaceReflectionFilter { + ScreenSpaceReflectionFilterShaderRD shader; + RID shader_version; + RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX]; + } ssr_filter; +}; + +} // namespace RendererRD + +#endif // SS_EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp new file mode 100644 index 0000000000..38a4a37b8a --- /dev/null +++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp @@ -0,0 +1,257 @@ +/*************************************************************************/ +/* tone_mapper.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "tone_mapper.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +ToneMapper::ToneMapper() { + { + // Initialize tonemapper + Vector<String> tonemap_modes; + tonemap_modes.push_back("\n"); + tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n"); + tonemap_modes.push_back("\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define SUBPASS\n"); + tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n"); + + // multiview versions of our shaders + tonemap_modes.push_back("\n#define MULTIVIEW\n"); + tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n"); + tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); + tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n"); + tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n"); + + tonemap.shader.initialize(tonemap_modes); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false); + tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false); + tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false); + tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false); + tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false); + tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false); + } + + tonemap.shader_version = tonemap.shader.version_create(); + + for (int i = 0; i < TONEMAP_MODE_MAX; i++) { + if (tonemap.shader.is_variant_enabled(i)) { + tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + tonemap.pipelines[i].clear(); + } + } + } +} + +ToneMapper::~ToneMapper() { + tonemap.shader.version_free(tonemap.shader_version); +} + +void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant)); + + tonemap.push_constant.use_bcs = p_settings.use_bcs; + tonemap.push_constant.bcs[0] = p_settings.brightness; + tonemap.push_constant.bcs[1] = p_settings.contrast; + tonemap.push_constant.bcs[2] = p_settings.saturation; + + tonemap.push_constant.use_glow = p_settings.use_glow; + tonemap.push_constant.glow_intensity = p_settings.glow_intensity; + tonemap.push_constant.glow_map_strength = p_settings.glow_map_strength; + tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something + tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1]; + tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2]; + tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3]; + tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4]; + tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5]; + tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6]; + tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x; + tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y; + tonemap.push_constant.glow_mode = p_settings.glow_mode; + + int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL; + if (p_settings.use_1d_color_correction) { + mode += 2; + } + + tonemap.push_constant.tonemapper = p_settings.tonemap_mode; + tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; + tonemap.push_constant.exposure = p_settings.exposure; + tonemap.push_constant.white = p_settings.white; + tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; + tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier; + + tonemap.push_constant.use_color_correction = p_settings.use_color_correction; + + tonemap.push_constant.use_fxaa = p_settings.use_fxaa; + tonemap.push_constant.use_debanding = p_settings.use_debanding; + tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x; + tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y; + + if (p_settings.view_count > 1) { + // Use MULTIVIEW versions + mode += 6; + } + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_color(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_color })); + + RD::Uniform u_exposure_texture; + u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_exposure_texture.binding = 0; + u_exposure_texture.append_id(default_sampler); + u_exposure_texture.append_id(p_settings.exposure_texture); + + RD::Uniform u_glow_texture; + u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_glow_texture.binding = 0; + u_glow_texture.append_id(default_mipmap_sampler); + u_glow_texture.append_id(p_settings.glow_texture); + + RD::Uniform u_glow_map; + u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_glow_map.binding = 1; + u_glow_map.append_id(default_mipmap_sampler); + u_glow_map.append_id(p_settings.glow_map); + + RD::Uniform u_color_correction_texture; + u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_color_correction_texture.binding = 0; + u_color_correction_texture.append_id(default_sampler); + u_color_correction_texture.append_id(p_settings.color_correction_texture); + + RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass())); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant)); + + tonemap.push_constant.use_bcs = p_settings.use_bcs; + tonemap.push_constant.bcs[0] = p_settings.brightness; + tonemap.push_constant.bcs[1] = p_settings.contrast; + tonemap.push_constant.bcs[2] = p_settings.saturation; + + ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses."); + tonemap.push_constant.use_glow = p_settings.use_glow; + + int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS; + if (p_settings.view_count > 1) { + // Use MULTIVIEW versions + mode += 6; + } + + tonemap.push_constant.tonemapper = p_settings.tonemap_mode; + tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; + tonemap.push_constant.exposure = p_settings.exposure; + tonemap.push_constant.white = p_settings.white; + tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; + + tonemap.push_constant.use_color_correction = p_settings.use_color_correction; + + tonemap.push_constant.use_debanding = p_settings.use_debanding; + tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier; + + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_color; + u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT; + u_source_color.binding = 0; + u_source_color.append_id(p_source_color); + + RD::Uniform u_exposure_texture; + u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_exposure_texture.binding = 0; + u_exposure_texture.append_id(default_sampler); + u_exposure_texture.append_id(p_settings.exposure_texture); + + RD::Uniform u_glow_texture; + u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_glow_texture.binding = 0; + u_glow_texture.append_id(default_mipmap_sampler); + u_glow_texture.append_id(p_settings.glow_texture); + + RD::Uniform u_glow_map; + u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_glow_map.binding = 1; + u_glow_map.append_id(default_mipmap_sampler); + u_glow_map.append_id(p_settings.glow_map); + + RD::Uniform u_color_correction_texture; + u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_color_correction_texture.binding = 0; + u_color_correction_texture.append_id(default_sampler); + u_color_correction_texture.append_id(p_settings.color_correction_texture); + + RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass())); + RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0); + RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored + RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored + RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3); + RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); + RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true); +} diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h new file mode 100644 index 0000000000..05db4a0cbe --- /dev/null +++ b/servers/rendering/renderer_rd/effects/tone_mapper.h @@ -0,0 +1,152 @@ +/*************************************************************************/ +/* tone_mapper.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 TONE_MAPPER_RD_H +#define TONE_MAPPER_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/tonemap.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class ToneMapper { +private: + enum TonemapMode { + TONEMAP_MODE_NORMAL, + TONEMAP_MODE_BICUBIC_GLOW_FILTER, + TONEMAP_MODE_1D_LUT, + TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT, + TONEMAP_MODE_SUBPASS, + TONEMAP_MODE_SUBPASS_1D_LUT, + + TONEMAP_MODE_NORMAL_MULTIVIEW, + TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, + TONEMAP_MODE_1D_LUT_MULTIVIEW, + TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, + TONEMAP_MODE_SUBPASS_MULTIVIEW, + TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, + + TONEMAP_MODE_MAX + }; + + struct TonemapPushConstant { + float bcs[3]; // 12 - 12 + uint32_t use_bcs; // 4 - 16 + + uint32_t use_glow; // 4 - 20 + uint32_t use_auto_exposure; // 4 - 24 + uint32_t use_color_correction; // 4 - 28 + uint32_t tonemapper; // 4 - 32 + + uint32_t glow_texture_size[2]; // 8 - 40 + float glow_intensity; // 4 - 44 + float glow_map_strength; // 4 - 48 + + uint32_t glow_mode; // 4 - 52 + float glow_levels[7]; // 28 - 80 + + float exposure; // 4 - 84 + float white; // 4 - 88 + float auto_exposure_grey; // 4 - 92 + float luminance_multiplier; // 4 - 96 + + float pixel_size[2]; // 8 - 104 + uint32_t use_fxaa; // 4 - 108 + uint32_t use_debanding; // 4 - 112 + }; + + /* tonemap actually writes to a framebuffer, which is + * better to do using the raster pipeline rather than + * compute, as that framebuffer might be in different formats + */ + struct Tonemap { + TonemapPushConstant push_constant; + TonemapShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[TONEMAP_MODE_MAX]; + } tonemap; + +public: + ToneMapper(); + ~ToneMapper(); + + struct TonemapSettings { + bool use_glow = false; + enum GlowMode { + GLOW_MODE_ADD, + GLOW_MODE_SCREEN, + GLOW_MODE_SOFTLIGHT, + GLOW_MODE_REPLACE, + GLOW_MODE_MIX + }; + + GlowMode glow_mode = GLOW_MODE_ADD; + float glow_intensity = 1.0; + float glow_map_strength = 0.0f; + float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 }; + Vector2i glow_texture_size; + bool glow_use_bicubic_upscale = false; + RID glow_texture; + RID glow_map; + + RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR; + float exposure = 1.0; + float white = 1.0; + + bool use_auto_exposure = false; + float auto_exposure_grey = 0.5; + RID exposure_texture; + float luminance_multiplier = 1.0; + + bool use_bcs = false; + float brightness = 1.0; + float contrast = 1.0; + float saturation = 1.0; + + bool use_color_correction = false; + bool use_1d_color_correction = false; + RID color_correction_texture; + + bool use_fxaa = false; + bool use_debanding = false; + Vector2i texture_size; + uint32_t view_count = 1; + }; + + void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); + void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); +}; + +} // namespace RendererRD + +#endif // TONE_MAPPER_RD_H diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp new file mode 100644 index 0000000000..68cfd43d90 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -0,0 +1,174 @@ +/*************************************************************************/ +/* vrs.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "vrs.h" +#include "../renderer_compositor_rd.h" +#include "../storage_rd/texture_storage.h" +#include "../uniform_set_cache_rd.h" +#include "servers/xr_server.h" + +using namespace RendererRD; + +VRS::VRS() { + { + Vector<String> vrs_modes; + vrs_modes.push_back("\n"); // VRS_DEFAULT + vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW + + vrs_shader.shader.initialize(vrs_modes); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false); + } + + vrs_shader.shader_version = vrs_shader.shader.version_create(); + + //use additive + + for (int i = 0; i < VRS_MAX; i++) { + if (vrs_shader.shader.is_variant_enabled(i)) { + vrs_shader.pipelines[i].setup(vrs_shader.shader.version_get_shader(vrs_shader.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + vrs_shader.pipelines[i].clear(); + } + } + } +} + +VRS::~VRS() { + vrs_shader.shader.version_free(vrs_shader.shader_version); +} + +void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT; + + RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>()); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + // RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) { + // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm + + // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we + // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating + // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size + // of the VRS buffer to supply. + Size2i texel_size = Size2i(16, 16); + + RD::TextureFormat tf; + if (p_view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + } + tf.format = RD::DATA_FORMAT_R8_UINT; + tf.width = p_base_width / texel_size.x; + if (p_base_width % texel_size.x != 0) { + tf.width++; + } + tf.height = p_base_height / texel_size.y; + if (p_base_height % texel_size.y != 0) { + tf.height++; + } + tf.array_layers = p_view_count; // create a layer for every view + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tf.samples = RD::TEXTURE_SAMPLES_1; + + p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control + Vector<RID> fb; + fb.push_back(p_vrs_texture); + + RD::FramebufferPass pass; + pass.color_attachments.push_back(0); + + Vector<RD::FramebufferPass> passes; + passes.push_back(pass); + + p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count); +} + +void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { + TextureStorage *texture_storage = TextureStorage::get_singleton(); + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target); + + if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + RD::get_singleton()->draw_command_begin_label("VRS Setup"); + + // TODO figure out if image has changed since it was last copied so we can save some resources.. + + if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) { + RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target); + if (vrs_texture.is_valid()) { + RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); + int layers = texture_storage->texture_get_layers(vrs_texture); + if (rd_texture.is_valid()) { + // Copy into our density buffer + copy_vrs(rd_texture, p_vrs_fb, layers > 1); + } + } + } else if (vrs_mode == RS::VIEWPORT_VRS_XR) { + Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface(); + if (interface.is_valid()) { + RID vrs_texture = interface->get_vrs_texture(); + if (vrs_texture.is_valid()) { + RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); + int layers = texture_storage->texture_get_layers(vrs_texture); + + if (rd_texture.is_valid()) { + // Copy into our density buffer + copy_vrs(rd_texture, p_vrs_fb, layers > 1); + } + } + } + } + + RD::get_singleton()->draw_command_end_label(); + } +} diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h new file mode 100644 index 0000000000..dd15df615e --- /dev/null +++ b/servers/rendering/renderer_rd/effects/vrs.h @@ -0,0 +1,75 @@ +/*************************************************************************/ +/* vrs.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 VRS_RD_H +#define VRS_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class VRS { +private: + enum VRSMode { + VRS_DEFAULT, + VRS_MULTIVIEW, + VRS_MAX, + }; + + /* we have no push constant here (yet) + struct VRSPushConstant { + + }; + */ + + struct VRSShader { + // VRSPushConstant push_constant; + VrsShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[VRS_MAX]; + } vrs_shader; + +public: + VRS(); + ~VRS(); + + void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false); + + void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb); + void update_vrs_texture(RID p_vrs_fb, RID p_render_target); +}; + +} // namespace RendererRD + +#endif // VRS_RD_H diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index 236eb5e596..8d59b24f3f 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -41,14 +41,6 @@ bool EffectsRD::get_prefer_raster_effects() { return prefer_raster_effects; } -static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - p_array[i * 4 + j] = p_mtx.matrix[i][j]; - } - } -} - RID EffectsRD::_get_uniform_set_from_image(RID p_image) { if (image_to_uniform_set_cache.has(p_image)) { RID uniform_set = image_to_uniform_set_cache[p_image]; @@ -60,7 +52,7 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 0; - u.ids.push_back(p_image); + u.append_id(p_image); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1); @@ -70,28 +62,6 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) { return uniform_set; } -RID EffectsRD::_get_uniform_set_for_input(RID p_texture) { - if (input_to_uniform_set_cache.has(p_texture)) { - RID uniform_set = input_to_uniform_set_cache[p_texture]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT; - u.binding = 0; - u.ids.push_back(p_texture); - uniforms.push_back(u); - // This is specific to our subpass shader - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, TONEMAP_MODE_SUBPASS), 0); - - input_to_uniform_set_cache[p_texture] = uniform_set; - - return uniform_set; -} - RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_uniform_set_cache[p_texture]; @@ -104,11 +74,11 @@ RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.ids.push_back(p_texture); + u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); + u.append_id(p_texture); uniforms.push_back(u); // anything with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0); + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0); texture_to_uniform_set_cache[p_texture] = uniform_set; @@ -127,8 +97,8 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.ids.push_back(p_texture); + u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); + u.append_id(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0); @@ -138,518 +108,73 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m return uniform_set; } -RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) { - TextureSamplerPair tsp; - tsp.texture = p_texture; - tsp.sampler = p_sampler; - - if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) { - RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.ids.push_back(p_sampler); - u.ids.push_back(p_texture); - uniforms.push_back(u); - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0); - - texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set; - - return uniform_set; -} - -RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) { - TexturePair tp; - tp.texture1 = p_texture1; - tp.texture2 = p_texture2; - - if (texture_pair_to_compute_uniform_set_cache.has(tp)) { - RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.ids.push_back(p_texture1); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.ids.push_back(p_texture2); - uniforms.push_back(u); - } - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1); - - texture_pair_to_compute_uniform_set_cache[tp] = uniform_set; - - return uniform_set; -} - -RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) { - TexturePair tp; - tp.texture1 = p_texture1; - tp.texture2 = p_texture2; - - if (image_pair_to_compute_uniform_set_cache.has(tp)) { - RID uniform_set = image_pair_to_compute_uniform_set_cache[tp]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_texture1); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_texture2); - uniforms.push_back(u); - } - //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3); - - image_pair_to_compute_uniform_set_cache[tp] = uniform_set; - - return uniform_set; -} - -void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) { - memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); - - copy_to_fb.push_constant.use_section = true; - copy_to_fb.push_constant.section[0] = p_uv_rect.position.x; - copy_to_fb.push_constant.section[1] = p_uv_rect.position.y; - copy_to_fb.push_constant.section[2] = p_uv_rect.size.x; - copy_to_fb.push_constant.section[3] = p_uv_rect.size.y; - - if (p_flip_y) { - copy_to_fb.push_constant.flip_y = true; - } - - RD::DrawListID draw_list = p_draw_list; - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); - RD::get_singleton()->draw_list_draw(draw_list, true); -} +void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) { + memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant)); -void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary) { - memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); - - if (p_flip_y) { - copy_to_fb.push_constant.flip_y = true; - } - if (p_force_luminance) { - copy_to_fb.push_constant.force_luminance = true; - } - if (p_alpha_to_zero) { - copy_to_fb.push_constant.alpha_to_zero = true; - } - if (p_srgb) { - copy_to_fb.push_constant.srgb = true; - } - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - if (p_secondary.is_valid()) { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1); - } - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - if (p_flip_y) { - copy.push_constant.flags |= COPY_FLAG_FLIP_Y; - } - - if (p_force_luminance) { - copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE; - } - - if (p_all_source) { - copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE; - } - - if (p_alpha_to_one) { - copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE; - } - - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_rect.size.width; - copy.push_constant.section[3] = p_rect.size.height; - copy.push_constant.target[0] = p_rect.position.x; - copy.push_constant.target[1] = p_rect.position.y; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_panorama_size.width; - copy.push_constant.section[3] = p_panorama_size.height; - copy.push_constant.target[0] = 0; - copy.push_constant.target[1] = 0; - copy.push_constant.camera_z_far = p_lod; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - if (p_flip_y) { - copy.push_constant.flags |= COPY_FLAG_FLIP_Y; - } - - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_rect.size.width; - copy.push_constant.section[3] = p_rect.size.height; - copy.push_constant.target[0] = p_rect.position.x; - copy.push_constant.target[1] = p_rect.position.y; - copy.push_constant.camera_z_far = p_z_far; - copy.push_constant.camera_z_near = p_z_near; + int dispatch_x = (p_size.x + 15) / 16; + int dispatch_y = (p_size.y + 15) / 16; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); - RD::get_singleton()->compute_list_end(); -} + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline); -void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - if (p_flip_y) { - copy.push_constant.flags |= COPY_FLAG_FLIP_Y; - } - - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_rect.size.width; - copy.push_constant.section[3] = p_rect.size.height; - copy.push_constant.target[0] = p_rect.position.x; - copy.push_constant.target[1] = p_rect.position.y; + FSR_upscale.push_constant.resolution_width = p_internal_size.width; + FSR_upscale.push_constant.resolution_height = p_internal_size.height; + FSR_upscale.push_constant.upscaled_width = p_size.width; + FSR_upscale.push_constant.upscaled_height = p_size.height; + FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness; - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]); + //FSR Easc + FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1); - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_region.size.width; - copy.push_constant.section[3] = p_region.size.height; - copy.push_constant.target[0] = p_region.position.x; - copy.push_constant.target[1] = p_region.position.y; - copy.push_constant.set_color[0] = p_color.r; - copy.push_constant.set_color[1] = p_color.g; - copy.push_constant.set_color[2] = p_color.b; - copy.push_constant.set_color[3] = p_color.a; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); - - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - - uint32_t base_flags = 0; - copy.push_constant.section[0] = p_region.position.x; - copy.push_constant.section[1] = p_region.position.y; - copy.push_constant.section[2] = p_region.size.width; - copy.push_constant.section[3] = p_region.size.height; - - //HORIZONTAL - RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); - - copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL; - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - //VERTICAL - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3); + //FSR Rcas + FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1); - copy.push_constant.flags = base_flags; - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); - - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - - CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW; - uint32_t base_flags = 0; - - copy.push_constant.section[2] = p_size.x; - copy.push_constant.section[3] = p_size.y; - - copy.push_constant.glow_strength = p_strength; - copy.push_constant.glow_bloom = p_bloom; - copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; - copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale; - copy.push_constant.glow_exposure = p_exposure; - copy.push_constant.glow_white = 0; //actually unused - copy.push_constant.glow_luminance_cap = p_luminance_cap; - - copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); - if (p_auto_exposure.is_valid() && p_first_pass) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1); - } + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); - copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); - RD::get_singleton()->compute_list_end(); + RD::get_singleton()->compute_list_end(compute_list); } -void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); - - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); - - BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW; - uint32_t base_flags = 0; - - blur_raster.push_constant.pixel_size[0] = p_pixel_size.x; - blur_raster.push_constant.pixel_size[1] = p_pixel_size.y; - - blur_raster.push_constant.glow_strength = p_strength; - blur_raster.push_constant.glow_bloom = p_bloom; - blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; - blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale; - blur_raster.push_constant.glow_exposure = p_exposure; - blur_raster.push_constant.glow_white = 0; //actually unused - blur_raster.push_constant.glow_luminance_cap = p_luminance_cap; - - blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also - - //HORIZONTAL - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - if (p_auto_exposure.is_valid() && p_first_pass) { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1); - } - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0); - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); +void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); + RID shader = TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); - blur_mode = BLUR_MODE_GAUSSIAN_GLOW; + memset(&TAA_resolve.push_constant, 0, sizeof(TAAResolvePushConstant)); + TAA_resolve.push_constant.resolution_width = p_resolution.width; + TAA_resolve.push_constant.resolution_height = p_resolution.height; + TAA_resolve.push_constant.disocclusion_threshold = 0.025f; + TAA_resolve.push_constant.disocclusion_scale = 10.0f; - //VERTICAL - draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - blur_raster.push_constant.flags = base_flags; - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - { //scale color and depth to half - ssr_scale.push_constant.camera_z_far = p_camera.get_z_far(); - ssr_scale.push_constant.camera_z_near = p_camera.get_z_near(); - ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr_scale.push_constant.filter = false; //enabling causes arctifacts - ssr_scale.push_constant.screen_size[0] = p_screen_size.x; - ssr_scale.push_constant.screen_size[1] = p_screen_size.y; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - - { - ssr.push_constant.camera_z_far = p_camera.get_z_far(); - ssr.push_constant.camera_z_near = p_camera.get_z_near(); - ssr.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr.push_constant.screen_size[0] = p_screen_size.x; - ssr.push_constant.screen_size[1] = p_screen_size.y; - ssr.push_constant.curve_fade_in = p_fade_in; - ssr.push_constant.distance_fade = p_fade_out; - ssr.push_constant.num_steps = p_max_steps; - ssr.push_constant.depth_tolerance = p_tolerance; - ssr.push_constant.use_half_res = true; - ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); - ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); - ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; - ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; - ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255); - ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255); - ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255); - ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255); - store_camera(p_camera, ssr.push_constant.projection); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant)); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0); - - if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - } - - if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) { - //blur - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal(); - ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0)); - ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]); - ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]); - ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0]; - ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1]; - ssr_filter.push_constant.vertical = 0; - if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) { - ssr_filter.push_constant.steps = p_max_steps / 3; - ssr_filter.push_constant.increment = 3; - } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) { - ssr_filter.push_constant.steps = p_max_steps / 2; - ssr_filter.push_constant.increment = 2; - } else { - ssr_filter.push_constant.steps = p_max_steps; - ssr_filter.push_constant.increment = 1; - } - - ssr_filter.push_constant.screen_size[0] = p_screen_size.width; - ssr_filter.push_constant.screen_size[1] = p_screen_size.height; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3); - - ssr_filter.push_constant.vertical = 1; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); - } - + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, TAA_resolve.pipeline); + + RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame }); + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth }); + RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity }); + RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity }); + RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history }); + RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp }); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &TAA_resolve.push_constant, sizeof(TAAResolvePushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1); RD::get_singleton()->compute_list_end(); } -void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { +void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); Plane p = p_camera.xform4(Plane(1, 0, -1, 1)); @@ -692,193 +217,6 @@ void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_dept } } -void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) { - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>()); - - if (p_reflection.is_valid()) { - if (p_base.is_valid()) { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2); - } else { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - } - - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1); - - } else { - if (p_base.is_valid()) { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2); - } else { - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - } - - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0); - } - - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) { - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - - copy.push_constant.section[0] = 0; - copy.push_constant.section[1] = 0; - copy.push_constant.section[2] = p_size.width; - copy.push_constant.section[3] = p_size.height; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1); - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer."); - - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); - - BlurRasterMode mode = BLUR_MIPMAP; - - blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x); - blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y); - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) { - CopyToDPPushConstant push_constant; - push_constant.screen_rect[0] = p_rect.position.x; - push_constant.screen_rect[1] = p_rect.position.y; - push_constant.screen_rect[2] = p_rect.size.width; - push_constant.screen_rect[3] = p_rect.size.height; - push_constant.z_far = p_z_far; - push_constant.z_near = p_z_near; - push_constant.texel_size[0] = 1.0f / p_dst_size.x; - push_constant.texel_size[1] = 1.0f / p_dst_size.y; - push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant)); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER); -} - -void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) { - memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant)); - - tonemap.push_constant.use_bcs = p_settings.use_bcs; - tonemap.push_constant.bcs[0] = p_settings.brightness; - tonemap.push_constant.bcs[1] = p_settings.contrast; - tonemap.push_constant.bcs[2] = p_settings.saturation; - - tonemap.push_constant.use_glow = p_settings.use_glow; - tonemap.push_constant.glow_intensity = p_settings.glow_intensity; - tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something - tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1]; - tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2]; - tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3]; - tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4]; - tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5]; - tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6]; - tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x; - tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y; - tonemap.push_constant.glow_mode = p_settings.glow_mode; - - int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL; - if (p_settings.use_1d_color_correction) { - mode += 2; - } - - tonemap.push_constant.tonemapper = p_settings.tonemap_mode; - tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; - tonemap.push_constant.exposure = p_settings.exposure; - tonemap.push_constant.white = p_settings.white; - tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; - tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier; - - tonemap.push_constant.use_color_correction = p_settings.use_color_correction; - - tonemap.push_constant.use_fxaa = p_settings.use_fxaa; - tonemap.push_constant.use_debanding = p_settings.use_debanding; - tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x; - tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y; - - if (p_settings.view_count > 1) { - // Use MULTIVIEW versions - mode += 6; - } - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass())); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) { - memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant)); - - tonemap.push_constant.use_bcs = p_settings.use_bcs; - tonemap.push_constant.bcs[0] = p_settings.brightness; - tonemap.push_constant.bcs[1] = p_settings.contrast; - tonemap.push_constant.bcs[2] = p_settings.saturation; - - ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses."); - tonemap.push_constant.use_glow = p_settings.use_glow; - - int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS; - if (p_settings.view_count > 1) { - // Use MULTIVIEW versions - mode += 6; - } - - tonemap.push_constant.tonemapper = p_settings.tonemap_mode; - tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure; - tonemap.push_constant.exposure = p_settings.exposure; - tonemap.push_constant.white = p_settings.white; - tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey; - - tonemap.push_constant.use_color_correction = p_settings.use_color_correction; - - tonemap.push_constant.use_debanding = p_settings.use_debanding; - tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier; - - RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass())); - RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0); - RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); // should be set to a default texture, it's ignored - RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); // should be set to a default texture, it's ignored - RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3); - - RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant)); - RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true); -} - void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer."); @@ -952,675 +290,6 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_ } } -void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer."); - - bokeh.push_constant.blur_far_active = p_dof_far; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; - - bokeh.push_constant.blur_near_active = p_dof_near; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size); - bokeh.push_constant.use_jitter = p_use_jitter; - bokeh.push_constant.jitter_seed = Math::randf() * 1000.0; - - bokeh.push_constant.z_near = p_cam_znear; - bokeh.push_constant.z_far = p_cam_zfar; - bokeh.push_constant.orthogonal = p_cam_orthogonal; - bokeh.push_constant.blur_size = p_bokeh_size; - - bokeh.push_constant.second_pass = false; - bokeh.push_constant.half_size = false; - - bokeh.push_constant.blur_scale = 0.5; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - /* FIRST PASS */ - // The alpha channel of the source color texture is filled with the expected circle size - // If used for DOF far, the size is positive, if used for near, its negative. - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1); - - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { - //second pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]); - - static const int quality_samples[4] = { 6, 12, 12, 24 }; - - bokeh.push_constant.steps = quality_samples[p_quality]; - - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { - //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); - - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; - bokeh.push_constant.half_size = true; - bokeh.push_constant.blur_size *= 0.5; - - } else { - //medium and high quality use full size - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - //third pass - bokeh.push_constant.second_pass = true; - - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { - //forth pass, upscale for low quality - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1); - - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; - bokeh.push_constant.half_size = false; - bokeh.push_constant.second_pass = false; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); - } - } else { - //circle - - //second pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); - - static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; - - bokeh.push_constant.steps = 0; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; - - //circle always runs in half size, otherwise too expensive - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); - - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; - bokeh.push_constant.half_size = true; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - //circle is just one pass, then upscale - - // upscale - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1); - - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; - bokeh.push_constant.half_size = false; - bokeh.push_constant.second_pass = false; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); - } - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer."); - - memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); - - bokeh.push_constant.orthogonal = p_cam_orthogonal; - bokeh.push_constant.size[0] = p_buffers.base_texture_size.width; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.height; - bokeh.push_constant.z_far = p_cam_zfar; - bokeh.push_constant.z_near = p_cam_znear; - - bokeh.push_constant.second_pass = false; - bokeh.push_constant.half_size = false; - bokeh.push_constant.blur_size = p_dof_blur_amount; - - if (p_dof_far || p_dof_near) { - if (p_dof_far) { - bokeh.push_constant.blur_far_active = true; - bokeh.push_constant.blur_far_begin = p_dof_far_begin; - bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; - } - - if (p_dof_near) { - bokeh.push_constant.blur_near_active = true; - bokeh.push_constant.blur_near_begin = p_dof_near_begin; - bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size; - } - - { - // generate our depth data - RID framebuffer = p_buffers.base_weight_fb; - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - } - - if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { - // double pass approach - BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; - - if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { - //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; - bokeh.push_constant.half_size = true; - bokeh.push_constant.blur_size *= 0.5; - } - - static const int quality_samples[4] = { 6, 12, 12, 24 }; - bokeh.push_constant.blur_scale = 0.5; - bokeh.push_constant.steps = quality_samples[p_quality]; - - RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; - - // Pass 1 - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - - // Pass 2 - if (!bokeh.push_constant.half_size) { - // do not output weight, we're writing back into our base buffer - mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; - } - bokeh.push_constant.second_pass = true; - - framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb; - RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture; - RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1]; - - draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - - if (bokeh.push_constant.half_size) { - // Compose pass - mode = BOKEH_COMPOSITE; - framebuffer = p_buffers.base_fb; - - draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - } - - } else { - // circular is a single pass approach - BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR; - - { - // circle always runs in half size, otherwise too expensive (though the code below does support making this optional) - bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; - bokeh.push_constant.half_size = true; - // bokeh.push_constant.blur_size *= 0.5; - } - - static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; - bokeh.push_constant.blur_scale = quality_scale[p_quality]; - bokeh.push_constant.steps = 0.0; - - RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - - if (bokeh.push_constant.half_size) { - // Compose - mode = BOKEH_COMPOSITE; - framebuffer = p_buffers.base_fb; - - draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - } else { - // Just copy it back (we use our blur raster shader here).. - draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - } - } - } -} - -void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); - } - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - ssao.gather_push_constant.pass_coord_offset[0] = i % 2; - ssao.gather_push_constant.pass_coord_offset[1] = i / 2; - ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; - ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; - ssao.gather_push_constant.pass = i; - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2); - RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant)); - - Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - - RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); - } - RD::get_singleton()->compute_list_add_barrier(p_compute_list); -} - -void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->draw_command_begin_label("SSAO"); - /* FIRST PASS */ - // Downsample and deinterleave the depth buffer. - { - RD::get_singleton()->draw_command_begin_label("Downsample Depth"); - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_depth_mipmaps[1]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_depth_mipmaps[2]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.ids.push_back(p_depth_mipmaps[3]); - uniforms.push_back(u); - } - r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2); - } - - float depth_linearize_mul = -p_projection.matrix[3][2]; - float depth_linearize_add = p_projection.matrix[2][2]; - if (depth_linearize_mul * depth_linearize_add < 0) { - depth_linearize_add = -depth_linearize_add; - } - - ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); - ssao.downsample_push_constant.z_near = depth_linearize_mul; - ssao.downsample_push_constant.z_far = depth_linearize_add; - if (ssao.downsample_push_constant.orthogonal) { - ssao.downsample_push_constant.z_near = p_projection.get_z_near(); - ssao.downsample_push_constant.z_far = p_projection.get_z_far(); - } - ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius; - - int downsample_pipeline = SSAO_DOWNSAMPLE; - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - downsample_pipeline = SSAO_DOWNSAMPLE_HALF; - } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP; - } - - if (p_settings.half_size) { - downsample_pipeline++; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1); - if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant)); - - Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1))); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Downsample SSAO - } - - /* SECOND PASS */ - // Sample SSAO - { - RD::get_singleton()->draw_command_begin_label("Gather Samples"); - ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; - ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; - - ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; - float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; - ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; - ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; - ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; - ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; - ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); - - ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; - ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; - - float radius_near_limit = (p_settings.radius * 1.2f); - if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) { - radius_near_limit *= 1.50f; - - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - ssao.gather_push_constant.radius *= 0.8f; - } - if (p_settings.half_size) { - ssao.gather_push_constant.radius *= 0.5f; - } - } - radius_near_limit /= tan_half_fov_y; - ssao.gather_push_constant.radius = p_settings.radius; - ssao.gather_push_constant.intensity = p_settings.intensity; - ssao.gather_push_constant.shadow_power = p_settings.power; - ssao.gather_push_constant.shadow_clamp = 0.98; - ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); - ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; - ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon; - ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; - ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius; - - ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); - ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; - - ssao.gather_push_constant.detail_intensity = p_settings.detail; - ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1); - ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.ids.push_back(ssao.mirror_sampler); - u.ids.push_back(p_depth_mipmaps_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_normal_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.ids.push_back(ssao.gather_constants_buffer); - uniforms.push_back(u); - } - r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0); - } - - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_ao_pong); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.ids.push_back(default_sampler); - u.ids.push_back(p_importance_map); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.ids.push_back(ssao.importance_map_load_counter); - uniforms.push_back(u); - } - r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); - } - - if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) { - RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); - ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - ssao.importance_map_push_constant.intensity = p_settings.intensity; - ssao.importance_map_push_constant.power = p_settings.power; - //base pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); - gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID()); - //generate importance map - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - //process importance map A - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - //process Importance Map B - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]); - RD::get_singleton()->draw_command_end_label(); // Importance Map - } else { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); - } - - gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set); - RD::get_singleton()->draw_command_end_label(); // Gather SSAO - } - - // /* THIRD PASS */ - // // Blur - // - { - RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); - ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; - ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; - ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; - - int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; - - for (int pass = 0; pass < blur_passes; pass++) { - int blur_pipeline = SSAO_BLUR_PASS; - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { - if (pass < blur_passes - 2) { - blur_pipeline = SSAO_BLUR_PASS_WIDE; - } else { - blur_pipeline = SSAO_BLUR_PASS_SMART; - } - } - - for (int i = 0; i < 4; i++) { - if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { - continue; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); - if (pass % 2 == 0) { - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0); - } - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1); - } else { - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); - - Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - } - - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - } - RD::get_singleton()->draw_command_end_label(); // Blur - } - - /* FOURTH PASS */ - // Interleave buffers - // back to full size - { - RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); - ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; - ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); - - int interleave_pipeline = SSAO_INTERLEAVE_HALF; - if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) { - interleave_pipeline = SSAO_INTERLEAVE; - } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) { - interleave_pipeline = SSAO_INTERLEAVE_SMART; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0); - if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Interleave - } - RD::get_singleton()->draw_command_end_label(); //SSAO - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer - - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier -} - void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { roughness_limiter.push_constant.screen_size[0] = p_size.x; roughness_limiter.push_constant.screen_size[1] = p_size.y; @@ -1638,189 +307,6 @@ void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size RD::get_singleton()->compute_list_end(); } -void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer."); - - memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); - - roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id; - roughness.push_constant.roughness = p_roughness; - roughness.push_constant.sample_count = p_sample_count; - roughness.push_constant.use_direct_write = p_roughness == 0.0; - roughness.push_constant.face_size = p_size; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); - - int x_groups = (p_size - 1) / 8 + 1; - int y_groups = (p_size - 1) / 8 + 1; - - RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1); - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer."); - ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time."); - - memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); - - roughness.push_constant.face_id = p_face_id; - roughness.push_constant.roughness = p_roughness; - roughness.push_constant.sample_count = p_sample_count; - roughness.push_constant.use_direct_write = p_roughness == 0.0; - roughness.push_constant.face_size = p_size; - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer."); - - cubemap_downsampler.push_constant.face_size = p_size.x; - cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1); - - int x_groups = (p_size.x - 1) / 8 + 1; - int y_groups = (p_size.y - 1) / 8 + 1; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); - - RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer."); - ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time."); - - cubemap_downsampler.push_constant.face_size = p_size.x; - cubemap_downsampler.push_constant.face_id = p_face_id; - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer."); - - Vector<RD::Uniform> uniforms; - for (int i = 0; i < p_dest_cubemap.size(); i++) { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = i; - u.ids.push_back(p_dest_cubemap[i]); - uniforms.push_back(u); - } - if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { - RD::get_singleton()->free(filter.image_uniform_set); - } - filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2); - - int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY; - pipeline = filter.use_high_quality ? pipeline : pipeline + 1; - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[pipeline]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2); - - int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64 - - RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer."); - ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time."); - - // TODO implement! - CubemapFilterRasterPushConstant push_constant; - push_constant.mip_level = p_mip_level; - push_constant.face_id = p_face_id; - - CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY; - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); -} - -void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { - ResolvePushConstant push_constant; - push_constant.screen_size[0] = p_screen_size.x; - push_constant.screen_size[1] = p_screen_size.y; - push_constant.samples = p_samples; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1); - if (p_source_voxel_gi.is_valid()) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); - - RD::get_singleton()->compute_list_end(p_barrier); -} - -void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { - ResolvePushConstant push_constant; - push_constant.screen_size[0] = p_screen_size.x; - push_constant.screen_size[1] = p_screen_size.y; - push_constant.samples = p_samples; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); - - RD::get_singleton()->compute_list_end(p_barrier); -} - void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { Sort::PushConstant push_constant; push_constant.total_elements = p_size; @@ -1891,147 +377,29 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { } EffectsRD::EffectsRD(bool p_prefer_raster_effects) { - prefer_raster_effects = p_prefer_raster_effects; - - if (prefer_raster_effects) { - // init blur shader (on compute use copy shader) - - Vector<String> blur_modes; - blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP - blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR - blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW - blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE - blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY - - blur_raster.shader.initialize(blur_modes); - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); - blur_raster.shader_version = blur_raster.shader.version_create(); - - for (int i = 0; i < BLUR_MODE_MAX; i++) { - blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } - - } else { - // not used in clustered - for (int i = 0; i < BLUR_MODE_MAX; i++) { - blur_raster.pipelines[i].clear(); - } - } - - if (!prefer_raster_effects) { // Initialize copy - Vector<String> copy_modes; - copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); - copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n"); - copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); - copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); - copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n"); - copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n"); - copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n"); - copy_modes.push_back("\n#define MODE_SET_COLOR\n"); - copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n"); - copy_modes.push_back("\n#define MODE_MIPMAP\n"); - copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n"); - copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n"); - copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n"); - - copy.shader.initialize(copy_modes); - memset(©.push_constant, 0, sizeof(CopyPushConstant)); - - if (prefer_raster_effects) { - // disable shaders we can't use - copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false); - copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false); - copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false); - copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false); - } - - copy.shader_version = copy.shader.version_create(); - - for (int i = 0; i < COPY_MODE_MAX; i++) { - if (copy.shader.is_variant_enabled(i)) { - copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i)); - } - } - } - { - Vector<String> copy_modes; - copy_modes.push_back("\n"); - copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n"); - copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); - - copy_to_fb.shader.initialize(copy_modes); - - copy_to_fb.shader_version = copy_to_fb.shader.version_create(); - - //use additive - - for (int i = 0; i < COPY_TO_FB_MAX; i++) { - copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } - } - { - // Initialize roughness - Vector<String> cubemap_roughness_modes; - cubemap_roughness_modes.push_back(""); - - if (prefer_raster_effects) { - roughness.raster_shader.initialize(cubemap_roughness_modes); - - roughness.shader_version = roughness.raster_shader.version_create(); - - roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - + Vector<String> FSR_upscale_modes; + +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); +#else + // Everyone else can use normal mode when available. + if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); } else { - roughness.compute_shader.initialize(cubemap_roughness_modes); - - roughness.shader_version = roughness.compute_shader.version_create(); - - roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0)); - roughness.raster_pipeline.clear(); + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); } - } +#endif - { - // Initialize tonemapper - Vector<String> tonemap_modes; - tonemap_modes.push_back("\n"); - tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n"); - tonemap_modes.push_back("\n#define USE_1D_LUT\n"); - tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); - tonemap_modes.push_back("\n#define SUBPASS\n"); - tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n"); - - // multiview versions of our shaders - tonemap_modes.push_back("\n#define MULTIVIEW\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n"); - tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n"); - - tonemap.shader.initialize(tonemap_modes); - - if (!RendererCompositorRD::singleton->is_xr_enabled()) { - tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false); - tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false); - tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false); - tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false); - tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false); - tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false); - } + FSR_upscale.shader.initialize(FSR_upscale_modes); - tonemap.shader_version = tonemap.shader.version_create(); - - for (int i = 0; i < TONEMAP_MODE_MAX; i++) { - if (tonemap.shader.is_variant_enabled(i)) { - tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } else { - tonemap.pipelines[i].clear(); - } - } + FSR_upscale.shader_version = FSR_upscale.shader.version_create(); + FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0)); } + prefer_raster_effects = p_prefer_raster_effects; + if (prefer_raster_effects) { Vector<String> luminance_reduce_modes; luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST @@ -2065,200 +433,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } - { - // Initialize copier - Vector<String> copy_modes; - copy_modes.push_back("\n"); - - cube_to_dp.shader.initialize(copy_modes); - - cube_to_dp.shader_version = cube_to_dp.shader.version_create(); - RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); - RD::PipelineDepthStencilState dss; - dss.enable_depth_test = true; - dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS; - dss.enable_depth_write = true; - cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0); - } - - // Initialize bokeh - Vector<String> bokeh_modes; - bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n"); - bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); - if (prefer_raster_effects) { - bokeh.raster_shader.initialize(bokeh_modes); - - bokeh.shader_version = bokeh.raster_shader.version_create(); - - const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 }; - for (int i = 0; i < BOKEH_MAX; i++) { - RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]); - bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); - } - } else { - bokeh.compute_shader.initialize(bokeh_modes); - bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false); - bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false); - bokeh.shader_version = bokeh.compute_shader.version_create(); - - for (int i = 0; i < BOKEH_MAX; i++) { - if (bokeh.compute_shader.is_variant_enabled(i)) { - bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i)); - } - } - - for (int i = 0; i < BOKEH_MAX; i++) { - bokeh.raster_pipelines[i].clear(); - } - } - - if (!prefer_raster_effects) { - // Initialize ssao - - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.max_lod = 4; - - ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - - uint32_t pipeline = 0; - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define USE_HALF_SIZE\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE"); - - ssao.downsample_shader.initialize(ssao_modes); - - ssao.downsample_shader_version = ssao.downsample_shader.version_create(); - - for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i)); - pipeline++; - } - } - { - Vector<String> ssao_modes; - - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define SSAO_BASE\n"); - ssao_modes.push_back("\n#define ADAPTIVE\n"); - - ssao.gather_shader.initialize(ssao_modes); - - ssao.gather_shader_version = ssao.gather_shader.version_create(); - - for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER)); - pipeline++; - } - - ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants)); - SSAOGatherConstants gather_constants; - - const int sub_pass_count = 5; - for (int pass = 0; pass < 4; pass++) { - for (int subPass = 0; subPass < sub_pass_count; subPass++) { - int a = pass; - int spmap[5]{ 0, 1, 4, 3, 2 }; - int b = spmap[subPass]; - - float ca, sa; - float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; - - ca = Math::cos(angle0); - sa = Math::sin(angle0); - - float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f; - - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa; - gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca; - } - } - - RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants); - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define GENERATE_MAP\n"); - ssao_modes.push_back("\n#define PROCESS_MAPA\n"); - ssao_modes.push_back("\n#define PROCESS_MAPB\n"); - - ssao.importance_map_shader.initialize(ssao_modes); - - ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); - - for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); - - pipeline++; - } - ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); - RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(ssao.importance_map_load_counter); - uniforms.push_back(u); - } - ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); - RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_WIDE\n"); - - ssao.blur_shader.initialize(ssao_modes); - - ssao.blur_shader_version = ssao.blur_shader.version_create(); - - for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); - - pipeline++; - } - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_HALF\n"); - - ssao.interleave_shader.initialize(ssao_modes); - - ssao.interleave_shader_version = ssao.interleave_shader.version_create(); - for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); - RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); - pipeline++; - } - } - - ERR_FAIL_COND(pipeline != SSAO_MAX); - } - if (!prefer_raster_effects) { // Initialize roughness limiter Vector<String> shader_modes; @@ -2271,169 +445,8 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0)); } - { - //Initialize cubemap downsampler - Vector<String> cubemap_downsampler_modes; - cubemap_downsampler_modes.push_back(""); - - if (prefer_raster_effects) { - cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes); - - cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create(); - - cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } else { - cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes); - - cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create(); - - cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0)); - cubemap_downsampler.raster_pipeline.clear(); - } - } - - { - // Initialize cubemap filter - filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality"); - - Vector<String> cubemap_filter_modes; - cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n"); - cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n"); - cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n"); - cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n"); - - if (filter.use_high_quality) { - filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs)); - RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]); - } else { - filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs)); - RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]); - } - - if (prefer_raster_effects) { - filter.raster_shader.initialize(cubemap_filter_modes); - - // array variants are not supported in raster - filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false); - filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false); - - filter.shader_version = filter.raster_shader.version_create(); - - for (int i = 0; i < FILTER_MODE_MAX; i++) { - if (filter.raster_shader.is_variant_enabled(i)) { - filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } else { - filter.raster_pipelines[i].clear(); - } - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(filter.coefficient_buffer); - uniforms.push_back(u); - } - filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); - } else { - filter.compute_shader.initialize(cubemap_filter_modes); - filter.shader_version = filter.compute_shader.version_create(); - - for (int i = 0; i < FILTER_MODE_MAX; i++) { - filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i)); - filter.raster_pipelines[i].clear(); - } - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(filter.coefficient_buffer); - uniforms.push_back(u); - } - filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); - } - } - - if (!prefer_raster_effects) { - Vector<String> specular_modes; - specular_modes.push_back("\n#define MODE_MERGE\n"); - specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n"); - specular_modes.push_back("\n"); - specular_modes.push_back("\n#define MODE_SSR\n"); - - specular_merge.shader.initialize(specular_modes); - - specular_merge.shader_version = specular_merge.shader.version_create(); - - //use additive - - RD::PipelineColorBlendState::Attachment ba; - ba.enable_blend = true; - ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE; - ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; - ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; - ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; - ba.color_blend_op = RD::BLEND_OP_ADD; - ba.alpha_blend_op = RD::BLEND_OP_ADD; - - RD::PipelineColorBlendState blend_additive; - blend_additive.attachments.push_back(ba); - - for (int i = 0; i < SPECULAR_MERGE_MAX; i++) { - RD::PipelineColorBlendState blend_state; - if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) { - blend_state = blend_additive; - } else { - blend_state = RD::PipelineColorBlendState::create_disabled(); - } - specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); - } - } - if (!prefer_raster_effects) { { - Vector<String> ssr_modes; - ssr_modes.push_back("\n"); - ssr_modes.push_back("\n#define MODE_ROUGH\n"); - - ssr.shader.initialize(ssr_modes); - - ssr.shader_version = ssr.shader.version_create(); - - for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) { - ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i)); - } - } - - { - Vector<String> ssr_filter_modes; - ssr_filter_modes.push_back("\n"); - ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); - - ssr_filter.shader.initialize(ssr_filter_modes); - - ssr_filter.shader_version = ssr_filter.shader.version_create(); - - for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) { - ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i)); - } - } - - { - Vector<String> ssr_scale_modes; - ssr_scale_modes.push_back("\n"); - - ssr_scale.shader.initialize(ssr_scale_modes); - - ssr_scale.shader_version = ssr_scale.shader.version_create(); - - ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0)); - } - - { Vector<String> sss_modes; sss_modes.push_back("\n#define USE_11_SAMPLES\n"); sss_modes.push_back("\n#define USE_17_SAMPLES\n"); @@ -2447,21 +460,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i)); } } - - { - Vector<String> resolve_modes; - resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); - resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); - resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n"); - - resolve.shader.initialize(resolve_modes); - - resolve.shader_version = resolve.shader.version_create(); - - for (int i = 0; i < RESOLVE_MODE_MAX; i++) { - resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); - } - } } { @@ -2479,6 +477,14 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } + { + Vector<String> taa_modes; + taa_modes.push_back("\n#define MODE_TAA_RESOLVE"); + TAA_resolve.shader.initialize(taa_modes); + TAA_resolve.shader_version = TAA_resolve.shader.version_create(); + TAA_resolve.pipeline = RD::get_singleton()->compute_pipeline_create(TAA_resolve.shader.version_get_shader(TAA_resolve.shader_version, 0)); + } + RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; @@ -2513,54 +519,20 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } EffectsRD::~EffectsRD() { - if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { - RD::get_singleton()->free(filter.image_uniform_set); - } - - if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) { - RD::get_singleton()->free(filter.uniform_set); - } - RD::get_singleton()->free(default_sampler); RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency - RD::get_singleton()->free(filter.coefficient_buffer); + FSR_upscale.shader.version_free(FSR_upscale.shader_version); + TAA_resolve.shader.version_free(TAA_resolve.shader_version); if (prefer_raster_effects) { - blur_raster.shader.version_free(blur_raster.shader_version); - bokeh.raster_shader.version_free(blur_raster.shader_version); luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); - roughness.raster_shader.version_free(roughness.shader_version); - cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version); - filter.raster_shader.version_free(filter.shader_version); } else { - bokeh.compute_shader.version_free(bokeh.shader_version); luminance_reduce.shader.version_free(luminance_reduce.shader_version); - roughness.compute_shader.version_free(roughness.shader_version); - cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version); - filter.compute_shader.version_free(filter.shader_version); } if (!prefer_raster_effects) { - copy.shader.version_free(copy.shader_version); - resolve.shader.version_free(resolve.shader_version); - specular_merge.shader.version_free(specular_merge.shader_version); - ssao.blur_shader.version_free(ssao.blur_shader_version); - ssao.gather_shader.version_free(ssao.gather_shader_version); - ssao.downsample_shader.version_free(ssao.downsample_shader_version); - ssao.interleave_shader.version_free(ssao.interleave_shader_version); - ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); roughness_limiter.shader.version_free(roughness_limiter.shader_version); - ssr.shader.version_free(ssr.shader_version); - ssr_filter.shader.version_free(ssr_filter.shader_version); - ssr_scale.shader.version_free(ssr_scale.shader_version); sss.shader.version_free(sss.shader_version); - - RD::get_singleton()->free(ssao.mirror_sampler); - RD::get_singleton()->free(ssao.gather_constants_buffer); - RD::get_singleton()->free(ssao.importance_map_load_counter); } - copy_to_fb.shader.version_free(copy_to_fb.shader_version); - cube_to_dp.shader.version_free(cube_to_dp.shader_version); sort.shader.version_free(sort.shader_version); - tonemap.shader.version_free(tonemap.shader_version); } diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 0db0919dbc..94cd26fae9 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -31,36 +31,15 @@ #ifndef EFFECTS_RD_H #define EFFECTS_RD_H -#include "core/math/camera_matrix.h" +#include "core/math/projection.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -69,209 +48,41 @@ class EffectsRD { private: bool prefer_raster_effects; - enum BlurRasterMode { - BLUR_MIPMAP, - - BLUR_MODE_GAUSSIAN_BLUR, - BLUR_MODE_GAUSSIAN_GLOW, - BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, - BLUR_MODE_COPY, - - BLUR_MODE_MAX - }; - - enum { - BLUR_FLAG_HORIZONTAL = (1 << 0), - BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1), - BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2), - }; - - struct BlurRasterPushConstant { - float pixel_size[2]; - uint32_t flags; - uint32_t pad; - - //glow - float glow_strength; - float glow_bloom; - float glow_hdr_threshold; - float glow_hdr_scale; - - float glow_exposure; - float glow_white; - float glow_luminance_cap; - float glow_auto_exposure_grey; - }; - - struct BlurRaster { - BlurRasterPushConstant push_constant; - BlurRasterShaderRD shader; - RID shader_version; - PipelineCacheRD pipelines[BLUR_MODE_MAX]; - } blur_raster; - - enum CopyMode { - COPY_MODE_GAUSSIAN_COPY, - COPY_MODE_GAUSSIAN_COPY_8BIT, - COPY_MODE_GAUSSIAN_GLOW, - COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, - COPY_MODE_SIMPLY_COPY, - COPY_MODE_SIMPLY_COPY_8BIT, - COPY_MODE_SIMPLY_COPY_DEPTH, - COPY_MODE_SET_COLOR, - COPY_MODE_SET_COLOR_8BIT, - COPY_MODE_MIPMAP, - COPY_MODE_LINEARIZE_DEPTH, - COPY_MODE_CUBE_TO_PANORAMA, - COPY_MODE_CUBE_ARRAY_TO_PANORAMA, - COPY_MODE_MAX, - - }; - - enum { - COPY_FLAG_HORIZONTAL = (1 << 0), - COPY_FLAG_USE_COPY_SECTION = (1 << 1), - COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2), - COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3), - COPY_FLAG_GLOW_FIRST_PASS = (1 << 4), - COPY_FLAG_FLIP_Y = (1 << 5), - COPY_FLAG_FORCE_LUMINANCE = (1 << 6), - COPY_FLAG_ALL_SOURCE = (1 << 7), - COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8), - COPY_FLAG_ALPHA_TO_ONE = (1 << 9), - }; - - struct CopyPushConstant { - int32_t section[4]; - int32_t target[2]; - uint32_t flags; - uint32_t pad; - // Glow. - float glow_strength; - float glow_bloom; - float glow_hdr_threshold; - float glow_hdr_scale; - - float glow_exposure; - float glow_white; - float glow_luminance_cap; - float glow_auto_exposure_grey; - // DOF. - float camera_z_far; - float camera_z_near; - uint32_t pad2[2]; - //SET color - float set_color[4]; + enum FSRUpscalePass { + FSR_UPSCALE_PASS_EASU = 0, + FSR_UPSCALE_PASS_RCAS = 1 }; - struct Copy { - CopyPushConstant push_constant; - CopyShaderRD shader; - RID shader_version; - RID pipelines[COPY_MODE_MAX]; - - } copy; - - enum CopyToFBMode { - COPY_TO_FB_COPY, - COPY_TO_FB_COPY_PANORAMA_TO_DP, - COPY_TO_FB_COPY2, - COPY_TO_FB_MAX, - - }; - - struct CopyToFbPushConstant { - float section[4]; - float pixel_size[2]; - uint32_t flip_y; - uint32_t use_section; - - uint32_t force_luminance; - uint32_t alpha_to_zero; - uint32_t srgb; - uint32_t pad; - }; - - struct CopyToFb { - CopyToFbPushConstant push_constant; - CopyToFbShaderRD shader; - RID shader_version; - PipelineCacheRD pipelines[COPY_TO_FB_MAX]; - - } copy_to_fb; - - struct CubemapRoughnessPushConstant { - uint32_t face_id; - uint32_t sample_count; - float roughness; - uint32_t use_direct_write; - float face_size; - float pad[3]; + struct FSRUpscalePushConstant { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; + int _unused0, _unused1; }; - struct CubemapRoughness { - CubemapRoughnessPushConstant push_constant; - CubemapRoughnessShaderRD compute_shader; - CubemapRoughnessRasterShaderRD raster_shader; + struct FSRUpscale { + FSRUpscalePushConstant push_constant; + FsrUpscaleShaderRD shader; RID shader_version; - RID compute_pipeline; - PipelineCacheRD raster_pipeline; - } roughness; - - enum TonemapMode { - TONEMAP_MODE_NORMAL, - TONEMAP_MODE_BICUBIC_GLOW_FILTER, - TONEMAP_MODE_1D_LUT, - TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT, - TONEMAP_MODE_SUBPASS, - TONEMAP_MODE_SUBPASS_1D_LUT, - - TONEMAP_MODE_NORMAL_MULTIVIEW, - TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, - TONEMAP_MODE_1D_LUT_MULTIVIEW, - TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, - TONEMAP_MODE_SUBPASS_MULTIVIEW, - TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, - - TONEMAP_MODE_MAX - }; - - struct TonemapPushConstant { - float bcs[3]; // 12 - 12 - uint32_t use_bcs; // 4 - 16 - - uint32_t use_glow; // 4 - 20 - uint32_t use_auto_exposure; // 4 - 24 - uint32_t use_color_correction; // 4 - 28 - uint32_t tonemapper; // 4 - 32 - - uint32_t glow_texture_size[2]; // 8 - 40 - float glow_intensity; // 4 - 44 - uint32_t pad3; // 4 - 48 - - uint32_t glow_mode; // 4 - 52 - float glow_levels[7]; // 28 - 80 - - float exposure; // 4 - 84 - float white; // 4 - 88 - float auto_exposure_grey; // 4 - 92 - float luminance_multiplier; // 4 - 96 + RID pipeline; + } FSR_upscale; - float pixel_size[2]; // 8 - 104 - uint32_t use_fxaa; // 4 - 108 - uint32_t use_debanding; // 4 - 112 + struct TAAResolvePushConstant { + float resolution_width; + float resolution_height; + float disocclusion_threshold; + float disocclusion_scale; }; - /* tonemap actually writes to a framebuffer, which is - * better to do using the raster pipeline rather than - * compute, as that framebuffer might be in different formats - */ - struct Tonemap { - TonemapPushConstant push_constant; - TonemapShaderRD shader; + struct TAAResolve { + TAAResolvePushConstant push_constant; + TaaResolveShaderRD shader; RID shader_version; - PipelineCacheRD pipelines[TONEMAP_MODE_MAX]; - } tonemap; + RID pipeline; + } TAA_resolve; enum LuminanceReduceMode { LUMINANCE_REDUCE_READ, @@ -318,180 +129,6 @@ private: PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; } luminance_reduce_raster; - struct CopyToDPPushConstant { - float z_far; - float z_near; - float texel_size[2]; - float screen_rect[4]; - }; - - struct CoptToDP { - CubeToDpShaderRD shader; - RID shader_version; - PipelineCacheRD pipeline; - } cube_to_dp; - - struct BokehPushConstant { - uint32_t size[2]; - float z_far; - float z_near; - - uint32_t orthogonal; - float blur_size; - float blur_scale; - uint32_t steps; - - uint32_t blur_near_active; - float blur_near_begin; - float blur_near_end; - uint32_t blur_far_active; - - float blur_far_begin; - float blur_far_end; - uint32_t second_pass; - uint32_t half_size; - - uint32_t use_jitter; - float jitter_seed; - uint32_t pad[2]; - }; - - enum BokehMode { - BOKEH_GEN_BLUR_SIZE, - BOKEH_GEN_BOKEH_BOX, - BOKEH_GEN_BOKEH_BOX_NOWEIGHT, - BOKEH_GEN_BOKEH_HEXAGONAL, - BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, - BOKEH_GEN_BOKEH_CIRCULAR, - BOKEH_COMPOSITE, - BOKEH_MAX - }; - - struct Bokeh { - BokehPushConstant push_constant; - BokehDofShaderRD compute_shader; - BokehDofRasterShaderRD raster_shader; - RID shader_version; - RID compute_pipelines[BOKEH_MAX]; - PipelineCacheRD raster_pipelines[BOKEH_MAX]; - } bokeh; - - enum SSAOMode { - SSAO_DOWNSAMPLE, - SSAO_DOWNSAMPLE_HALF_RES, - SSAO_DOWNSAMPLE_MIPMAP, - SSAO_DOWNSAMPLE_MIPMAP_HALF_RES, - SSAO_DOWNSAMPLE_HALF, - SSAO_DOWNSAMPLE_HALF_RES_HALF, - SSAO_GATHER, - SSAO_GATHER_BASE, - SSAO_GATHER_ADAPTIVE, - SSAO_GENERATE_IMPORTANCE_MAP, - SSAO_PROCESS_IMPORTANCE_MAPA, - SSAO_PROCESS_IMPORTANCE_MAPB, - SSAO_BLUR_PASS, - SSAO_BLUR_PASS_SMART, - SSAO_BLUR_PASS_WIDE, - SSAO_INTERLEAVE, - SSAO_INTERLEAVE_SMART, - SSAO_INTERLEAVE_HALF, - SSAO_MAX - }; - - struct SSAODownsamplePushConstant { - float pixel_size[2]; - float z_far; - float z_near; - uint32_t orthogonal; - float radius_sq; - uint32_t pad[2]; - }; - - struct SSAOGatherPushConstant { - int32_t screen_size[2]; - int pass; - int quality; - - float half_screen_pixel_size[2]; - int size_multiplier; - float detail_intensity; - - float NDC_to_view_mul[2]; - float NDC_to_view_add[2]; - - float pad[2]; - float half_screen_pixel_size_x025[2]; - - float radius; - float intensity; - float shadow_power; - float shadow_clamp; - - float fade_out_mul; - float fade_out_add; - float horizon_angle_threshold; - float inv_radius_near_limit; - - bool is_orthogonal; - float neg_inv_radius; - float load_counter_avg_div; - float adaptive_sample_limit; - - int32_t pass_coord_offset[2]; - float pass_uv_offset[2]; - }; - - struct SSAOGatherConstants { - float rotation_matrices[80]; //5 vec4s * 4 - }; - - struct SSAOImportanceMapPushConstant { - float half_screen_pixel_size[2]; - float intensity; - float power; - }; - - struct SSAOBlurPushConstant { - float edge_sharpness; - float pad; - float half_screen_pixel_size[2]; - }; - - struct SSAOInterleavePushConstant { - float inv_sharpness; - uint32_t size_modifier; - float pixel_size[2]; - }; - - struct SSAO { - SSAODownsamplePushConstant downsample_push_constant; - SsaoDownsampleShaderRD downsample_shader; - RID downsample_shader_version; - - SSAOGatherPushConstant gather_push_constant; - SsaoShaderRD gather_shader; - RID gather_shader_version; - RID gather_constants_buffer; - bool gather_initialized = false; - - SSAOImportanceMapPushConstant importance_map_push_constant; - SsaoImportanceMapShaderRD importance_map_shader; - RID importance_map_shader_version; - RID importance_map_load_counter; - RID counter_uniform_set; - - SSAOBlurPushConstant blur_push_constant; - SsaoBlurShaderRD blur_shader; - RID blur_shader_version; - - SSAOInterleavePushConstant interleave_push_constant; - SsaoInterleaveShaderRD interleave_shader; - RID interleave_shader_version; - - RID mirror_sampler; - RID pipelines[SSAO_MAX]; - } ssao; - struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -506,144 +143,6 @@ private: } roughness_limiter; - struct CubemapDownsamplerPushConstant { - uint32_t face_size; - uint32_t face_id; - float pad[2]; - }; - - struct CubemapDownsampler { - CubemapDownsamplerPushConstant push_constant; - CubemapDownsamplerShaderRD compute_shader; - CubemapDownsamplerRasterShaderRD raster_shader; - RID shader_version; - RID compute_pipeline; - PipelineCacheRD raster_pipeline; - } cubemap_downsampler; - - enum CubemapFilterMode { - FILTER_MODE_HIGH_QUALITY, - FILTER_MODE_LOW_QUALITY, - FILTER_MODE_HIGH_QUALITY_ARRAY, - FILTER_MODE_LOW_QUALITY_ARRAY, - FILTER_MODE_MAX, - }; - - struct CubemapFilterRasterPushConstant { - uint32_t mip_level; - uint32_t face_id; - float pad[2]; - }; - - struct CubemapFilter { - CubemapFilterShaderRD compute_shader; - CubemapFilterRasterShaderRD raster_shader; - RID shader_version; - RID compute_pipelines[FILTER_MODE_MAX]; - PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; - - RID uniform_set; - RID image_uniform_set; - RID coefficient_buffer; - bool use_high_quality; - - } filter; - - enum SpecularMergeMode { - SPECULAR_MERGE_ADD, - SPECULAR_MERGE_SSR, - SPECULAR_MERGE_ADDITIVE_ADD, - SPECULAR_MERGE_ADDITIVE_SSR, - SPECULAR_MERGE_MAX - }; - - /* Specular merge must be done using raster, rather than compute - * because it must continue the existing color buffer - */ - - struct SpecularMerge { - SpecularMergeShaderRD shader; - RID shader_version; - PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; - - } specular_merge; - - enum ScreenSpaceReflectionMode { - SCREEN_SPACE_REFLECTION_NORMAL, - SCREEN_SPACE_REFLECTION_ROUGH, - SCREEN_SPACE_REFLECTION_MAX, - }; - - struct ScreenSpaceReflectionPushConstant { - float proj_info[4]; - - int32_t screen_size[2]; - float camera_z_near; - float camera_z_far; - - int32_t num_steps; - float depth_tolerance; - float distance_fade; - float curve_fade_in; - - uint32_t orthogonal; - float filter_mipmap_levels; - uint32_t use_half_res; - uint8_t metallic_mask[4]; - - float projection[16]; - }; - - struct ScreenSpaceReflection { - ScreenSpaceReflectionPushConstant push_constant; - ScreenSpaceReflectionShaderRD shader; - RID shader_version; - RID pipelines[SCREEN_SPACE_REFLECTION_MAX]; - - } ssr; - - struct ScreenSpaceReflectionFilterPushConstant { - float proj_info[4]; - - uint32_t orthogonal; - float edge_tolerance; - int32_t increment; - uint32_t pad; - - int32_t screen_size[2]; - uint32_t vertical; - uint32_t steps; - }; - enum { - SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, - SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, - SCREEN_SPACE_REFLECTION_FILTER_MAX, - }; - - struct ScreenSpaceReflectionFilter { - ScreenSpaceReflectionFilterPushConstant push_constant; - ScreenSpaceReflectionFilterShaderRD shader; - RID shader_version; - RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX]; - } ssr_filter; - - struct ScreenSpaceReflectionScalePushConstant { - int32_t screen_size[2]; - float camera_z_near; - float camera_z_far; - - uint32_t orthogonal; - uint32_t filter; - uint32_t pad[2]; - }; - - struct ScreenSpaceReflectionScale { - ScreenSpaceReflectionScalePushConstant push_constant; - ScreenSpaceReflectionScaleShaderRD shader; - RID shader_version; - RID pipeline; - } ssr_scale; - struct SubSurfaceScatteringPushConstant { int32_t screen_size[2]; float camera_z_far; @@ -665,26 +164,6 @@ private: RID pipelines[3]; //3 quality levels } sss; - struct ResolvePushConstant { - int32_t screen_size[2]; - int32_t samples; - uint32_t pad; - }; - - enum ResolveMode { - RESOLVE_MODE_GI, - RESOLVE_MODE_GI_VOXEL_GI, - RESOLVE_MODE_DEPTH, - RESOLVE_MODE_MAX - }; - - struct Resolve { - ResolvePushConstant push_constant; - ResolveShaderRD shader; - RID shader_version; - RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels - } resolve; - enum SortMode { SORT_MODE_BLOCK, SORT_MODE_STEP, @@ -709,10 +188,10 @@ private: RID index_buffer; RID index_array; - Map<RID, RID> texture_to_uniform_set_cache; - Map<RID, RID> input_to_uniform_set_cache; + HashMap<RID, RID> texture_to_uniform_set_cache; + HashMap<RID, RID> input_to_uniform_set_cache; - Map<RID, RID> image_to_uniform_set_cache; + HashMap<RID, RID> image_to_uniform_set_cache; struct TexturePair { RID texture1; @@ -738,141 +217,28 @@ private: } }; - Map<RID, RID> texture_to_compute_uniform_set_cache; - Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache; - Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache; - Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache; + RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache; + RBMap<RID, RID> texture_to_compute_uniform_set_cache; + RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache; + RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache; + RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache; RID _get_uniform_set_from_image(RID p_texture); - RID _get_uniform_set_for_input(RID p_texture); RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); - RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler); - RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false); - RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2); public: bool get_prefer_raster_effects(); - void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID()); - void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); - void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); - void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); - void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); - void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); - void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false); - void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); - void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - - void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); - void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); - void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); - void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); - void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip); + void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness); + void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); + void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); - struct BokehBuffers { - // bokeh buffers - - // textures - Size2i base_texture_size; - RID base_texture; - RID depth_texture; - RID secondary_texture; - RID half_texture[2]; - - // raster only - RID base_fb; - RID secondary_fb; // with weights - RID half_fb[2]; // with weights - RID base_weight_fb; - RID weight_texture[4]; - }; - - void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); - void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); - - struct TonemapSettings { - bool use_glow = false; - enum GlowMode { - GLOW_MODE_ADD, - GLOW_MODE_SCREEN, - GLOW_MODE_SOFTLIGHT, - GLOW_MODE_REPLACE, - GLOW_MODE_MIX - }; - - GlowMode glow_mode = GLOW_MODE_ADD; - float glow_intensity = 1.0; - float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 }; - Vector2i glow_texture_size; - bool glow_use_bicubic_upscale = false; - RID glow_texture; - - RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR; - float exposure = 1.0; - float white = 1.0; - - bool use_auto_exposure = false; - float auto_exposure_grey = 0.5; - RID exposure_texture; - float luminance_multiplier = 1.0; - - bool use_bcs = false; - float brightness = 1.0; - float contrast = 1.0; - float saturation = 1.0; - - bool use_color_correction = false; - bool use_1d_color_correction = false; - RID color_correction_texture; - - bool use_fxaa = false; - bool use_debanding = false; - Vector2i texture_size; - uint32_t view_count = 1; - }; - - struct SSAOSettings { - float radius = 1.0; - float intensity = 2.0; - float power = 1.5; - float detail = 0.5; - float horizon = 0.06; - float sharpness = 0.98; - - RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM; - bool half_size = false; - float adaptive_target = 0.5; - int blur_passes = 2; - float fadeout_from = 50.0; - float fadeout_to = 300.0; - - Size2i full_screen_size = Size2i(); - Size2i half_screen_size = Size2i(); - Size2i quarter_screen_size = Size2i(); - }; - - void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); - void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); - - void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); - void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); - void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); - void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); - void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); - void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array); - void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); - - void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera); - void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); - void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); - void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); - void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); void sort_buffer(RID p_uniform_set, int p_size); @@ -880,4 +246,4 @@ public: ~EffectsRD(); }; -#endif // !RASTERIZER_EFFECTS_RD_H +#endif // EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/environment/SCsub b/servers/rendering/renderer_rd/environment/SCsub new file mode 100644 index 0000000000..86681f9c74 --- /dev/null +++ b/servers/rendering/renderer_rd/environment/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/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp new file mode 100644 index 0000000000..257b67cf04 --- /dev/null +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -0,0 +1,1205 @@ +/*************************************************************************/ +/* fog.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "fog.h" + +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/rendering_server_default.h" + +using namespace RendererRD; + +Fog *Fog::singleton = nullptr; + +Fog::Fog() { + singleton = this; +} + +Fog::~Fog() { + singleton = nullptr; +} + +/* FOG VOLUMES */ + +RID Fog::fog_volume_allocate() { + return fog_volume_owner.allocate_rid(); +} + +void Fog::fog_volume_initialize(RID p_rid) { + fog_volume_owner.initialize_rid(p_rid, FogVolume()); +} + +void Fog::fog_free(RID p_rid) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid); + fog_volume->dependency.deleted_notify(p_rid); + fog_volume_owner.free(p_rid); +} + +void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + + if (p_shape == fog_volume->shape) { + return; + } + + fog_volume->shape = p_shape; + fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + + fog_volume->extents = p_extents; + fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void Fog::fog_volume_set_material(RID p_fog_volume, RID p_material) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + fog_volume->material = p_material; +} + +RID Fog::fog_volume_get_material(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, RID()); + + return fog_volume->material; +} + +RS::FogVolumeShape Fog::fog_volume_get_shape(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX); + + return fog_volume->shape; +} + +AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, AABB()); + + switch (fog_volume->shape) { + case RS::FOG_VOLUME_SHAPE_ELLIPSOID: + case RS::FOG_VOLUME_SHAPE_CONE: + case RS::FOG_VOLUME_SHAPE_CYLINDER: + case RS::FOG_VOLUME_SHAPE_BOX: { + AABB aabb; + aabb.position = -fog_volume->extents; + aabb.size = fog_volume->extents * 2; + return aabb; + } + default: { + // Need some size otherwise will get culled + return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); + } + } + + return AABB(); +} + +Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { + const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, Vector3()); + return fog_volume->extents; +} + +//////////////////////////////////////////////////////////////////////////////// +// Fog material + +bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + uniform_set_updated = true; + + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL); +} + +Fog::FogMaterialData::~FogMaterialData() { + free_parameters_uniform_set(uniform_set); +} + +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() { + FogShaderData *shader_data = memnew(FogShaderData); + return shader_data; +} + +RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() { + return Fog::get_singleton()->_create_fog_shader_func(); +}; + +RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) { + FogMaterialData *material_data = memnew(FogMaterialData); + material_data->shader_data = p_shader; + //update will happen later anyway so do nothing. + return material_data; +} + +RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { + return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader)); +}; + +//////////////////////////////////////////////////////////////////////////////// +// FOG VOLUMES INSTANCE + +RID Fog::fog_volume_instance_create(RID p_fog_volume) { + FogVolumeInstance fvi; + fvi.volume = p_fog_volume; + return fog_volume_instance_owner.make_rid(fvi); +} + +void Fog::fog_instance_free(RID p_rid) { + fog_volume_instance_owner.free(p_rid); +} + +//////////////////////////////////////////////////////////////////////////////// +// Volumetric Fog Shader + +void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + { + // Initialize local fog shader + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back(""); + volumetric_fog.shader.initialize(volumetric_fog_modes); + + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs); + volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO)); + } + + { + ShaderCompiler::DefaultIdentifierActions actions; + + actions.renames["TIME"] = "scene_params.time"; + actions.renames["PI"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["WORLD_POSITION"] = "world.xyz"; + actions.renames["OBJECT_POSITION"] = "params.position"; + actions.renames["UVW"] = "uvw"; + actions.renames["EXTENTS"] = "params.extents"; + actions.renames["ALBEDO"] = "albedo"; + actions.renames["DENSITY"] = "density"; + actions.renames["EMISSION"] = "emission"; + actions.renames["SDF"] = "sdf"; + + actions.usage_defines["SDF"] = "#define SDF_USED\n"; + actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n"; + actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n"; + actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL; + actions.base_uniform_string = "material."; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; + actions.global_buffer_array_variable = "global_variables.data"; + + volumetric_fog.compiler.initialize(actions); + } + + { + // default material and shader for fog shader + volumetric_fog.default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(volumetric_fog.default_shader); + material_storage->shader_set_code(volumetric_fog.default_shader, R"( +// Default fog shader. + +shader_type fog; + +void fog() { +DENSITY = 1.0; +ALBEDO = vec3(1.0); +} +)"); + volumetric_fog.default_material = material_storage->material_allocate(); + material_storage->material_initialize(volumetric_fog.default_material); + material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader); + + FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0); + + Vector<RD::Uniform> uniforms; + + { + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); + uniforms.push_back(u); + } + + volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE); + } + { + String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n"; + defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n"; + if (p_is_using_radiance_cubemap_array) { + defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; + } + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); + volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); + volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); + volumetric_fog_modes.push_back("\n#define MODE_COPY\n"); + + volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines); + volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create(); + for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) { + volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i)); + } + volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); + } +} + +void Fog::free_fog_shader() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); + RD::get_singleton()->free(volumetric_fog.volume_ubo); + RD::get_singleton()->free(volumetric_fog.params_ubo); + material_storage->shader_free(volumetric_fog.default_shader); + material_storage->material_free(volumetric_fog.default_material); +} + +void Fog::FogShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void Fog::FogShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + + if (code.is_empty()) { + return; //just invalid, but no error + } + + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; + + uses_time = false; + + actions.usage_flag_pointers["TIME"] = &uses_time; + + actions.uniforms = &uniforms; + + Fog *fog_singleton = Fog::get_singleton(); + + Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code); + ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed."); + + if (version.is_null()) { + version = fog_singleton->volumetric_fog.shader.version_create(); + } + + fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); + ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0)); + + valid = true; +} + +void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { + if (!p_texture.is_valid()) { + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } + } else { + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; + } +} + +void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + RBMap<int, StringName> order; + + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; + } else { + order[E.value.order] = E.key; + } + } + + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; + p_param_list->push_back(pi); + } +} + +void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); + p_param_list->push_back(p); + } +} + +bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool Fog::FogShaderData::is_animated() const { + return false; +} + +bool Fog::FogShaderData::casts_shadows() const { + return false; +} + +Variant Fog::FogShaderData::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.array_size, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const { + Fog *fog_singleton = Fog::get_singleton(); + + return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version); +} + +Fog::FogShaderData::~FogShaderData() { + Fog *fog_singleton = Fog::get_singleton(); + ERR_FAIL_COND(!fog_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + fog_singleton->volumetric_fog.shader.version_free(version); + } +} + +//////////////////////////////////////////////////////////////////////////////// +// Volumetric Fog + +Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) { + width = fog_size.x; + height = fog_size.y; + depth = fog_size.z; + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = fog_size.x; + tf.height = fog_size.y; + tf.depth = fog_size.z; + tf.texture_type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + + light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map"); + + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + + prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map"); + RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + + fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(fog_map, "Fog map"); + +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + Vector<uint8_t> dm; + dm.resize(fog_size.x * fog_size.y * fog_size.z * 4); + dm.fill(0); + + density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(density_map, "Fog density map"); + light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(light_map, "Fog light map"); + emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); +#else + tf.format = RD::DATA_FORMAT_R32_UINT; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(density_map, "Fog density map"); + RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + light_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(light_map, "Fog light map"); + RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map"); + RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); +#endif + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(fog_map); + uniforms.push_back(u); + } + + sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG); +} + +Fog::VolumetricFog::~VolumetricFog() { + RD::get_singleton()->free(prev_light_density_map); + RD::get_singleton()->free(light_density_map); + RD::get_singleton()->free(fog_map); + RD::get_singleton()->free(density_map); + RD::get_singleton()->free(light_map); + RD::get_singleton()->free(emissive_map); + + if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) { + RD::get_singleton()->free(fog_uniform_set); + } + if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) { + RD::get_singleton()->free(process_uniform_set_density); + } + if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) { + RD::get_singleton()->free(process_uniform_set); + } + if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) { + RD::get_singleton()->free(process_uniform_set2); + } + if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) { + RD::get_singleton()->free(sdfgi_uniform_set); + } + if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) { + RD::get_singleton()->free(sky_uniform_set); + } +} + +Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) { + Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point); + view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera + Vector3 fog_position = Vector3(0, 0, 0); + + view_position.y = -view_position.y; + fog_position.z = -view_position.z / fog_end; + fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5; + fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5; + fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread)); + fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5); + + fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x); + fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y); + fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z); + + return Vector3i(fog_position); +} + +void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + RENDER_TIMESTAMP("> Volumetric Fog"); + RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); + + if (p_fog_volumes.size() > 0) { + RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); + + RENDER_TIMESTAMP("Render FogVolumes"); + + VolumetricFogShader::VolumeUBO params; + + Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); + Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); + float z_near = p_cam_projection.get_z_near(); + float z_far = p_cam_projection.get_z_far(); + float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + + Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); + Vector2 fog_near_size; + if (p_cam_projection.is_orthogonal()) { + fog_near_size = fog_far_size; + } else { + fog_near_size = Vector2(); + } + + params.fog_frustum_size_begin[0] = fog_near_size.x; + params.fog_frustum_size_begin[1] = fog_near_size.y; + + params.fog_frustum_size_end[0] = fog_far_size.x; + params.fog_frustum_size_end[1] = fog_far_size.y; + + params.fog_frustum_end = fog_end; + params.z_near = z_near; + params.z_far = z_far; + params.time = p_settings.time; + + params.fog_volume_size[0] = p_settings.vfog->width; + params.fog_volume_size[1] = p_settings.vfog->height; + params.fog_volume_size[2] = p_settings.vfog->depth; + + params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); + params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; + params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); + + Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; + RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); + RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform); + + RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); + + if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 1; + u.append_id(p_settings.vfog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.append_id(volumetric_fog.volume_ubo); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 3; + u.append_id(p_settings.vfog->density_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 4; + u.append_id(p_settings.vfog->light_map); + uniforms.push_back(u); + } + + p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + bool any_uses_time = false; + + for (int i = 0; i < (int)p_fog_volumes.size(); i++) { + FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]); + ERR_FAIL_COND(!fog_volume_instance); + RID fog_volume = fog_volume_instance->volume; + + RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume); + + FogMaterialData *material = nullptr; + + if (fog_material.is_valid()) { + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + if (!material || !material->shader_data->valid) { + material = nullptr; + } + } + + if (!material) { + fog_material = volumetric_fog.default_material; + material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG)); + } + + ERR_FAIL_COND(!material); + + FogShaderData *shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + any_uses_time |= shader_data->uses_time; + + Vector3i min = Vector3i(); + Vector3i max = Vector3i(); + Vector3i kernel_size = Vector3i(); + + Vector3 position = fog_volume_instance->transform.get_origin(); + RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); + Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume); + + if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { + // Local fog volume. + Vector3i points[8]; + Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + float volumetric_fog_detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, volumetric_fog_detail_spread, fog_size, p_cam_transform); + + min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1); + max = Vector3i(1, 1, 1); + + for (int j = 0; j < 8; j++) { + min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z)); + max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z)); + } + + kernel_size = max - min; + } else { + // Volume type global runs on all cells + extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + min = Vector3i(0, 0, 0); + kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth)); + } + + if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { + continue; + } + + VolumetricFogShader::FogPushConstant push_constant; + push_constant.position[0] = position.x; + push_constant.position[1] = position.y; + push_constant.position[2] = position.z; + push_constant.extents[0] = extents.x; + push_constant.extents[1] = extents.y; + push_constant.extents[2] = extents.z; + push_constant.corner[0] = min.x; + push_constant.corner[1] = min.y; + push_constant.corner[2] = min.z; + push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume)); + RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant)); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); + if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL); + } + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z); + } + if (any_uses_time || RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { + RenderingServerDefault::redraw_request(); + } + + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(); + } + + if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) { + //re create uniform set if needed + Vector<RD::Uniform> uniforms; + Vector<RD::Uniform> copy_uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + if (p_settings.shadow_atlas_depth.is_null()) { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); + } else { + u.append_id(p_settings.shadow_atlas_depth); + } + + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + if (p_settings.directional_shadow_depth.is_valid()) { + u.append_id(p_settings.directional_shadow_depth); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); + } + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 3; + u.append_id(p_settings.omni_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 4; + u.append_id(p_settings.spot_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 5; + u.append_id(p_settings.directional_light_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 6; + u.append_id(p_settings.cluster_builder->get_cluster_buffer()); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 7; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 8; + u.append_id(p_settings.vfog->light_density_map); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(p_settings.vfog->fog_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(p_settings.vfog->prev_light_density_map); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 10; + u.append_id(p_settings.shadow_sampler); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 11; + u.append_id(p_settings.voxel_gl_buffer); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 12; + for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) { + u.append_id(p_settings.rbgi->voxel_gi_textures[i]); + } + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 13; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 14; + u.append_id(volumetric_fog.params_ubo); + uniforms.push_back(u); + copy_uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 15; + u.append_id(p_settings.vfog->prev_light_density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 16; + u.append_id(p_settings.vfog->density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 17; + u.append_id(p_settings.vfog->light_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 18; + u.append_id(p_settings.vfog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 19; + RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID(); + u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture); + uniforms.push_back(u); + } + + p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); + + p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + + RID aux7 = uniforms.write[7].get_id(0); + RID aux8 = uniforms.write[8].get_id(0); + + uniforms.write[7].set_id(0, aux8); + uniforms.write[8].set_id(0, aux7); + + p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0); + + uniforms.remove_at(8); + uniforms.write[7].set_id(0, aux7); + p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); + } + + bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi != nullptr); + + if (using_sdfgi) { + if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.append_id(p_settings.gi->sdfgi_ubo); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.append_id(p_settings.sdfgi->ambient_texture); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.append_id(p_settings.sdfgi->occlusion_texture); + uniforms.push_back(u); + } + + p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); + } + } + + p_settings.vfog->length = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + p_settings.vfog->spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + + VolumetricFogShader::ParamsUBO params; + + Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); + Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); + float z_near = p_cam_projection.get_z_near(); + float z_far = p_cam_projection.get_z_far(); + float fog_end = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_length(p_settings.env); + + Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); + Vector2 fog_near_size; + if (p_cam_projection.is_orthogonal()) { + fog_near_size = fog_far_size; + } else { + fog_near_size = Vector2(); + } + + params.fog_frustum_size_begin[0] = fog_near_size.x; + params.fog_frustum_size_begin[1] = fog_near_size.y; + + params.fog_frustum_size_end[0] = fog_far_size.x; + params.fog_frustum_size_end[1] = fog_far_size.y; + + params.ambient_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_ambient_inject(p_settings.env) * RendererSceneRenderRD::get_singleton()->environment_get_ambient_light_energy(p_settings.env); + params.z_far = z_far; + + params.fog_frustum_end = fog_end; + + Color ambient_color = RendererSceneRenderRD::get_singleton()->environment_get_ambient_light(p_settings.env).srgb_to_linear(); + params.ambient_color[0] = ambient_color.r; + params.ambient_color[1] = ambient_color.g; + params.ambient_color[2] = ambient_color.b; + params.sky_contribution = RendererSceneRenderRD::get_singleton()->environment_get_ambient_sky_contribution(p_settings.env); + + params.fog_volume_size[0] = p_settings.vfog->width; + params.fog_volume_size[1] = p_settings.vfog->height; + params.fog_volume_size[2] = p_settings.vfog->depth; + + params.directional_light_count = p_directional_light_count; + + Color emission = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission(p_settings.env).srgb_to_linear(); + params.base_emission[0] = emission.r * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_emission[1] = emission.g * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_emission[2] = emission.b * RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_emission_energy(p_settings.env); + params.base_density = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_density(p_settings.env); + + Color base_scattering = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_scattering(p_settings.env).srgb_to_linear(); + params.base_scattering[0] = base_scattering.r; + params.base_scattering[1] = base_scattering.g; + params.base_scattering[2] = base_scattering.b; + params.phase_g = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_anisotropy(p_settings.env); + + params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env); + params.gi_inject = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env); + + params.cam_rotation[0] = p_cam_transform.basis[0][0]; + params.cam_rotation[1] = p_cam_transform.basis[1][0]; + params.cam_rotation[2] = p_cam_transform.basis[2][0]; + params.cam_rotation[3] = 0; + params.cam_rotation[4] = p_cam_transform.basis[0][1]; + params.cam_rotation[5] = p_cam_transform.basis[1][1]; + params.cam_rotation[6] = p_cam_transform.basis[2][1]; + params.cam_rotation[7] = 0; + params.cam_rotation[8] = p_cam_transform.basis[0][2]; + params.cam_rotation[9] = p_cam_transform.basis[1][2]; + params.cam_rotation[10] = p_cam_transform.basis[2][2]; + params.cam_rotation[11] = 0; + params.filter_axis = 0; + params.max_voxel_gi_instances = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.001 ? p_voxel_gi_count : 0; + params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; + + Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform; + RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view); + + params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env); + params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env); + + { + uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size(); + params.cluster_shift = get_shift_from_power_of_2(cluster_size); + + uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1; + uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1; + params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32; + params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); + params.cluster_width = cluster_screen_width; + + params.screen_size[0] = p_settings.rb_size.x; + params.screen_size[1] = p_settings.rb_size.y; + } + + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env); + sky_transform = sky_transform.inverse() * p_cam_transform.basis; + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform); + + RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); + + RENDER_TIMESTAMP("Render Fog"); + RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0); + + if (using_sdfgi) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1); + } + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + // Copy fog to history buffer + if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + RD::get_singleton()->draw_command_end_label(); + + if (p_settings.volumetric_fog_filter_active) { + RD::get_singleton()->draw_command_begin_label("Filter Fog"); + + RENDER_TIMESTAMP("Filter Fog"); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + + RD::get_singleton()->compute_list_end(); + //need restart for buffer update + + params.filter_axis = 1; + RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); + + compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + } + + RENDER_TIMESTAMP("Integrate Fog"); + RD::get_singleton()->draw_command_begin_label("Integrate Fog"); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); + + RENDER_TIMESTAMP("< Volumetric Fog"); + RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_end_label(); +} diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h new file mode 100644 index 0000000000..171f9f3b88 --- /dev/null +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -0,0 +1,328 @@ +/*************************************************************************/ +/* fog.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 FOG_RD_H +#define FOG_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "servers/rendering/environment/renderer_fog.h" +#include "servers/rendering/renderer_rd/cluster_builder_rd.h" +#include "servers/rendering/renderer_rd/environment/gi.h" +#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class Fog : public RendererFog { +public: + /* FOG VOLUMES */ + + struct FogVolume { + RID material; + Vector3 extents = Vector3(1, 1, 1); + + RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX; + + Dependency dependency; + }; + + struct FogVolumeInstance { + RID volume; + Transform3D transform; + bool active = false; + }; + +private: + static Fog *singleton; + + mutable RID_Owner<FogVolume, true> fog_volume_owner; + mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner; + + /* Volumetric Fog */ + struct VolumetricFogShader { + enum FogSet { + FOG_SET_BASE, + FOG_SET_UNIFORMS, + FOG_SET_MATERIAL, + FOG_SET_MAX, + }; + + struct FogPushConstant { + float position[3]; + float pad; + + float extents[3]; + float pad2; + + int32_t corner[3]; + uint32_t shape; + + float transform[16]; + }; + + struct VolumeUBO { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float z_near; + float z_far; + float time; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + uint32_t use_temporal_reprojection; + uint32_t temporal_frame; + float detail_spread; + float temporal_blend; + + float to_prev_view[16]; + float transform[16]; + }; + + ShaderCompiler compiler; + VolumetricFogShaderRD shader; + RID volume_ubo; + + RID default_shader; + RID default_material; + RID default_shader_rd; + + RID base_uniform_set; + + RID params_ubo; + + enum { + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY, + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI, + VOLUMETRIC_FOG_PROCESS_SHADER_FILTER, + VOLUMETRIC_FOG_PROCESS_SHADER_FOG, + VOLUMETRIC_FOG_PROCESS_SHADER_COPY, + VOLUMETRIC_FOG_PROCESS_SHADER_MAX, + }; + + struct ParamsUBO { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float ambient_inject; + float z_far; + uint32_t filter_axis; + + float ambient_color[3]; + float sky_contribution; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + float base_emission[3]; + float base_density; + + float base_scattering[3]; + float phase_g; + + float detail_spread; + float gi_inject; + uint32_t max_voxel_gi_instances; + uint32_t cluster_type_size; + + float screen_size[2]; + uint32_t cluster_shift; + uint32_t cluster_width; + + uint32_t max_cluster_element_count_div_32; + uint32_t use_temporal_reprojection; + uint32_t temporal_frame; + float temporal_blend; + + float cam_rotation[12]; + float to_prev_view[16]; + float radiance_inverse_xform[12]; + }; + + VolumetricFogProcessShaderRD process_shader; + + RID process_shader_version; + RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX]; + + } volumetric_fog; + + Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform); + + struct FogShaderData : public RendererRD::MaterialStorage::ShaderData { + bool valid = false; + RID version; + + RID pipeline; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; + + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size = 0; + + String path; + String code; + HashMap<StringName, HashMap<int, RID>> default_texture_params; + + bool uses_time = false; + + virtual void set_path_hint(const String &p_hint); + virtual void set_code(const String &p_Code); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::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; + + FogShaderData() {} + virtual ~FogShaderData(); + }; + + struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData { + FogShaderData *shader_data = nullptr; + RID uniform_set; + bool uniform_set_updated; + + virtual void set_render_priority(int p_priority) {} + virtual void set_next_pass(RID p_pass) {} + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~FogMaterialData(); + }; + + RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs(); + + RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader); + +public: + static Fog *get_singleton() { return singleton; } + + Fog(); + ~Fog(); + + /* FOG VOLUMES */ + + FogVolume *get_fog_volume(RID p_rid) { return fog_volume_owner.get_or_null(p_rid); }; + bool owns_fog_volume(RID p_rid) { return fog_volume_owner.owns(p_rid); }; + + virtual RID fog_volume_allocate() override; + virtual void fog_volume_initialize(RID p_rid) override; + virtual void fog_free(RID p_rid) override; + + virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override; + virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override; + virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override; + virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override; + RID fog_volume_get_material(RID p_fog_volume) const; + virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override; + Vector3 fog_volume_get_extents(RID p_fog_volume) const; + + /* FOG VOLUMES INSTANCE */ + + FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); }; + bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); }; + + RID fog_volume_instance_create(RID p_fog_volume); + void fog_instance_free(RID p_rid); + + /* Volumetric FOG */ + struct VolumetricFog { + enum { + MAX_TEMPORAL_FRAMES = 16 + }; + + uint32_t width = 0; + uint32_t height = 0; + uint32_t depth = 0; + + float length; + float spread; + + RID light_density_map; + RID prev_light_density_map; + RID fog_map; + RID density_map; + RID light_map; + RID emissive_map; + + RID fog_uniform_set; + RID copy_uniform_set; + RID process_uniform_set_density; + RID process_uniform_set; + RID process_uniform_set2; + RID sdfgi_uniform_set; + RID sky_uniform_set; + + int last_shadow_filter = -1; + + VolumetricFog(const Vector3i &fog_size, RID p_sky_shader); + ~VolumetricFog(); + }; + + void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array); + void free_fog_shader(); + + struct VolumetricFogSettings { + Vector2i rb_size; + double time; + bool is_using_radiance_cubemap_array; + uint32_t max_cluster_elements; + bool volumetric_fog_filter_active; + RID shadow_sampler; + RID voxel_gl_buffer; + RID shadow_atlas_depth; + RID omni_light_buffer; + RID spot_light_buffer; + RID directional_shadow_depth; + RID directional_light_buffer; + + // Objects related to our render buffer + VolumetricFog *vfog; + ClusterBuilderRD *cluster_builder; + GI *gi; + GI::SDFGI *sdfgi; + GI::RenderBuffersGI *rbgi; + RID env; + SkyRD *sky; + }; + void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); +}; + +} // namespace RendererRD + +#endif // FOG_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 098e2a5c87..eaef5ba39c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* renderer_scene_gi_rd.cpp */ +/* gi.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). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,28 +28,364 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "renderer_scene_gi_rd.h" +#include "gi.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" -const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF); +using namespace RendererRD; + +const Vector3i GI::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF); + +GI *GI::singleton = nullptr; + +//////////////////////////////////////////////////////////////////////////////// +// VOXEL GI STORAGE + +RID GI::voxel_gi_allocate() { + return voxel_gi_owner.allocate_rid(); +} + +void GI::voxel_gi_free(RID p_voxel_gi) { + voxel_gi_allocate_data(p_voxel_gi, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + voxel_gi->dependency.deleted_notify(p_voxel_gi); + voxel_gi_owner.free(p_voxel_gi); +} + +void GI::voxel_gi_initialize(RID p_voxel_gi) { + voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI()); +} + +void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + if (voxel_gi->octree_buffer.is_valid()) { + RD::get_singleton()->free(voxel_gi->octree_buffer); + RD::get_singleton()->free(voxel_gi->data_buffer); + if (voxel_gi->sdf_texture.is_valid()) { + RD::get_singleton()->free(voxel_gi->sdf_texture); + } + + voxel_gi->sdf_texture = RID(); + voxel_gi->octree_buffer = RID(); + voxel_gi->data_buffer = RID(); + voxel_gi->octree_buffer_size = 0; + voxel_gi->data_buffer_size = 0; + voxel_gi->cell_count = 0; + } + + voxel_gi->to_cell_xform = p_to_cell_xform; + voxel_gi->bounds = p_aabb; + voxel_gi->octree_size = p_octree_size; + voxel_gi->level_counts = p_level_counts; + + if (p_octree_cells.size()) { + ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32 + + uint32_t cell_count = p_octree_cells.size() / 32; + + ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches + + voxel_gi->cell_count = cell_count; + voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells); + voxel_gi->octree_buffer_size = p_octree_cells.size(); + voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells); + voxel_gi->data_buffer_size = p_data_cells.size(); + + if (p_distance_field.size()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = voxel_gi->octree_size.x; + tf.height = voxel_gi->octree_size.y; + tf.depth = voxel_gi->octree_size.z; + tf.texture_type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + Vector<Vector<uint8_t>> s; + s.push_back(p_distance_field); + voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s); + RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture"); + } +#if 0 + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = voxel_gi->octree_size.x; + tf.height = voxel_gi->octree_size.y; + tf.depth = voxel_gi->octree_size.z; + tf.type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM); + tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT); + voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture"); + } + RID shared_tex; + { + RD::TextureView tv; + tv.format_override = RD::DATA_FORMAT_R8_UINT; + shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture); + } + //update SDF texture + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(voxel_gi->octree_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(voxel_gi->data_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(shared_tex); + uniforms.push_back(u); + } + + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0); + + { + uint32_t push_constant[4] = { 0, 0, 0, 0 }; + + for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) { + push_constant[0] += voxel_gi->level_counts[i]; + } + push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1]; + + print_line("offset: " + itos(push_constant[0])); + print_line("size: " + itos(push_constant[1])); + //create SDF + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4); + RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4); + RD::get_singleton()->compute_list_end(); + } + + RD::get_singleton()->free(uniform_set); + RD::get_singleton()->free(shared_tex); + } +#endif + } + + voxel_gi->version++; + voxel_gi->data_version++; + + voxel_gi->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, AABB()); + + return voxel_gi->bounds; +} + +Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector3i()); + return voxel_gi->octree_size; +} + +Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->octree_buffer.is_valid()) { + return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer); + } + return Vector<uint8_t>(); +} + +Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->data_buffer.is_valid()) { + return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer); + } + return Vector<uint8_t>(); +} + +Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); + + if (voxel_gi->data_buffer.is_valid()) { + return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0); + } + return Vector<uint8_t>(); +} + +Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Vector<int>()); + + return voxel_gi->level_counts; +} + +Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, Transform3D()); + + return voxel_gi->to_cell_xform; +} + +void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->dynamic_range = p_range; + voxel_gi->version++; +} + +float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + + return voxel_gi->dynamic_range; +} + +void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->propagation = p_range; + voxel_gi->version++; +} + +float GI::voxel_gi_get_propagation(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->propagation; +} + +void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->energy = p_energy; +} + +float GI::voxel_gi_get_energy(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->energy; +} + +void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->bias = p_bias; +} + +float GI::voxel_gi_get_bias(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->bias; +} + +void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->normal_bias = p_normal_bias; +} + +float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->normal_bias; +} + +void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->interior = p_enable; +} + +void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND(!voxel_gi); + + voxel_gi->use_two_bounces = p_enable; + voxel_gi->version++; +} + +bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, false); + return voxel_gi->use_two_bounces; +} + +bool GI::voxel_gi_is_interior(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->interior; +} + +uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->version; +} + +uint32_t GI::voxel_gi_get_data_version(RID p_voxel_gi) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, 0); + return voxel_gi->data_version; +} + +RID GI::voxel_gi_get_octree_buffer(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + return voxel_gi->octree_buffer; +} + +RID GI::voxel_gi_get_data_buffer(RID p_voxel_gi) const { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + return voxel_gi->data_buffer; +} + +RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) { + VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi); + ERR_FAIL_COND_V(!voxel_gi, RID()); + + return voxel_gi->sdf_texture; +} //////////////////////////////////////////////////////////////////////////////// // SDFGI -void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) { - storage = p_gi->storage; +void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + gi = p_gi; - cascade_mode = p_env->sdfgi_cascades; - min_cell_size = p_env->sdfgi_min_cell_size; - uses_occlusion = p_env->sdfgi_use_occlusion; - y_scale_mode = p_env->sdfgi_y_scale; - static const float y_scale[3] = { 1.0, 1.5, 2.0 }; + num_cascades = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_cascades(p_env); + min_cell_size = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_min_cell_size(p_env); + uses_occlusion = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_use_occlusion(p_env); + y_scale_mode = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_y_scale(p_env); + static const float y_scale[3] = { 2.0, 1.5, 1.0 }; y_mult = y_scale[y_scale_mode]; - static const int cascasde_size[3] = { 4, 6, 8 }; - cascades.resize(cascasde_size[cascade_mode]); + cascades.resize(num_cascades); probe_axis_count = SDFGI::PROBE_DIVISOR + 1; solid_cell_ratio = gi->sdfgi_solid_cell_ratio; solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio); @@ -68,29 +404,38 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::TextureFormat tf_render = tf_sdf; tf_render.format = RD::DATA_FORMAT_R16_UINT; render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo"); tf_render.format = RD::DATA_FORMAT_R32_UINT; render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission"); render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso"); tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize for (int i = 0; i < 8; i++) { render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i)); } tf_render.format = RD::DATA_FORMAT_R32_UINT; render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing"); tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT; render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0"); render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1"); tf_render.width /= 2; tf_render.height /= 2; tf_render.depth /= 2; render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0"); render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); + RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1"); } RD::TextureFormat tf_occlusion = tf_sdf; @@ -131,7 +476,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D; lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll"); lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll"); { //octahedral lightprobes @@ -145,6 +492,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V //lightprobe texture is an octahedral texture lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView()); + RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data"); RD::TextureView tv; tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data); @@ -158,11 +506,13 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; //lightprobe texture is an octahedral texture ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView()); + RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture"); } cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES); occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView()); + RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data"); { RD::TextureView tv; tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16; @@ -175,11 +525,15 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V /* 3D Textures */ cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture"); cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data"); cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture"); cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture"); { RD::TextureView tv; @@ -206,9 +560,11 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V /* Probe History */ cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture"); RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); + RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture"); RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work /* Buffers */ @@ -222,14 +578,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1 + u.append_id(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1 uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { @@ -237,7 +593,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 3; for (int j = 0; j < 8; j++) { - u.ids.push_back(render_occlusion[j]); + u.append_id(render_occlusion[j]); } uniforms.push_back(u); } @@ -245,21 +601,21 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 4; - u.ids.push_back(render_emission); + u.append_id(render_emission); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 5; - u.ids.push_back(render_emission_aniso); + u.append_id(render_emission_aniso); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 6; - u.ids.push_back(render_geom_facing); + u.append_id(render_geom_facing); uniforms.push_back(u); } @@ -267,28 +623,28 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 7; - u.ids.push_back(cascade.sdf_tex); + u.append_id(cascade.sdf_tex); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; - u.ids.push_back(occlusion_data); + u.append_id(occlusion_data); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 10; - u.ids.push_back(cascade.solid_cell_dispatch_buffer); + u.append_id(cascade.solid_cell_dispatch_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 11; - u.ids.push_back(cascade.solid_cell_buffer); + u.append_id(cascade.solid_cell_buffer); uniforms.push_back(u); } @@ -301,42 +657,42 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_geom_facing); + u.append_id(render_geom_facing); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 3; - u.ids.push_back(render_emission); + u.append_id(render_emission); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 4; - u.ids.push_back(render_emission_aniso); + u.append_id(render_emission_aniso); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 5; - u.ids.push_back(cascade.solid_cell_dispatch_buffer); + u.append_id(cascade.solid_cell_dispatch_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 6; - u.ids.push_back(cascade.solid_cell_buffer); + u.append_id(cascade.solid_cell_buffer); uniforms.push_back(u); } @@ -349,7 +705,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; for (int j = 0; j < 8; j++) { - u.ids.push_back(render_occlusion[j]); + u.append_id(render_occlusion[j]); } uniforms.push_back(u); } @@ -357,7 +713,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(occlusion_data); + u.append_id(occlusion_data); uniforms.push_back(u); } @@ -376,9 +732,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { if (j < cascades.size()) { - u.ids.push_back(cascades[j].sdf_tex); + u.append_id(cascades[j].sdf_tex); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -387,74 +743,75 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(cascade.solid_cell_dispatch_buffer); + u.append_id(cascade.solid_cell_dispatch_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(cascade.solid_cell_buffer); + u.append_id(cascade.solid_cell_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.ids.push_back(cascade.light_data); + u.append_id(cascade.light_data); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.ids.push_back(cascade.light_aniso_0_tex); + u.append_id(cascade.light_aniso_0_tex); uniforms.push_back(u); } { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.ids.push_back(cascade.light_aniso_1_tex); + u.append_id(cascade.light_aniso_1_tex); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(cascades_ubo); + u.append_id(cascades_ubo); uniforms.push_back(u); } { RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(cascade.lights_buffer); + u.append_id(cascade.lights_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(lightprobe_texture); + u.append_id(lightprobe_texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(occlusion_texture); + u.append_id(occlusion_texture); uniforms.push_back(u); } - cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0); + cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0); + cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0); } //preprocess initialize uniform set @@ -464,14 +821,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_sdf[0]); + u.append_id(render_sdf[0]); uniforms.push_back(u); } @@ -484,14 +841,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_sdf_half[0]); + u.append_id(render_sdf_half[0]); uniforms.push_back(u); } @@ -505,19 +862,22 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_sdf[0]); + u.append_id(render_sdf[0]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_sdf[1]); + u.append_id(render_sdf[1]); uniforms.push_back(u); } jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); - SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]); + RID aux0 = uniforms.write[0].get_id(0); + RID aux1 = uniforms.write[1].get_id(0); + uniforms.write[0].set_id(0, aux1); + uniforms.write[1].set_id(0, aux0); jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); } //jump flood half uniform set @@ -527,19 +887,22 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_sdf_half[0]); + u.append_id(render_sdf_half[0]); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_sdf_half[1]); + u.append_id(render_sdf_half[1]); uniforms.push_back(u); } jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); - SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]); + RID aux0 = uniforms.write[0].get_id(0); + RID aux1 = uniforms.write[1].get_id(0); + uniforms.write[0].set_id(0, aux1); + uniforms.write[1].set_id(0, aux0); jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); } @@ -550,21 +913,21 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; - u.ids.push_back(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size + u.append_id(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 3; - u.ids.push_back(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass + u.append_id(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass uniforms.push_back(u); } @@ -579,7 +942,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 1; - u.ids.push_back(render_albedo); + u.append_id(render_albedo); uniforms.push_back(u); } { @@ -587,7 +950,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; for (int i = 0; i < 8; i++) { - u.ids.push_back(render_occlusion[i]); + u.append_id(render_occlusion[i]); } uniforms.push_back(u); } @@ -595,7 +958,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 3; - u.ids.push_back(render_geom_facing); + u.append_id(render_geom_facing); uniforms.push_back(u); } @@ -613,9 +976,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { if (j < cascades.size()) { - u.ids.push_back(cascades[j].sdf_tex); + u.append_id(cascades[j].sdf_tex); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -626,9 +989,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { if (j < cascades.size()) { - u.ids.push_back(cascades[j].light_tex); + u.append_id(cascades[j].light_tex); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -639,9 +1002,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { if (j < cascades.size()) { - u.ids.push_back(cascades[j].light_aniso_0_tex); + u.append_id(cascades[j].light_aniso_0_tex); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -652,9 +1015,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { if (j < cascades.size()) { - u.ids.push_back(cascades[j].light_aniso_1_tex); + u.append_id(cascades[j].light_aniso_1_tex); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } } uniforms.push_back(u); @@ -663,7 +1026,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 6; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -671,14 +1034,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 7; - u.ids.push_back(cascades_ubo); + u.append_id(cascades_ubo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; - u.ids.push_back(lightprobe_data); + u.append_id(lightprobe_data); uniforms.push_back(u); } @@ -686,14 +1049,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.ids.push_back(cascades[i].lightprobe_history_tex); + u.append_id(cascades[i].lightprobe_history_tex); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 10; - u.ids.push_back(cascades[i].lightprobe_average_tex); + u.append_id(cascades[i].lightprobe_average_tex); uniforms.push_back(u); } @@ -701,14 +1064,14 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 11; - u.ids.push_back(lightprobe_history_scroll); + u.append_id(lightprobe_history_scroll); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 12; - u.ids.push_back(lightprobe_average_scroll); + u.append_id(lightprobe_average_scroll); uniforms.push_back(u); } { @@ -716,33 +1079,36 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 13; RID parent_average; - if (i < cascades.size() - 1) { + if (cascades.size() == 1) { + // If there is only one SDFGI cascade, we can't use the previous cascade for blending. + parent_average = cascades[i].lightprobe_average_tex; + } else if (i < cascades.size() - 1) { parent_average = cascades[i + 1].lightprobe_average_tex; } else { parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used } - u.ids.push_back(parent_average); + u.append_id(parent_average); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 14; - u.ids.push_back(ambient_texture); + u.append_id(ambient_texture); uniforms.push_back(u); } cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0); } - bounce_feedback = p_env->sdfgi_bounce_feedback; - energy = p_env->sdfgi_energy; - normal_bias = p_env->sdfgi_normal_bias; - probe_bias = p_env->sdfgi_probe_bias; - reads_sky = p_env->sdfgi_read_sky_light; + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); } -void RendererSceneGIRD::SDFGI::erase() { +void GI::SDFGI::erase() { for (uint32_t i = 0; i < cascades.size(); i++) { const SDFGI::Cascade &c = cascades[i]; RD::get_singleton()->free(c.light_data); @@ -774,18 +1140,36 @@ void RendererSceneGIRD::SDFGI::erase() { RD::get_singleton()->free(lightprobe_data); RD::get_singleton()->free(lightprobe_history_scroll); + RD::get_singleton()->free(lightprobe_average_scroll); RD::get_singleton()->free(occlusion_data); RD::get_singleton()->free(ambient_texture); RD::get_singleton()->free(cascades_ubo); + + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) { + RD::get_singleton()->free(debug_uniform_set[v]); + } + debug_uniform_set[v] = RID(); + } + + if (RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) { + RD::get_singleton()->free(debug_probes_uniform_set); + } + debug_probes_uniform_set = RID(); + + if (debug_probes_scene_data_ubo.is_valid()) { + RD::get_singleton()->free(debug_probes_scene_data_ubo); + debug_probes_scene_data_ubo = RID(); + } } -void RendererSceneGIRD::SDFGI::update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position) { - bounce_feedback = p_env->sdfgi_bounce_feedback; - energy = p_env->sdfgi_energy; - normal_bias = p_env->sdfgi_normal_bias; - probe_bias = p_env->sdfgi_probe_bias; - reads_sky = p_env->sdfgi_read_sky_light; +void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) { + bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env); + energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env); + normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env); + probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env); + reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env); int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2; @@ -838,7 +1222,7 @@ void RendererSceneGIRD::SDFGI::update(RendererSceneEnvironmentRD *p_env, const V } } -void RendererSceneGIRD::SDFGI::update_light() { +void GI::SDFGI::update_light() { RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light"); /* Update dynamic light */ @@ -866,7 +1250,7 @@ void RendererSceneGIRD::SDFGI::update_light() { push_constant.process_offset = 0; push_constant.process_increment = 1; } else { - static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = { + static const uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = { 1, 2, 4, 8, 16 }; @@ -877,7 +1261,7 @@ void RendererSceneGIRD::SDFGI::update_light() { } cascades[i].all_dynamic_lights_dirty = false; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0); } @@ -885,7 +1269,7 @@ void RendererSceneGIRD::SDFGI::update_light() { RD::get_singleton()->draw_command_end_label(); } -void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) { +void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) { RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes"); SDFGIShader::IntegratePushConstant push_constant; @@ -901,29 +1285,29 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, push_constant.ray_bias = probe_bias; push_constant.image_size[0] = probe_axis_count * probe_axis_count; push_constant.image_size[1] = probe_axis_count; - push_constant.store_ambient_texture = p_env->volumetric_fog_enabled; + push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env); RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set; push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED; push_constant.y_mult = y_mult; - if (reads_sky && p_env) { - push_constant.sky_energy = p_env->bg_energy; + if (reads_sky && p_env.is_valid()) { + push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); - if (p_env->background == RS::ENV_BG_CLEAR_COLOR) { + if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) { push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; - Color c = storage->get_default_clear_color().to_linear(); + Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear(); push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; push_constant.sky_color[2] = c.b; - } else if (p_env->background == RS::ENV_BG_COLOR) { + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) { push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; - Color c = p_env->bg_color; + Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env); push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; push_constant.sky_color[2] = c.b; - } else if (p_env->background == RS::ENV_BG_SKY) { + } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) { if (p_sky && p_sky->radiance.is_valid()) { if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) { Vector<RD::Uniform> uniforms; @@ -932,7 +1316,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; - u.ids.push_back(p_sky->radiance); + u.append_id(p_sky->radiance); uniforms.push_back(u); } @@ -940,7 +1324,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 1; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -977,7 +1361,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RD::get_singleton()->draw_command_end_label(); } -void RendererSceneGIRD::SDFGI::store_probes() { +void GI::SDFGI::store_probes() { RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE); RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes"); @@ -1000,7 +1384,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { push_constant.y_mult = y_mult; // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces - RENDER_TIMESTAMP("Average Probes"); + RENDER_TIMESTAMP("Average SDFGI Probes"); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); @@ -1022,7 +1406,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { RD::get_singleton()->draw_command_end_label(); } -int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const { +int GI::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const { int dirty_count = 0; for (uint32_t i = 0; i < cascades.size(); i++) { const SDFGI::Cascade &c = cascades[i]; @@ -1078,7 +1462,7 @@ int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_ return -1; } -void RendererSceneGIRD::SDFGI::update_cascades() { +void GI::SDFGI::update_cascades() { //update cascades SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES]; int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; @@ -1099,154 +1483,167 @@ void RendererSceneGIRD::SDFGI::update_cascades() { RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE); } -void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) { - if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 1; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { - if (i < cascades.size()) { - u.ids.push_back(cascades[i].sdf_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); +void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + + for (uint32_t v = 0; v < p_view_count; v++) { + if (!debug_uniform_set[v].is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set[v])) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 2; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { - if (i < cascades.size()) { - u.ids.push_back(cascades[i].light_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 3; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { - if (i < cascades.size()) { - u.ids.push_back(cascades[i].light_aniso_0_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_aniso_0_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 4; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { - if (i < cascades.size()) { - u.ids.push_back(cascades[i].light_aniso_1_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) { + if (i < cascades.size()) { + u.append_id(cascades[i].light_aniso_1_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 5; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(occlusion_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 8; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 9; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(cascades_ubo); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 10; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.ids.push_back(p_texture); - uniforms.push_back(u); + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(occlusion_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 8; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 9; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(cascades_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 10; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.append_id(p_texture_views[v]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.append_id(lightprobe_texture); + uniforms.push_back(u); + } + debug_uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0); } - { - RD::Uniform u; - u.binding = 11; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(lightprobe_texture); - uniforms.push_back(u); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set[v], 0); + + SDFGIShader::DebugPushConstant push_constant; + push_constant.grid_size[0] = cascade_size; + push_constant.grid_size[1] = cascade_size; + push_constant.grid_size[2] = cascade_size; + push_constant.max_cascades = cascades.size(); + push_constant.screen_size[0] = p_width; + push_constant.screen_size[1] = p_height; + push_constant.y_mult = y_mult; + + push_constant.z_near = -p_projections[v].get_z_near(); + + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i]; + } } - debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0); - } + push_constant.cam_origin[0] = p_transform.origin[0]; + push_constant.cam_origin[1] = p_transform.origin[1]; + push_constant.cam_origin[2] = p_transform.origin[2]; - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0); + // need to properly unproject for asymmetric projection matrices in stereo.. + Projection inv_projection = p_projections[v].inverse(); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 3; j++) { + push_constant.inv_projection[j][i] = inv_projection.matrix[i][j]; + } + } - SDFGIShader::DebugPushConstant push_constant; - push_constant.grid_size[0] = cascade_size; - push_constant.grid_size[1] = cascade_size; - push_constant.grid_size[2] = cascade_size; - push_constant.max_cascades = cascades.size(); - push_constant.screen_size[0] = p_width; - push_constant.screen_size[1] = p_height; - push_constant.probe_axis_size = probe_axis_count; - push_constant.use_occlusion = uses_occlusion; - push_constant.y_mult = y_mult; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant)); - Vector2 vp_half = p_projection.get_viewport_half_extents(); - push_constant.cam_extent[0] = vp_half.x; - push_constant.cam_extent[1] = vp_half.y; - push_constant.cam_extent[2] = -p_projection.get_z_near(); - - push_constant.cam_transform[0] = p_transform.basis.elements[0][0]; - push_constant.cam_transform[1] = p_transform.basis.elements[1][0]; - push_constant.cam_transform[2] = p_transform.basis.elements[2][0]; - push_constant.cam_transform[3] = 0; - push_constant.cam_transform[4] = p_transform.basis.elements[0][1]; - push_constant.cam_transform[5] = p_transform.basis.elements[1][1]; - push_constant.cam_transform[6] = p_transform.basis.elements[2][1]; - push_constant.cam_transform[7] = 0; - push_constant.cam_transform[8] = p_transform.basis.elements[0][2]; - push_constant.cam_transform[9] = p_transform.basis.elements[1][2]; - push_constant.cam_transform[10] = p_transform.basis.elements[2][2]; - push_constant.cam_transform[11] = 0; - push_constant.cam_transform[12] = p_transform.origin.x; - push_constant.cam_transform[13] = p_transform.origin.y; - push_constant.cam_transform[14] = p_transform.origin.z; - push_constant.cam_transform[15] = 1; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1); - RD::get_singleton()->compute_list_end(); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1); + RD::get_singleton()->compute_list_end(); + } - Size2 rtsize = storage->render_target_get_size(p_render_target); - storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true); + Size2 rtsize = texture_storage->render_target_get_size(p_render_target); + copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true, false, false, false, RID(), p_view_count > 1); } -void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) { - SDFGIShader::DebugProbesPushConstant push_constant; +void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j]; + // setup scene data + { + SDFGIShader::DebugProbesSceneData scene_data; + + if (debug_probes_scene_data_ubo.is_null()) { + debug_probes_scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIShader::DebugProbesSceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + RendererRD::MaterialStorage::store_camera(p_camera_with_transforms[v], scene_data.projection[v]); } + + RD::get_singleton()->buffer_update(debug_probes_scene_data_ubo, 0, sizeof(SDFGIShader::DebugProbesSceneData), &scene_data, RD::BARRIER_MASK_RASTER); } + // setup push constant + SDFGIShader::DebugProbesPushConstant push_constant; + //gen spheres from strips uint32_t band_points = 16; push_constant.band_power = 4; @@ -1271,41 +1668,52 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(cascades_ubo); + u.append_id(cascades_ubo); uniforms.push_back(u); } { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(lightprobe_texture); + u.append_id(lightprobe_texture); uniforms.push_back(u); } { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } { RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(occlusion_texture); + u.append_id(occlusion_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(debug_probes_scene_data_ubo); uniforms.push_back(u); } debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0); } - RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0); - RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); - RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points); + SDFGIShader::ProbeDebugMode mode = p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_PROBES_MULTIVIEW : SDFGIShader::PROBE_DEBUG_PROBES; + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CONTINUE, p_will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); + RD::get_singleton()->draw_command_begin_label("Debug SDFGI"); + + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[mode].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, false, total_probes, total_points); if (gi->sdfgi_debug_probe_dir != Vector3()) { - print_line("CLICK DEBUG ME?"); uint32_t cascade = 0; Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0); Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0); @@ -1333,11 +1741,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr } } - if (gi->sdfgi_debug_probe_enabled) { - print_line("found: " + gi->sdfgi_debug_probe_index); - } else { - print_line("no found"); - } gi->sdfgi_debug_probe_dir = Vector3(); } @@ -1360,14 +1763,17 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2; - RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); - RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0); - RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); - RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, gi->sdfgi_shader.debug_probes_pipeline[p_view_count > 1 ? SDFGIShader::PROBE_DEBUG_VISIBILITY_MULTIVIEW : SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, debug_probes_uniform_set, 0); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, false, cell_count, total_points); } + + RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_list_end(); } -void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) { /* Update general SDFGI Buffer */ SDFGIData sdfgi_data; @@ -1450,27 +1856,27 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); + RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j)); ERR_CONTINUE(!li); - if (storage->light_directional_is_sky_only(li->light)) { + if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } - Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z); + Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); dir.y *= y_mult; dir.normalize(); lights[idx].direction[0] = dir.x; lights[idx].direction[1] = dir.y; lights[idx].direction[2] = dir.z; - Color color = storage->light_get_color(li->light); - color = color.to_linear(); + Color color = RSG::light_storage->light_get_color(li->light); + color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = RS::LIGHT_DIRECTIONAL; - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); - lights[idx].has_shadow = storage->light_has_shadow(li->light); + lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); idx++; } @@ -1484,10 +1890,10 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]); + RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]); ERR_CONTINUE(!li); - uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light); + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); if (i > max_sdfgi_cascade) { continue; } @@ -1496,7 +1902,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re continue; } - Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z); + Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); //faster to not do this here //dir.y *= y_mult; //dir.normalize(); @@ -1508,18 +1914,18 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = storage->light_get_color(li->light); - color = color.to_linear(); + Color color = RSG::light_storage->light_get_color(li->light); + color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].type = storage->light_get_type(li->light); - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); - lights[idx].has_shadow = storage->light_has_shadow(li->light); - lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + lights[idx].type = RSG::light_storage->light_get_type(li->light); + lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); + lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -1532,9 +1938,9 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re } } -void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) { +void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) { //print_line("rendering region " + itos(p_region)); - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers); + RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... AABB bounds; Vector3i from; @@ -1559,14 +1965,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, if (cascade_next != cascade) { RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade"); - RENDER_TIMESTAMP(">SDFGI Update SDF"); + RENDER_TIMESTAMP("> SDFGI Update SDF"); //done rendering! must update SDF //clear dispatch indirect data SDFGIShader::PreprocessPushConstant push_constant; memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant)); - RENDER_TIMESTAMP("Scroll SDF"); + RENDER_TIMESTAMP("SDFGI Scroll SDF"); //scroll if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) { @@ -1705,7 +2111,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, push_constant.half_size = true; { - RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)"); + RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)"); uint32_t s = cascade_half_size; @@ -1727,7 +2133,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } } - RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)"); + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)"); //continue with optimized jump flood for smaller reads RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); @@ -1763,7 +2169,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } else { //full size jumpflood - RENDER_TIMESTAMP("SDFGI Jump Flood"); + RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)"); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0); @@ -1794,7 +2200,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, } } - RENDER_TIMESTAMP("SDFGI Jump Flood Optimized"); + RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)"); //continue with optimized jump flood for smaller reads RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); @@ -1864,7 +2270,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, Ref<Image> img; img.instantiate(); for (uint32_t i = 0; i < cascade_size; i++) { - Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1); + Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1)); img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr); img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png"); } @@ -1877,7 +2283,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, Ref<Image> img; img.instantiate(); for (uint32_t i = 0; i < cascade_size; i++) { - Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1); + Vector<uint8_t> subarr = data.slice(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2); img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr); img->convert(Image::FORMAT_RGBA8); img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png"); @@ -1886,19 +2292,18 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, //finalize render and update sdf #endif - RENDER_TIMESTAMP("<SDFGI Update SDF"); + RENDER_TIMESTAMP("< SDFGI Update SDF"); RD::get_singleton()->draw_command_end_label(); } } -void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers); +void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) { + RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but... - RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs"); + RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights"); update_cascades(); - ; //need cascades updated for this SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS]; uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS]; @@ -1921,10 +2326,10 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 break; } - RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.getornull(p_positional_light_cull_result[i][j]); + RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]); ERR_CONTINUE(!li); - uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light); + uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light); if (p_cascade_indices[i] > max_sdfgi_cascade) { continue; } @@ -1933,9 +2338,9 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 continue; } - lights[idx].type = storage->light_get_type(li->light); + lights[idx].type = RSG::light_storage->light_get_type(li->light); - Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z); + Vector3 dir = -li->transform.basis.get_column(Vector3::AXIS_Z); if (lights[idx].type == RS::LIGHT_DIRECTIONAL) { dir.y *= y_mult; //only makes sense for directional dir.normalize(); @@ -1948,17 +2353,17 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 lights[idx].position[0] = pos.x; lights[idx].position[1] = pos.y; lights[idx].position[2] = pos.z; - Color color = storage->light_get_color(li->light); - color = color.to_linear(); + Color color = RSG::light_storage->light_get_color(li->light); + color = color.srgb_to_linear(); lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); - lights[idx].has_shadow = storage->light_has_shadow(li->light); - lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); - lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); - lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); - lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light); + lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); + lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); + lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE))); + lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION); idx++; } @@ -2000,7 +2405,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 dl_push_constant.cascade = p_cascade_indices[i]; if (dl_push_constant.light_count > 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0); } @@ -2014,31 +2419,22 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 //////////////////////////////////////////////////////////////////////////////// // VoxelGIInstance -void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { - uint32_t data_version = storage->voxel_gi_get_data_version(probe); +void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + uint32_t data_version = gi->voxel_gi_get_data_version(probe); // (RE)CREATE IF NEEDED if (last_probe_data_version != data_version) { //need to re-create everything - if (texture.is_valid()) { - RD::get_singleton()->free(texture); - RD::get_singleton()->free(write_buffer); - mipmaps.clear(); - } - - for (int i = 0; i < dynamic_maps.size(); i++) { - RD::get_singleton()->free(dynamic_maps[i].texture); - RD::get_singleton()->free(dynamic_maps[i].depth); - } + free_resources(); - dynamic_maps.clear(); - - Vector3i octree_size = storage->voxel_gi_get_octree_size(probe); + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); if (octree_size != Vector3i()) { //can create a 3D texture - Vector<int> levels = storage->voxel_gi_get_level_counts(probe); + Vector<int> levels = gi->voxel_gi_get_level_counts(probe); RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; @@ -2051,6 +2447,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(texture, "VoxelGI Instance Texture"); RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1); @@ -2065,7 +2462,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c for (int i = 0; i < levels.size(); i++) { VoxelGIInstance::Mipmap mipmap; - mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D); + mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D); mipmap.level = levels.size() - i - 1; mipmap.cell_offset = 0; for (uint32_t j = 0; j < mipmap.level; j++) { @@ -2078,14 +2475,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.ids.push_back(storage->voxel_gi_get_octree_buffer(probe)); + u.append_id(gi->voxel_gi_get_octree_buffer(probe)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; - u.ids.push_back(storage->voxel_gi_get_data_buffer(probe)); + u.append_id(gi->voxel_gi_get_data_buffer(probe)); uniforms.push_back(u); } @@ -2093,21 +2490,21 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 4; - u.ids.push_back(write_buffer); + u.append_id(write_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 9; - u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe)); + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 10; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -2118,7 +2515,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 3; - u.ids.push_back(gi->voxel_gi_lights_uniform); + u.append_id(gi->voxel_gi_lights_uniform); copy_uniforms.push_back(u); } @@ -2130,7 +2527,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 5; - u.ids.push_back(texture); + u.append_id(texture); copy_uniforms.push_back(u); } mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0); @@ -2143,7 +2540,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 5; - u.ids.push_back(mipmap.texture); + u.append_id(mipmap.texture); uniforms.push_back(u); } @@ -2180,12 +2577,15 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.texture, "VoxelGI Instance DMap Texture"); if (dynamic_maps.size() == 0) { - //render depth for first one - dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + // Render depth for first one. + // Use 16-bit depth when supported to improve performance. + dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.fb_depth, "VoxelGI Instance DMap FB Depth"); } //just use depth as-is @@ -2193,13 +2593,17 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.depth, "VoxelGI Instance DMap Depth"); if (dynamic_maps.size() == 0) { dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.albedo, "VoxelGI Instance DMap Albedo"); dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.normal, "VoxelGI Instance DMap Normal"); dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView()); + RD::get_singleton()->set_resource_name(dmap.orm, "VoxelGI Instance DMap ORM"); Vector<RID> fb; fb.push_back(dmap.albedo); @@ -2217,7 +2621,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 3; - u.ids.push_back(gi->voxel_gi_lights_uniform); + u.append_id(gi->voxel_gi_lights_uniform); uniforms.push_back(u); } @@ -2225,56 +2629,56 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 5; - u.ids.push_back(dmap.albedo); + u.append_id(dmap.albedo); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 6; - u.ids.push_back(dmap.normal); + u.append_id(dmap.normal); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 7; - u.ids.push_back(dmap.orm); + u.append_id(dmap.orm); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 8; - u.ids.push_back(dmap.fb_depth); + u.append_id(dmap.fb_depth); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 9; - u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe)); + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 10; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 11; - u.ids.push_back(dmap.texture); + u.append_id(dmap.texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 12; - u.ids.push_back(dmap.depth); + u.append_id(dmap.depth); uniforms.push_back(u); } @@ -2290,14 +2694,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 5; - u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].texture); + u.append_id(dynamic_maps[dynamic_maps.size() - 1].texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 6; - u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].depth); + u.append_id(dynamic_maps[dynamic_maps.size() - 1].depth); uniforms.push_back(u); } @@ -2306,14 +2710,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 7; - u.ids.push_back(dmap.texture); + u.append_id(dmap.texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 8; - u.ids.push_back(dmap.depth); + u.append_id(dmap.depth); uniforms.push_back(u); } } @@ -2322,14 +2726,14 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 9; - u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe)); + u.append_id(gi->voxel_gi_get_sdf_texture(probe)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 10; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -2338,7 +2742,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 11; - u.ids.push_back(mipmaps[dmap.mipmap].texture); + u.append_id(mipmaps[dmap.mipmap].texture); uniforms.push_back(u); } } @@ -2373,7 +2777,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size()); { - Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(probe); + Transform3D to_cell = gi->voxel_gi_get_to_cell_xform(probe); Transform3D to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse(); //update lights @@ -2382,27 +2786,27 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c RID light_instance = p_light_instances[i]; RID light = p_scene_render->light_instance_get_base_light(light_instance); - l.type = storage->light_get_type(light); - if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) { + l.type = RSG::light_storage->light_get_type(light); + if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { light_count--; continue; } - l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); - l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); - l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length(); - Color color = storage->light_get_color(light).to_linear(); + l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION); + l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY); + l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length(); + Color color = RSG::light_storage->light_get_color(light).srgb_to_linear(); l.color[0] = color.r; l.color[1] = color.g; l.color[2] = color.b; - l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); - l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); + l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE))); + l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION); Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance); Vector3 pos = to_probe_xform.xform(xform.origin); - Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized(); + Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_column(2)).normalized(); l.position[0] = pos.x; l.position[1] = pos.y; @@ -2412,7 +2816,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c l.direction[1] = dir.y; l.direction[2] = dir.z; - l.has_shadow = storage->light_has_shadow(light); + l.has_shadow = RSG::light_storage->light_has_shadow(light); } RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights); @@ -2424,7 +2828,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c if (mipmaps.size()) { //can update mipmaps - Vector3i probe_size = storage->voxel_gi_get_octree_size(probe); + Vector3i probe_size = gi->voxel_gi_get_octree_size(probe); VoxelGIPushConstant push_constant; @@ -2433,8 +2837,8 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c push_constant.limits[2] = probe_size.z; push_constant.stack_size = mipmaps.size(); push_constant.emission_scale = 1.0; - push_constant.propagation = storage->voxel_gi_get_propagation(probe); - push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe); + push_constant.propagation = gi->voxel_gi_get_propagation(probe); + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); push_constant.light_count = light_count; push_constant.aniso_strength = 0; @@ -2446,12 +2850,12 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c int passes; if (p_update_light_instances) { - passes = storage->voxel_gi_is_using_two_bounces(probe) ? 2 : 1; + passes = gi->voxel_gi_is_using_two_bounces(probe) ? 2 : 1; } else { passes = 1; //only re-blitting is necessary } int wg_size = 64; - int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X); + int64_t wg_limit_x = (int64_t)RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X); for (int pass = 0; pass < passes; pass++) { if (p_update_light_instances) { @@ -2474,9 +2878,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c push_constant.cell_offset = mipmaps[i].cell_offset; push_constant.cell_count = mipmaps[i].cell_count; - int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; + int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; while (wg_todo) { - int wg_count = MIN(wg_todo, wg_limit_x); + int64_t wg_count = MIN(wg_todo, wg_limit_x); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1); wg_todo -= wg_count; @@ -2495,9 +2899,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c push_constant.cell_offset = mipmaps[i].cell_offset; push_constant.cell_count = mipmaps[i].cell_count; - int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; + int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1; while (wg_todo) { - int wg_count = MIN(wg_todo, wg_limit_x); + int64_t wg_count = MIN(wg_todo, wg_limit_x); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1); wg_todo -= wg_count; @@ -2513,13 +2917,13 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c has_dynamic_object_data = false; //clear until dynamic object data is used again if (p_dynamic_objects.size() && dynamic_maps.size()) { - Vector3i octree_size = storage->voxel_gi_get_octree_size(probe); + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z); Transform3D oversample_scale; oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier)); - Transform3D to_cell = oversample_scale * storage->voxel_gi_get_to_cell_xform(probe); + Transform3D to_cell = oversample_scale * gi->voxel_gi_get_to_cell_xform(probe); Transform3D to_world_xform = transform * to_cell.affine_inverse(); Transform3D to_probe_xform = to_world_xform.affine_inverse(); @@ -2527,10 +2931,10 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c //this could probably be better parallelized in compute.. for (int i = 0; i < (int)p_dynamic_objects.size(); i++) { - RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i]; + RenderGeometryInstance *instance = p_dynamic_objects[i]; //transform aabb to voxel_gi - AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance)); + AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb()); //this needs to wrap to grid resolution to avoid jitter //also extend margin a bit just in case @@ -2575,23 +2979,23 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c Vector3 render_dir = render_z[j]; Vector3 up_dir = render_up[j]; - Vector3 center = aabb.position + aabb.size * 0.5; + Vector3 center = aabb.get_center(); Transform3D xform; xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir); - Vector3 x_dir = xform.basis.get_axis(0).abs(); + Vector3 x_dir = xform.basis.get_column(0).abs(); int x_axis = int(Vector3(0, 1, 2).dot(x_dir)); - Vector3 y_dir = xform.basis.get_axis(1).abs(); + Vector3 y_dir = xform.basis.get_column(1).abs(); int y_axis = int(Vector3(0, 1, 2).dot(y_dir)); - Vector3 z_dir = -xform.basis.get_axis(2); + Vector3 z_dir = -xform.basis.get_column(2); int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs())); Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]); - bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0); - bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0); - bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0); + bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(0)) < 0); + bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0); + bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0); - CameraMatrix cm; + Projection cm; cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]); if (p_scene_render->cull_argument.size() == 0) { @@ -2619,7 +3023,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c push_constant.z_base = xform.origin[z_axis]; push_constant.z_sign = (z_flip ? -1.0 : 1.0); push_constant.pos_multiplier = float(1.0) / multiplier; - push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe); + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); push_constant.flip_x = x_flip; push_constant.flip_y = y_flip; push_constant.rect_pos[0] = rect.position[0]; @@ -2631,7 +3035,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c push_constant.prev_rect_size[0] = 0; push_constant.prev_rect_size[1] = 0; push_constant.on_mipmap = false; - push_constant.propagation = storage->voxel_gi_get_propagation(probe); + push_constant.propagation = gi->voxel_gi_get_propagation(probe); push_constant.pad[0] = 0; push_constant.pad[1] = 0; push_constant.pad[2] = 0; @@ -2713,22 +3117,55 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c has_dynamic_object_data = true; //clear until dynamic object data is used again } - last_probe_version = storage->voxel_gi_get_version(probe); + last_probe_version = gi->voxel_gi_get_version(probe); +} + +void GI::VoxelGIInstance::free_resources() { + if (texture.is_valid()) { + RD::get_singleton()->free(texture); + RD::get_singleton()->free(write_buffer); + + texture = RID(); + write_buffer = RID(); + mipmaps.clear(); + } + + for (int i = 0; i < dynamic_maps.size(); i++) { + RD::get_singleton()->free(dynamic_maps[i].texture); + RD::get_singleton()->free(dynamic_maps[i].depth); + + // these only exist on the first level... + if (dynamic_maps[i].fb_depth.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].fb_depth); + } + if (dynamic_maps[i].albedo.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].albedo); + } + if (dynamic_maps[i].normal.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].normal); + } + if (dynamic_maps[i].orm.is_valid()) { + RD::get_singleton()->free(dynamic_maps[i].orm); + } + } + dynamic_maps.clear(); } -void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { +void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + if (mipmaps.size() == 0) { return; } - CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(storage->voxel_gi_get_to_cell_xform(probe).affine_inverse()); + Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse()); int level = 0; - Vector3i octree_size = storage->voxel_gi_get_octree_size(probe); + Vector3i octree_size = gi->voxel_gi_get_octree_size(probe); VoxelGIDebugPushConstant push_constant; push_constant.alpha = p_alpha; - push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe); + push_constant.dynamic_range = gi->voxel_gi_get_dynamic_range(probe); push_constant.cell_offset = mipmaps[level].cell_offset; push_constant.level = level; @@ -2751,21 +3188,21 @@ void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.ids.push_back(storage->voxel_gi_get_data_buffer(probe)); + u.append_id(gi->voxel_gi_get_data_buffer(probe)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; - u.ids.push_back(texture); + u.append_id(texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 3; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -2793,19 +3230,23 @@ void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p } //////////////////////////////////////////////////////////////////////////////// -// GIRD +// GI + +GI::GI() { + singleton = this; -RendererSceneGIRD::RendererSceneGIRD() { sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1))); sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1))); sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1))); } -RendererSceneGIRD::~RendererSceneGIRD() { +GI::~GI() { + singleton = nullptr; } -void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) { - storage = p_storage; +void GI::init(SkyRD *p_sky) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); /* GI */ @@ -2922,14 +3363,18 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); + if (p_sky->sky_use_cubemap_array) { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE)); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); + } uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 1; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); } @@ -2942,17 +3387,41 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p //calculate tables String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; Vector<String> gi_modes; - gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); - gi_modes.push_back("\n#define USE_SDFGI\n"); - gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); - gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n"); - gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n"); - gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); + + gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI + gi_modes.push_back("\n#define USE_SDFGI\n"); // MODE_SDFGI + gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_COMBINED shader.initialize(gi_modes, defines); shader_version = shader.version_create(); - for (int i = 0; i < MODE_MAX; i++) { - pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i)); + + Vector<RD::PipelineSpecializationConstant> specialization_constants; + + { + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 0; // SHADER_SPECIALIZATION_HALF_RES + sc.bool_value = false; + specialization_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 1; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX + sc.bool_value = false; + specialization_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = 2; // SHADER_SPECIALIZATION_USE_VRS + sc.bool_value = false; + specialization_constants.push_back(sc); + } + + for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) { + specialization_constants.ptrw()[0].bool_value = (v & SHADER_SPECIALIZATION_HALF_RES) ? true : false; + specialization_constants.ptrw()[1].bool_value = (v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX) ? true : false; + specialization_constants.ptrw()[2].bool_value = (v & SHADER_SPECIALIZATION_USE_VRS) ? true : false; + for (int i = 0; i < MODE_MAX; i++) { + pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i), specialization_constants); + } } sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData)); @@ -2971,9 +3440,14 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p Vector<String> versions; versions.push_back("\n#define MODE_PROBES\n"); + versions.push_back("\n#define MODE_PROBES\n#define USE_MULTIVIEW\n"); versions.push_back("\n#define MODE_VISIBILITY\n"); + versions.push_back("\n#define MODE_VISIBILITY\n#define USE_MULTIVIEW\n"); sdfgi_shader.debug_probes.initialize(versions, defines); + + // TODO disable multiview versions if turned off + sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create(); { @@ -2984,6 +3458,8 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p ds.enable_depth_write = true; ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) { + // TODO check if version is enabled + RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i); sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); } @@ -2993,7 +3469,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution"); } -void RendererSceneGIRD::free() { +void GI::free() { RD::get_singleton()->free(default_voxel_gi_buffer); RD::get_singleton()->free(voxel_gi_lights_uniform); RD::get_singleton()->free(sdfgi_ubo); @@ -3012,7 +3488,7 @@ void RendererSceneGIRD::free() { } } -RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { +GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) { SDFGI *sdfgi = memnew(SDFGI); sdfgi->create(p_env, p_world_position, p_requested_history_size, this); @@ -3020,11 +3496,13 @@ RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironme return sdfgi; } -void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { +void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + r_voxel_gi_instances_used = 0; // feels a little dirty to use our container this way but.... - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers); + RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(rb == nullptr); RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers); @@ -3047,35 +3525,35 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra RID base_probe = gipi->probe; - Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera; + Transform3D to_cell = voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera; - gipd.xform[0] = to_cell.basis.elements[0][0]; - gipd.xform[1] = to_cell.basis.elements[1][0]; - gipd.xform[2] = to_cell.basis.elements[2][0]; + gipd.xform[0] = to_cell.basis.rows[0][0]; + gipd.xform[1] = to_cell.basis.rows[1][0]; + gipd.xform[2] = to_cell.basis.rows[2][0]; gipd.xform[3] = 0; - gipd.xform[4] = to_cell.basis.elements[0][1]; - gipd.xform[5] = to_cell.basis.elements[1][1]; - gipd.xform[6] = to_cell.basis.elements[2][1]; + gipd.xform[4] = to_cell.basis.rows[0][1]; + gipd.xform[5] = to_cell.basis.rows[1][1]; + gipd.xform[6] = to_cell.basis.rows[2][1]; gipd.xform[7] = 0; - gipd.xform[8] = to_cell.basis.elements[0][2]; - gipd.xform[9] = to_cell.basis.elements[1][2]; - gipd.xform[10] = to_cell.basis.elements[2][2]; + gipd.xform[8] = to_cell.basis.rows[0][2]; + gipd.xform[9] = to_cell.basis.rows[1][2]; + gipd.xform[10] = to_cell.basis.rows[2][2]; gipd.xform[11] = 0; gipd.xform[12] = to_cell.origin.x; gipd.xform[13] = to_cell.origin.y; gipd.xform[14] = to_cell.origin.z; gipd.xform[15] = 1; - Vector3 bounds = storage->voxel_gi_get_octree_size(base_probe); + Vector3 bounds = voxel_gi_get_octree_size(base_probe); gipd.bounds[0] = bounds.x; gipd.bounds[1] = bounds.y; gipd.bounds[2] = bounds.z; - gipd.dynamic_range = storage->voxel_gi_get_dynamic_range(base_probe) * storage->voxel_gi_get_energy(base_probe); - gipd.bias = storage->voxel_gi_get_bias(base_probe); - gipd.normal_bias = storage->voxel_gi_get_normal_bias(base_probe); - gipd.blend_ambient = !storage->voxel_gi_is_interior(base_probe); + gipd.dynamic_range = voxel_gi_get_dynamic_range(base_probe) * voxel_gi_get_energy(base_probe); + gipd.bias = voxel_gi_get_bias(base_probe); + gipd.normal_bias = voxel_gi_get_normal_bias(base_probe); + gipd.blend_ambient = !voxel_gi_is_interior(base_probe); gipd.mipmaps = gipi->mipmaps.size(); } @@ -3083,27 +3561,31 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra } if (texture == RID()) { - texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - if (texture != rb->gi.voxel_gi_textures[i]) { + if (texture != rb->rbgi.voxel_gi_textures[i]) { voxel_gi_instances_changed = true; - rb->gi.voxel_gi_textures[i] = texture; + rb->rbgi.voxel_gi_textures[i] = texture; } } if (voxel_gi_instances_changed) { - if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) { - RD::get_singleton()->free(rb->gi.uniform_set); + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { + RD::get_singleton()->free(rb->rbgi.uniform_set[v]); + } + rb->rbgi.uniform_set[v] = 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); - RD::get_singleton()->free(rb->volumetric_fog->uniform_set2); + if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { + RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); } - rb->volumetric_fog->uniform_set = RID(); - rb->volumetric_fog->uniform_set2 = RID(); + rb->volumetric_fog->fog_uniform_set = RID(); + rb->volumetric_fog->process_uniform_set = RID(); + rb->volumetric_fog->process_uniform_set2 = RID(); } } @@ -3116,284 +3598,394 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra } } -void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) { +void GI::RenderBuffersGI::free() { + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + if (RD::get_singleton()->uniform_set_is_valid(uniform_set[v])) { + RD::get_singleton()->free(uniform_set[v]); + } + uniform_set[v] = RID(); + } + + if (scene_data_ubo.is_valid()) { + RD::get_singleton()->free(scene_data_ubo); + scene_data_ubo = RID(); + } + + if (ambient_buffer.is_valid()) { + RD::get_singleton()->free(ambient_buffer); + RD::get_singleton()->free(reflection_buffer); + ambient_buffer = RID(); + reflection_buffer = RID(); + + // these are automatically freed when we free the textures, so just reset.. + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + ambient_slice[v] = RID(); + reflection_slice[v] = RID(); + } + + view_count = 0; + } + + if (voxel_gi_buffer.is_valid()) { + RD::get_singleton()->free(voxel_gi_buffer); + voxel_gi_buffer = RID(); + } +} + +void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + ERR_FAIL_COND_MSG(p_view_count > 2, "Maximum of 2 views supported for Processing GI."); + RD::get_singleton()->draw_command_begin_label("GI Render"); - RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers); + RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(rb == nullptr); - RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment); - 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); + if (rb->rbgi.ambient_buffer.is_null() || rb->rbgi.using_half_size_gi != half_resolution || rb->rbgi.view_count != p_view_count) { + // Free our old buffer if applicable + if (rb->rbgi.ambient_buffer.is_valid()) { + RD::get_singleton()->free(rb->rbgi.ambient_buffer); + RD::get_singleton()->free(rb->rbgi.reflection_buffer); + + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + rb->rbgi.ambient_slice[v] = RID(); + rb->rbgi.reflection_slice[v] = RID(); + } } + // Remember the view count we're using + rb->rbgi.view_count = p_view_count; + + // Create textures for our ambient and reflection data RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; if (half_resolution) { tf.width >>= 1; tf.height >>= 1; } + if (p_view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = p_view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } 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->gi.using_half_size_gi = half_resolution; + rb->rbgi.ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->rbgi.ambient_buffer, "GI Ambient Buffer"); + rb->rbgi.reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->rbgi.reflection_buffer, "GI Reflection Buffer"); + rb->rbgi.using_half_size_gi = half_resolution; + + if (p_view_count == 1) { + // Just copy, we don't need to create slices + rb->rbgi.ambient_slice[0] = rb->rbgi.ambient_buffer; + rb->rbgi.reflection_slice[0] = rb->rbgi.reflection_buffer; + } else { + for (uint32_t v = 0; v < p_view_count; v++) { + rb->rbgi.ambient_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0); + rb->rbgi.reflection_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0); + } + } } + // Setup our scene data + { + SceneData scene_data; + + if (rb->rbgi.scene_data_ubo.is_null()) { + rb->rbgi.scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData)); + } + + for (uint32_t v = 0; v < p_view_count; v++) { + RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); + scene_data.eye_offset[v][0] = p_eye_offsets[v].x; + scene_data.eye_offset[v][1] = p_eye_offsets[v].y; + scene_data.eye_offset[v][2] = p_eye_offsets[v].z; + scene_data.eye_offset[v][3] = 0.0; + } + + // Note that we will be ignoring the origin of this transform. + RendererRD::MaterialStorage::store_transform(p_cam_transform, scene_data.cam_transform); + + scene_data.screen_size[0] = rb->internal_width; + scene_data.screen_size[1] = rb->internal_height; + + RD::get_singleton()->buffer_update(rb->rbgi.scene_data_ubo, 0, sizeof(SceneData), &scene_data, RD::BARRIER_MASK_COMPUTE); + } + + // Now compute the contents of our buffers. + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); + + // Render each eye separately. + // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference.. + + // setup our push constant + PushConstant push_constant; - push_constant.screen_size[0] = rb->width; - push_constant.screen_size[1] = rb->height; - push_constant.z_near = p_projection.get_z_near(); - push_constant.z_far = p_projection.get_z_far(); - push_constant.orthogonal = p_projection.is_orthogonal(); - push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]); - push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]); - push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0]; - push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1]; push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()); push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH; + // these should be the same for all views + push_constant.orthogonal = p_projections[0].is_orthogonal(); + push_constant.z_near = p_projections[0].get_z_near(); + push_constant.z_far = p_projections[0].get_z_far(); + + // these are only used if we have 1 view, else we use the projections in our scene data + push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[0].matrix[0][0]); + push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[0].matrix[1][1]); + push_constant.proj_info[2] = (1.0f - p_projections[0].matrix[0][2]) / p_projections[0].matrix[0][0]; + push_constant.proj_info[3] = (1.0f + p_projections[0].matrix[1][2]) / p_projections[0].matrix[1][1]; + bool use_sdfgi = rb->sdfgi != nullptr; bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0; - if (env) { - push_constant.ao_color[0] = env->ao_color.r; - push_constant.ao_color[1] = env->ao_color.g; - push_constant.ao_color[2] = env->ao_color.b; - } else { - push_constant.ao_color[0] = 0; - push_constant.ao_color[1] = 0; - push_constant.ao_color[2] = 0; - } - - push_constant.cam_rotation[0] = p_transform.basis[0][0]; - push_constant.cam_rotation[1] = p_transform.basis[1][0]; - push_constant.cam_rotation[2] = p_transform.basis[2][0]; - push_constant.cam_rotation[3] = 0; - push_constant.cam_rotation[4] = p_transform.basis[0][1]; - push_constant.cam_rotation[5] = p_transform.basis[1][1]; - push_constant.cam_rotation[6] = p_transform.basis[2][1]; - push_constant.cam_rotation[7] = 0; - push_constant.cam_rotation[8] = p_transform.basis[0][2]; - push_constant.cam_rotation[9] = p_transform.basis[1][2]; - 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)) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 1; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + uint32_t pipeline_specialization = 0; + if (rb->rbgi.using_half_size_gi) { + pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES; + } + if (p_view_count > 1) { + pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX; + } + if (p_vrs_slices[0].is_valid()) { + pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS; + } + + Mode mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI); + + for (uint32_t v = 0; v < p_view_count; v++) { + push_constant.view_index = v; + + // setup our uniform set + if (rb->rbgi.uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { + u.append_id(rb->sdfgi->cascades[j].sdf_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 2; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.ids.push_back(rb->sdfgi->cascades[j].light_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { + u.append_id(rb->sdfgi->cascades[j].light_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 3; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { + u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 4; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { - if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { - u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex); + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) { + if (rb->sdfgi && j < rb->sdfgi->cascades.size()) { + u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); + } + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 5; + if (rb->sdfgi) { + u.append_id(rb->sdfgi->occlusion_texture); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 5; - if (rb->sdfgi) { - u.ids.push_back(rb->sdfgi->occlusion_texture); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 6; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 7; + u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 6; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 7; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; - u.ids.push_back(rb->ambient_buffer); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.append_id(rb->rbgi.ambient_slice[v]); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 10; - u.ids.push_back(rb->reflection_buffer); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 10; + u.append_id(rb->rbgi.reflection_slice[v]); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 11; - if (rb->sdfgi) { - u.ids.push_back(rb->sdfgi->lightprobe_texture); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 11; + if (rb->sdfgi) { + u.append_id(rb->sdfgi->lightprobe_texture); + } else { + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE)); + } + uniforms.push_back(u); } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 12; - u.ids.push_back(rb->depth_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 13; - u.ids.push_back(p_normal_roughness_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 14; - RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 15; - u.ids.push_back(sdfgi_ubo); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 16; - u.ids.push_back(rb->gi.voxel_gi_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 17; - for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { - u.ids.push_back(rb->gi.voxel_gi_textures[i]); + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 12; + u.append_id(rb->views[v].view_depth); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 13; + u.append_id(p_normal_roughness_slices[v]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 14; + RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 15; + u.append_id(sdfgi_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 16; + u.append_id(rb->rbgi.voxel_gi_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 17; + for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) { + u.append_id(rb->rbgi.voxel_gi_textures[i]); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 18; + u.append_id(rb->rbgi.scene_data_ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 19; + RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS); + u.append_id(buffer); + uniforms.push_back(u); } - uniforms.push_back(u); - } - rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); - } + rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0); + } - Mode mode; + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->rbgi.uniform_set[v], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); - if (rb->gi.using_half_size_gi) { - mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_VOXEL_GI); - } else { - mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI); + if (rb->rbgi.using_half_size_gi) { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width >> 1, rb->internal_height >> 1, 1); + } else { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1); + } } - 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_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); - - 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); - } //do barrier later to allow oeverlap //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time RD::get_singleton()->draw_command_end_label(); } -RID RendererSceneGIRD::voxel_gi_instance_create(RID p_base) { +RID GI::voxel_gi_instance_create(RID p_base) { VoxelGIInstance voxel_gi; voxel_gi.gi = this; - voxel_gi.storage = storage; voxel_gi.probe = p_base; RID rid = voxel_gi_instance_owner.make_rid(voxel_gi); return rid; } -void RendererSceneGIRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { +void GI::voxel_gi_instance_free(RID p_rid) { + GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid); + voxel_gi->free_resources(); + voxel_gi_instance_owner.free(p_rid); +} + +void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); ERR_FAIL_COND(!voxel_gi); voxel_gi->transform = p_xform; } -bool RendererSceneGIRD::voxel_gi_needs_update(RID p_probe) const { +bool GI::voxel_gi_needs_update(RID p_probe) const { VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); ERR_FAIL_COND_V(!voxel_gi, false); - return voxel_gi->last_probe_version != storage->voxel_gi_get_version(voxel_gi->probe); + return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe); } -void RendererSceneGIRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { +void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { VoxelGIInstance *voxel_gi = get_probe_instance(p_probe); ERR_FAIL_COND(!voxel_gi); voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render); } -void RendererSceneGIRD::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { - VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.getornull(p_voxel_gi); +void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { + VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi); ERR_FAIL_COND(!voxel_gi); voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha); diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/environment/gi.h index 0b4622646f..8860445c3b 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* renderer_scene_gi_rd.h */ +/* gi.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). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,33 +28,72 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_GI_RD_H -#define RENDERING_SERVER_SCENE_GI_RD_H +#ifndef GI_RD_H +#define GI_RD_H #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" +#include "servers/rendering/environment/renderer_gi.h" #include "servers/rendering/renderer_compositor.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h" +#include "servers/rendering/renderer_rd/environment/sky.h" +#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/storage/utilities.h" // Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound struct RenderDataRD; class RendererSceneRenderRD; -class RendererSceneGIRD { +namespace RendererRD { + +class GI : public RendererGI { +public: + /* VOXEL GI STORAGE */ + + struct VoxelGI { + RID octree_buffer; + RID data_buffer; + RID sdf_texture; + + uint32_t octree_buffer_size = 0; + uint32_t data_buffer_size = 0; + + Vector<int> level_counts; + + int cell_count = 0; + + Transform3D to_cell_xform; + AABB bounds; + Vector3i octree_size; + + float dynamic_range = 2.0; + float energy = 1.0; + float bias = 1.4; + float normal_bias = 0.0; + float propagation = 0.5; + bool interior = false; + bool use_two_bounces = true; + + uint32_t version = 1; + uint32_t data_version = 1; + + Dependency dependency; + }; + private: - RendererStorageRD *storage; + static GI *singleton; + + /* VOXEL GI STORAGE */ + + mutable RID_Owner<VoxelGI, true> voxel_gi_owner; /* VOXEL_GI INSTANCE */ @@ -193,13 +232,13 @@ private: uint32_t max_cascades; int32_t screen_size[2]; - uint32_t use_occlusion; float y_mult; - float cam_extent[3]; - uint32_t probe_axis_size; + float z_near; - float cam_transform[16]; + float inv_projection[3][4]; + float cam_basis[3][3]; + float cam_origin[3]; }; SdfgiDebugShaderRD debug; @@ -209,13 +248,17 @@ private: enum ProbeDebugMode { PROBE_DEBUG_PROBES, + PROBE_DEBUG_PROBES_MULTIVIEW, PROBE_DEBUG_VISIBILITY, + PROBE_DEBUG_VISIBILITY_MULTIVIEW, PROBE_DEBUG_MAX }; - struct DebugProbesPushConstant { - float projection[16]; + struct DebugProbesSceneData { + float projection[2][16]; + }; + struct DebugProbesPushConstant { uint32_t band_power; uint32_t sections_in_band; uint32_t band_mask; @@ -250,8 +293,6 @@ private: float cos_spot_angle; float inv_spot_attenuation; float radius; - - float shadow_color[4]; }; struct DirectLightPushConstant { @@ -326,14 +367,64 @@ private: } sdfgi_shader; public: + static GI *get_singleton() { return singleton; } + + /* VOXEL GI API */ + + VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); }; + bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); }; + + virtual RID voxel_gi_allocate() override; + virtual void voxel_gi_free(RID p_voxel_gi) override; + virtual void voxel_gi_initialize(RID p_voxel_gi) override; + + virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override; + + virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override; + virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override; + virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override; + virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override; + virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override; + + virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override; + virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override; + virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override; + virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override; + virtual float voxel_gi_get_energy(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override; + virtual float voxel_gi_get_bias(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override; + virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override; + virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override; + + virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override; + virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override; + + virtual uint32_t voxel_gi_get_version(RID p_probe) const override; + uint32_t voxel_gi_get_data_version(RID p_probe); + + RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const; + RID voxel_gi_get_data_buffer(RID p_voxel_gi) const; + + RID voxel_gi_get_sdf_texture(RID p_voxel_gi); + /* VOXEL_GI INSTANCE */ //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. struct VoxelGIInstance { // access to our containers - RendererStorageRD *storage; - RendererSceneGIRD *gi; + GI *gi = nullptr; RID probe; RID texture; @@ -376,14 +467,15 @@ public: Transform3D transform; - void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void free_resources(); }; mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner; _FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const { - return voxel_gi_instance_owner.getornull(p_probe); + return voxel_gi_instance_owner.get_or_null(p_probe); }; _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) { @@ -392,7 +484,13 @@ public: return voxel_gi->texture; }; - RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH; + bool voxel_gi_instance_owns(RID p_rid) const { + return voxel_gi_instance_owner.owns(p_rid); + } + + void voxel_gi_instance_free(RID p_rid); + + RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW; /* SDFGI */ @@ -446,7 +544,8 @@ public: Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all. RID sdf_store_uniform_set; - RID sdf_direct_light_uniform_set; + RID sdf_direct_light_static_uniform_set; + RID sdf_direct_light_dynamic_uniform_set; RID scroll_uniform_set; RID scroll_occlusion_uniform_set; RID integrate_uniform_set; @@ -456,8 +555,7 @@ public: }; // access to our containers - RendererStorageRD *storage; - RendererSceneGIRD *gi; + GI *gi = nullptr; // used for rendering (voxelization) RID render_albedo; @@ -495,21 +593,22 @@ public: float solid_cell_ratio = 0; uint32_t solid_cell_count = 0; - RS::EnvironmentSDFGICascades cascade_mode; + int num_cascades = 6; float min_cell_size = 0; uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints - RID debug_uniform_set; + RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; + RID debug_probes_scene_data_ubo; RID debug_probes_uniform_set; RID cascades_ubo; bool uses_occlusion = false; - float bounce_feedback = 0.0; - bool reads_sky = false; + float bounce_feedback = 0.5; + bool reads_sky = true; float energy = 1.0; float normal_bias = 1.1; float probe_bias = 1.1; - RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED; + RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT; float y_mult = 1.0; @@ -518,25 +617,25 @@ public: int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically RID integrate_sky_uniform_set; - void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi); + void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi); void erase(); - void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position); + void update(RID p_env, const Vector3 &p_world_position); void update_light(); - void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky); + void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky); void store_probes(); int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const; void update_cascades(); - void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture); - void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform); + void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views); + void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render); - void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render); + void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render); void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); }; RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; - RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES; + RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES; RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES; float sdfgi_solid_cell_ratio = 0.25; @@ -563,8 +662,18 @@ public: RID full_dispatch; RID full_mask; - RID uniform_set; + /* GI buffers */ + RID ambient_buffer; + RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS]; + RID reflection_buffer; + RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS]; bool using_half_size_gi = false; + uint32_t view_count = 1; + + RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS]; + RID scene_data_ubo; + + void free(); }; struct SDFGIData { @@ -602,71 +711,82 @@ public: }; struct VoxelGIData { - float xform[16]; - float bounds[3]; - float dynamic_range; + float xform[16]; // 64 - 64 - float bias; - float normal_bias; - uint32_t blend_ambient; - uint32_t texture_slot; + float bounds[3]; // 12 - 76 + float dynamic_range; // 4 - 80 - uint32_t pad0; - uint32_t pad1; - uint32_t pad2; - uint32_t mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + uint32_t blend_ambient; // 4 - 92 + uint32_t mipmaps; // 4 - 96 }; - struct PushConstant { + struct SceneData { + float inv_projection[2][16]; + float cam_transform[16]; + float eye_offset[2][4]; + int32_t screen_size[2]; - float z_near; - float z_far; + float pad1; + float pad2; + }; - float proj_info[4]; - float ao_color[3]; + struct PushConstant { uint32_t max_voxel_gi_instances; - uint32_t high_quality_vct; uint32_t orthogonal; - uint32_t pad[2]; + uint32_t view_index; - float cam_rotation[12]; + float proj_info[4]; + + float z_near; + float z_far; + float pad2; + float pad3; }; RID sdfgi_ubo; + enum Mode { MODE_VOXEL_GI, MODE_SDFGI, MODE_COMBINED, - MODE_HALF_RES_VOXEL_GI, - MODE_HALF_RES_SDFGI, - MODE_HALF_RES_COMBINED, MODE_MAX }; + enum ShaderSpecializations { + SHADER_SPECIALIZATION_HALF_RES = 1 << 0, + SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1, + SHADER_SPECIALIZATION_USE_VRS = 1 << 2, + SHADER_SPECIALIZATION_VARIATIONS = 8, + }; + RID default_voxel_gi_buffer; bool half_resolution = false; GiShaderRD shader; RID shader_version; - RID pipelines[MODE_MAX]; + RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX]; - RendererSceneGIRD(); - ~RendererSceneGIRD(); + GI(); + ~GI(); - void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky); + void init(RendererRD::SkyRD *p_sky); void free(); - SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); + SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size); void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render); - void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render); + void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render); RID voxel_gi_instance_create(RID p_base); void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform); bool voxel_gi_needs_update(RID p_probe) const; - void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); }; -#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */ +} // namespace RendererRD + +#endif // GI_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index da84f615b2..6433a39863 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* renderer_scene_sky_rd.cpp */ +/* sky.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). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,17 +28,27 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "renderer_scene_sky_rd.h" +#include "sky.h" #include "core/config/project_settings.h" #include "core/math/math_defs.h" -#include "renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/effects/copy_effects.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" +#include "servers/rendering/rendering_server_globals.h" + +using namespace RendererRD; //////////////////////////////////////////////////////////////////////////////// // SKY SHADER -void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { +void SkyRD::SkyShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void SkyRD::SkyShaderData::set_code(const String &p_code) { //compile code = p_code; @@ -46,13 +56,13 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { ubo_size = 0; uniforms.clear(); - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT; uses_time = false; uses_half_res = false; @@ -89,7 +99,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { actions.uniforms = &uniforms; // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct. - RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; + RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); @@ -112,7 +122,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { print_line("\n**light_code:\n" + gen_code.light); #endif - scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -137,52 +147,75 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { valid = true; } -void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } -void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - Map<int, StringName> order; +void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<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_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } - if (E->get().texture_order >= 0) { - order[E->get().texture_order + 100000] = E->key(); + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; } else { - order[E->get().order] = E->key(); + order[E.value.order] = E.key; } } + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } - 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(); + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; p_param_list->push_back(pi); } } -void RendererSceneSkyRD::SkyShaderData::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) { +void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.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); + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); p_param_list->push_back(p); } } -bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const { +bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -190,35 +223,31 @@ bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_par return uniforms[p_param].texture_order >= 0; } -bool RendererSceneSkyRD::SkyShaderData::is_animated() const { +bool SkyRD::SkyShaderData::is_animated() const { return false; } -bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const { +bool SkyRD::SkyShaderData::casts_shadows() const { return false; } -Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const { +Variant SkyRD::SkyShaderData::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 ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); } return Variant(); } -RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const { - RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; +RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const { + RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version); } -RendererSceneSkyRD::SkyShaderData::SkyShaderData() { - valid = false; -} - -RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { - RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; +SkyRD::SkyShaderData::~SkyShaderData() { + RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); ERR_FAIL_COND(!scene_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { @@ -229,15 +258,15 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() { //////////////////////////////////////////////////////////////////////////////// // Sky material -bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; +bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton); uniform_set_updated = true; return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL); } -RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() { +SkyRD::SkyMaterialData::~SkyMaterialData() { free_parameters_uniform_set(uniform_set); } @@ -245,21 +274,21 @@ RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() { // Render sky static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) { - p_array[0] = p_basis.elements[0][0]; - p_array[1] = p_basis.elements[1][0]; - p_array[2] = p_basis.elements[2][0]; + p_array[0] = p_basis.rows[0][0]; + p_array[1] = p_basis.rows[1][0]; + p_array[2] = p_basis.rows[2][0]; p_array[3] = 0; - p_array[4] = p_basis.elements[0][1]; - p_array[5] = p_basis.elements[1][1]; - p_array[6] = p_basis.elements[2][1]; + p_array[4] = p_basis.rows[0][1]; + p_array[5] = p_basis.rows[1][1]; + p_array[6] = p_basis.rows[2][1]; p_array[7] = 0; - p_array[8] = p_basis.elements[0][2]; - p_array[9] = p_basis.elements[1][2]; - p_array[10] = p_basis.elements[2][2]; + p_array[8] = p_basis.rows[0][2]; + p_array[9] = p_basis.rows[1][2]; + p_array[10] = p_basis.rows[2][2]; p_array[11] = 0; } -void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) { +void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) { SkyPushConstant sky_push_constant; memset(&sky_push_constant, 0, sizeof(SkyPushConstant)); @@ -288,11 +317,16 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_ // Update uniform sets. { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0); - if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. + if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1); } RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3); + // Fog uniform set can be invalidated before drawing, so validate at draw time + if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3); + } else { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3); + } } RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); @@ -305,7 +339,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_ //////////////////////////////////////////////////////////////////////////////// // ReflectionData -void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { +void SkyRD::ReflectionData::clear_reflection_data() { layers.clear(); radiance_base_cubemap = RID(); if (downsampled_radiance_cubemap.is_valid()) { @@ -316,13 +350,13 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() { coefficient_buffer = RID(); } -void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) { +void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) { //recreate radiance and all data int mipmaps = p_mipmaps; uint32_t w = p_size, h = p_size; - EffectsRD *effects = p_storage->get_effects(); + EffectsRD *effects = RendererCompositorRD::singleton->get_effects(); ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised"); bool prefer_raster_effects = effects->get_prefer_raster_effects(); @@ -346,10 +380,10 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP); - mmw = MAX(1, mmw >> 1); - mmh = MAX(1, mmh >> 1); + mmw = MAX(1u, mmw >> 1); + mmh = MAX(1u, mmh >> 1); } layers.push_back(layer); @@ -374,37 +408,38 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP); - mmw = MAX(1, mmw >> 1); - mmh = MAX(1, mmh >> 1); + mmw = MAX(1u, mmw >> 1); + mmh = MAX(1u, mmh >> 1); } layers.push_back(layer); } - radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP); + radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap"); + RD::TextureFormat tf; tf.format = p_texture_format; - tf.width = 64; // Always 64x64 - tf.height = 64; + tf.width = p_low_quality ? 64 : p_size >> 1; // Always 64x64 when using REALTIME. + tf.height = p_low_quality ? 64 : p_size >> 1; tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.array_layers = 6; - tf.mipmaps = 7; + tf.mipmaps = p_low_quality ? 7 : mipmaps - 1; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap"); { - uint32_t mmw = 64; - uint32_t mmh = 64; - downsampled_layer.mipmaps.resize(7); + uint32_t mmw = tf.width; + uint32_t mmh = tf.height; + downsampled_layer.mipmaps.resize(tf.mipmaps); for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) { ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; - mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP); + mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " "); if (prefer_raster_effects) { // we need a framebuffer for each side of our cubemap @@ -418,26 +453,26 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR } } - mmw = MAX(1, mmw >> 1); - mmh = MAX(1, mmh >> 1); + mmw = MAX(1u, mmw >> 1); + mmh = MAX(1u, mmh >> 1); } } } -void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) { - EffectsRD *effects = p_storage->get_effects(); - ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised"); - bool prefer_raster_effects = effects->get_prefer_raster_effects(); +void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) { + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); + bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); if (prefer_raster_effects) { RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); for (int k = 0; k < 6; k++) { - effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); + copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); } for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { for (int k = 0; k < 6; k++) { - effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); + copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); } } RD::get_singleton()->draw_command_end_label(); // Downsample Radiance @@ -446,25 +481,26 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads"); for (int i = 0; i < layers.size(); i++) { for (int k = 0; k < 6; k++) { - effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i); + copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i); } } } else { RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly"); for (int j = 0; j < layers[0].mipmaps.size(); j++) { for (int k = 0; k < 6; k++) { - effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j); + copy_effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j); } } } RD::get_singleton()->draw_command_end_label(); // Filter radiance } else { - effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); + RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); + copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { - effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); + copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); } - + RD::get_singleton()->draw_command_end_label(); // Downsample Radiance Vector<RID> views; if (p_use_arrays) { for (int i = 1; i < layers.size(); i++) { @@ -475,23 +511,37 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererS views.push_back(layers[0].views[i]); } } - - effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); + RD::get_singleton()->draw_command_begin_label("Fast filter radiance"); + copy_effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays); + RD::get_singleton()->draw_command_end_label(); // Filter radiance } } -void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { - EffectsRD *effects = p_storage->get_effects(); - ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised"); - bool prefer_raster_effects = effects->get_prefer_raster_effects(); +void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) { + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); + bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); if (prefer_raster_effects) { - // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call - // here we need to do them one by one so ignoring p_cube_side + if (p_base_layer == 1) { + RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); + for (int k = 0; k < 6; k++) { + copy_effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size); + } + + for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { + for (int k = 0; k < 6; k++) { + copy_effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size); + } + } + RD::get_singleton()->draw_command_end_label(); // Downsample Radiance + } + + RD::get_singleton()->draw_command_begin_label("High Quality filter radiance"); if (p_use_arrays) { for (int k = 0; k < 6; k++) { - effects->cubemap_roughness_raster( - radiance_base_cubemap, + copy_effects->cubemap_roughness_raster( + downsampled_radiance_cubemap, layers[p_base_layer].mipmaps[0].framebuffers[k], k, p_sky_ggx_samples_quality, @@ -500,8 +550,8 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren } } else { for (int k = 0; k < 6; k++) { - effects->cubemap_roughness_raster( - layers[0].views[p_base_layer - 1], + copy_effects->cubemap_roughness_raster( + downsampled_radiance_cubemap, layers[0].mipmaps[p_base_layer].framebuffers[k], k, p_sky_ggx_samples_quality, @@ -510,12 +560,22 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren } } } else { + if (p_base_layer == 1) { + RD::get_singleton()->draw_command_begin_label("Downsample radiance map"); + copy_effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size); + + for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) { + copy_effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size); + } + RD::get_singleton()->draw_command_end_label(); // Downsample Radiance + } + + RD::get_singleton()->draw_command_begin_label("High Quality filter radiance"); if (p_use_arrays) { - //render directly to the layers - effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x); + copy_effects->cubemap_roughness(downsampled_radiance_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x); } else { - effects->cubemap_roughness( - layers[0].views[p_base_layer - 1], + copy_effects->cubemap_roughness( + downsampled_radiance_cubemap, layers[0].views[p_base_layer], p_cube_side, p_sky_ggx_samples_quality, @@ -523,12 +583,13 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(Ren layers[0].mipmaps[p_base_layer].size.x); } } + RD::get_singleton()->draw_command_end_label(); // Filter radiance } -void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) { - EffectsRD *effects = p_storage->get_effects(); - ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised"); - bool prefer_raster_effects = effects->get_prefer_raster_effects(); +void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) { + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised"); + bool prefer_raster_effects = copy_effects->get_prefer_raster_effects(); RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps"); for (int i = p_start; i < p_end; i++) { @@ -538,11 +599,11 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStora if (prefer_raster_effects) { for (int k = 0; k < 6; k++) { RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k]; - effects->cubemap_downsample_raster(view, framebuffer, k, size); + copy_effects->cubemap_downsample_raster(view, framebuffer, k, size); } } else { RID texture = layers[i].views[j + 1]; - effects->cubemap_downsample(view, texture, size); + copy_effects->cubemap_downsample(view, texture, size); } } } @@ -550,9 +611,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStora } //////////////////////////////////////////////////////////////////////////////// -// RendererSceneSkyRD::Sky +// SkyRD::Sky -void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) { +void SkyRD::Sky::free() { if (radiance.is_valid()) { RD::get_singleton()->free(radiance); radiance = RID(); @@ -575,11 +636,14 @@ void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) { } if (material.is_valid()) { - p_storage->free(material); + RSG::material_storage->material_free(material); + material = RID(); } } -RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) { +RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) { return texture_uniform_sets[p_version]; } @@ -589,9 +653,9 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) { - u.ids.push_back(radiance); + u.append_id(radiance); } else { - u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } uniforms.push_back(u); } @@ -601,15 +665,15 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu u.binding = 1; // half res if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) { if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { - u.ids.push_back(reflection.layers[0].views[1]); + u.append_id(reflection.layers[0].views[1]); } else { - u.ids.push_back(half_res_pass); + u.append_id(half_res_pass); } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { - u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } else { - u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } uniforms.push_back(u); @@ -620,15 +684,15 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu u.binding = 2; // quarter res if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) { if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { - u.ids.push_back(reflection.layers[0].views[2]); + u.append_id(reflection.layers[0].views[2]); } else { - u.ids.push_back(quarter_res_pass); + u.append_id(quarter_res_pass); } } else { if (p_version < SKY_TEXTURE_SET_CUBEMAP) { - u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); } else { - u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); } } uniforms.push_back(u); @@ -638,7 +702,7 @@ RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextu return texture_uniform_sets[p_version]; } -bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { +bool SkyRD::Sky::set_radiance_size(int p_radiance_size) { ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false); if (radiance_size == p_radiance_size) { return false; @@ -659,7 +723,7 @@ bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) { return true; } -bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { +bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) { if (mode == p_mode) { return false; } @@ -680,7 +744,7 @@ bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) { return true; } -bool RendererSceneSkyRD::Sky::set_material(RID p_material) { +bool SkyRD::Sky::set_material(RID p_material) { if (material == p_material) { return false; } @@ -689,8 +753,10 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) { return true; } -Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) { +Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) { if (radiance.is_valid()) { + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; tf.width = p_size.width; @@ -698,7 +764,7 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView()); - p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); + copy_effects->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1); Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0); RD::get_singleton()->free(rad_tex); @@ -721,39 +787,39 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, } //////////////////////////////////////////////////////////////////////////////// -// RendererSceneSkyRD +// SkyRD -RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() { +RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() { SkyShaderData *shader_data = memnew(SkyShaderData); return shader_data; } -RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { +RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() { // !BAS! Why isn't _create_sky_shader_func not just static too? return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func(); }; -RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } -RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { // !BAS! same here, we could just make _create_sky_material_func static? return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader)); }; -RendererSceneSkyRD::RendererSceneSkyRD() { +SkyRD::SkyRD() { roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections"); } -void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { - storage = p_storage; +void SkyRD::init() { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); { // Start with the directional lights for the sky @@ -789,11 +855,11 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { } // register our shader funds - storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs); - storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs); { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; @@ -801,6 +867,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { actions.renames["POSITION"] = "params.position_multiplier.xyz"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; + actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["TIME"] = "params.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); @@ -845,17 +912,17 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; sky_shader.compiler.initialize(actions); } { // default material and shader for sky shader - sky_shader.default_shader = storage->shader_allocate(); - storage->shader_initialize(sky_shader.default_shader); + sky_shader.default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(sky_shader.default_shader); - storage->shader_set_code(sky_shader.default_shader, R"( + material_storage->shader_set_code(sky_shader.default_shader, R"( // Default sky shader. shader_type sky; @@ -865,12 +932,12 @@ void sky() { } )"); - sky_shader.default_material = storage->material_allocate(); - storage->material_initialize(sky_shader.default_material); + sky_shader.default_material = material_storage->material_allocate(); + material_storage->material_initialize(sky_shader.default_material); - storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); + material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); - SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); + SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND); sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO)); @@ -878,23 +945,24 @@ void sky() { Vector<RD::Uniform> uniforms; { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 0; - u.ids.resize(12); - RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids); + uniforms.push_back(u); } @@ -902,7 +970,7 @@ void sky() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; - u.ids.push_back(storage->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -910,7 +978,7 @@ void sky() { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(sky_scene_state.uniform_buffer); + u.append_id(sky_scene_state.uniform_buffer); uniforms.push_back(u); } @@ -918,7 +986,7 @@ void sky() { RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(sky_scene_state.directional_light_buffer); + u.append_id(sky_scene_state.directional_light_buffer); uniforms.push_back(u); } @@ -931,8 +999,8 @@ void sky() { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); - u.ids.push_back(vfog); + RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + u.append_id(vfog); uniforms.push_back(u); } @@ -941,10 +1009,10 @@ void sky() { { // Need defaults for using fog with clear color - sky_scene_state.fog_shader = storage->shader_allocate(); - storage->shader_initialize(sky_scene_state.fog_shader); + sky_scene_state.fog_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(sky_scene_state.fog_shader); - storage->shader_set_code(sky_scene_state.fog_shader, R"( + material_storage->shader_set_code(sky_scene_state.fog_shader, R"( // Default clear color sky shader. shader_type sky; @@ -955,31 +1023,31 @@ void sky() { COLOR = clear_color.rgb; } )"); - sky_scene_state.fog_material = storage->material_allocate(); - storage->material_initialize(sky_scene_state.fog_material); + sky_scene_state.fog_material = material_storage->material_allocate(); + material_storage->material_initialize(sky_scene_state.fog_material); - storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); + material_storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); Vector<RD::Uniform> uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 0; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE)); uniforms.push_back(u); } @@ -1004,12 +1072,24 @@ void sky() { } } -void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) { +void SkyRD::set_texture_format(RD::DataFormat p_texture_format) { texture_format = p_texture_format; } -RendererSceneSkyRD::~RendererSceneSkyRD() { - // TODO cleanup anything created in init... +SkyRD::~SkyRD() { + // cleanup anything created in init... + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); + sky_shader.shader.version_free(md->shader_data->version); + RD::get_singleton()->free(sky_scene_state.directional_light_buffer); + RD::get_singleton()->free(sky_scene_state.uniform_buffer); + memdelete_arr(sky_scene_state.directional_lights); + memdelete_arr(sky_scene_state.last_frame_directional_lights); + material_storage->shader_free(sky_shader.default_shader); + material_storage->material_free(sky_shader.default_material); + material_storage->shader_free(sky_scene_state.fog_shader); + material_storage->material_free(sky_scene_state.fog_material); if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) { RD::get_singleton()->free(sky_scene_state.uniform_set); @@ -1026,25 +1106,23 @@ RendererSceneSkyRD::~RendererSceneSkyRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency } -void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { - ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky... +void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND(p_env.is_null()); SkyMaterialData *material = nullptr; - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); RID sky_material; SkyShaderData *shader_data = nullptr; - RS::EnvironmentBG background = p_env->background; - - if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { - // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet. - ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); + if (sky) { + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1052,7 +1130,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b if (!material) { sky_material = sky_shader.default_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1060,9 +1138,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b shader_data = material->shader_data; ERR_FAIL_COND(!shader_data); - } - if (sky) { // Invalidate supbass buffers if screen size changes if (sky->screen_size != p_screen_size) { sky->screen_size = p_screen_size; @@ -1114,15 +1190,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b } if (shader_data->uses_light) { + sky_scene_state.ubo.directional_light_count = 0; + // Run through the list of lights in the scene and pick out the Directional Lights. + // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called + // after the depth prepass, but this runs before the depth prepass + for (int i = 0; i < (int)p_lights.size(); i++) { + RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]); + if (!li) { + continue; + } + RID base = li->light; + + ERR_CONTINUE(base.is_null()); + + RS::LightType type = light_storage->light_get_type(base); + if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { + SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count]; + Transform3D light_transform = li->transform; + Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); + + sky_light_data.direction[0] = world_direction.x; + sky_light_data.direction[1] = world_direction.y; + sky_light_data.direction[2] = world_direction.z; + + float sign = light_storage->light_is_negative(base) ? -1 : 1; + sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); + + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); + sky_light_data.color[0] = linear_col.r; + sky_light_data.color[1] = linear_col.g; + sky_light_data.color[2] = linear_col.b; + + sky_light_data.enabled = true; + + float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + if (angular_diameter > 0.0) { + // I know tan(0) is 0, but let's not risk it with numerical precision. + // technically this will keep expanding until reaching the sun, but all we care + // is expand until we reach the radius of the near plane (there can't be more occluders than that) + angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + } else { + angular_diameter = 0.0; + } + sky_light_data.size = angular_diameter; + sky_scene_state.ubo.directional_light_count++; + if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) { + break; + } + } + } // Check whether the directional_light_buffer changes bool light_data_dirty = false; + // Light buffer is dirty if we have fewer or more lights + // If we have fewer lights, make sure that old lights are disabled if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) { light_data_dirty = true; for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) { sky_scene_state.directional_lights[i].enabled = false; } } + if (!light_data_dirty) { for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) { if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] || @@ -1171,43 +1299,38 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } - } - - RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); - if (fog_uniform_set != RID()) { - sky_scene_state.fog_uniform_set = fog_uniform_set; - } else { - sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set; + sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); } } sky_scene_state.ubo.z_far = p_projection.get_z_far(); - sky_scene_state.ubo.fog_enabled = p_env->fog_enabled; - sky_scene_state.ubo.fog_density = p_env->fog_density; - sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective; - Color fog_color = p_env->fog_light_color.to_linear(); - float fog_energy = p_env->fog_light_energy; + sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env); + sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env); + sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env); + Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear(); + float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env); sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter; + sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env); RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo); } -void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { - ERR_FAIL_COND(!p_env); +void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND(p_env.is_null()); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); ERR_FAIL_COND(!sky); - RID sky_material = sky_get_material(p_env->sky); + RID sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; if (sky_material.is_valid()) { - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1215,7 +1338,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM if (!material) { sky_material = sky_shader.default_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1224,7 +1347,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM ERR_FAIL_COND(!shader_data); - float multiplier = p_env->bg_energy; + float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; @@ -1269,9 +1392,9 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM Vector3(0, -1, 0) }; - CameraMatrix cm; + Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); cm = correction * cm; @@ -1285,7 +1408,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); @@ -1304,7 +1427,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); @@ -1319,7 +1442,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap"); for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd); cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier); @@ -1328,22 +1451,22 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM RD::get_singleton()->draw_command_end_label(); if (sky_mode == RS::SKY_MODE_REALTIME) { - sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array); + sky->reflection.create_reflection_fast_filter(sky_use_cubemap_array); if (sky_use_cubemap_array) { - sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); + sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); } } else { if (update_single_frame) { for (int i = 1; i < max_processing_layer; i++) { - sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); + sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, i, sky_ggx_samples_quality); } if (sky_use_cubemap_array) { - sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size()); + sky->reflection.update_reflection_mipmaps(0, sky->reflection.layers.size()); } } else { if (sky_use_cubemap_array) { // Multi-Frame so just update the first array level - sky->reflection.update_reflection_mipmaps(storage, 0, 1); + sky->reflection.update_reflection_mipmaps(0, 1); } } sky->processing_layer = 1; @@ -1353,10 +1476,10 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM } else { if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { - sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); + sky->reflection.create_reflection_importance_sample(sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality); if (sky_use_cubemap_array) { - sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1); + sky->reflection.update_reflection_mipmaps(sky->processing_layer, sky->processing_layer + 1); } sky->processing_layer++; @@ -1364,26 +1487,26 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM } } -void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) { - ERR_FAIL_COND(!p_env); +void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); - ERR_FAIL_COND(!sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; - RS::EnvironmentBG background = p_env->background; + RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1391,13 +1514,13 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont if (!material) { sky_material = sky_shader.default_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1406,16 +1529,16 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1429,12 +1552,12 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont projections = &camera; } - sky_transform = p_transform.basis * sky_transform; + sky_transform = sky_transform * p_transform.basis; if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES]; - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); Vector<Color> clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); @@ -1447,7 +1570,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont if (shader_data->uses_half_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES]; - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); Vector<Color> clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); @@ -1461,7 +1584,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont RID texture_uniform_set; if (sky) { - texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd); + texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd); } else { texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; } @@ -1471,40 +1594,31 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont RD::get_singleton()->draw_list_end(); } -void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { - ERR_FAIL_COND(!p_env); +void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); ERR_FAIL_COND(!sky); SkyMaterialData *material = nullptr; RID sky_material; - RS::EnvironmentBG background = p_env->background; - - if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { - ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); - - if (sky_material.is_valid()) { - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); - if (!material || !material->shader_data->valid) { - material = nullptr; - } - } + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); - if (!material) { - sky_material = sky_shader.default_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + if (sky_material.is_valid()) { + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); + if (!material || !material->shader_data->valid) { + material = nullptr; } } - if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { - sky_material = sky_scene_state.fog_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + if (!material) { + sky_material = sky_shader.default_material; + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1513,16 +1627,16 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1541,7 +1655,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES]; - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd); Vector<Color> clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); @@ -1554,7 +1668,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u if (shader_data->uses_half_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES]; - RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); + RID texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd); Vector<Color> clear_colors; clear_colors.push_back(Color(0.0, 0.0, 0.0)); @@ -1565,26 +1679,26 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u } } -void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { - ERR_FAIL_COND(!p_env); +void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND(p_env.is_null()); ERR_FAIL_COND(p_view_count == 0); ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS); - Sky *sky = get_sky(p_env->sky); - ERR_FAIL_COND(!sky); + Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); SkyMaterialData *material = nullptr; RID sky_material; - RS::EnvironmentBG background = p_env->background; + RS::EnvironmentBG background = RendererSceneRenderRD::get_singleton()->environment_get_background(p_env); if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) { ERR_FAIL_COND(!sky); - sky_material = sky_get_material(p_env->sky); + sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env)); if (sky_material.is_valid()) { - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -1592,13 +1706,13 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme if (!material) { sky_material = sky_shader.default_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } } if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_scene_state.fog_material; - material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY); + material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY)); } ERR_FAIL_COND(!material); @@ -1607,16 +1721,16 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme ERR_FAIL_COND(!shader_data); - Basis sky_transform = p_env->sky_orientation; + Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env); sky_transform.invert(); - float multiplier = p_env->bg_energy; - float custom_fov = p_env->sky_custom_fov; + float multiplier = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env); + float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env); // Camera - CameraMatrix camera; + Projection camera; uint32_t view_count = p_view_count; - const CameraMatrix *projections = p_projections; + const Projection *projections = p_projections; if (custom_fov) { // With custom fov we don't support stereo... @@ -1636,7 +1750,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme RID texture_uniform_set; if (sky) { - texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd); + texture_uniform_set = sky->get_textures(SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd); } else { texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set; } @@ -1644,7 +1758,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier); } -void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { +void SkyRD::invalidate_sky(Sky *p_sky) { if (!p_sky->dirty) { p_sky->dirty = true; p_sky->dirty_list = dirty_sky_list; @@ -1652,7 +1766,7 @@ void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) { } } -void RendererSceneSkyRD::update_dirty_skys() { +void SkyRD::update_dirty_skys() { Sky *sky = dirty_sky_list; while (sky) { @@ -1684,7 +1798,7 @@ void RendererSceneSkyRD::update_dirty_skys() { sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); - sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); + sky->reflection.update_reflection_data(sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); } else { //regular cubemap, lower quality (aliasing, less memory) @@ -1699,7 +1813,7 @@ void RendererSceneSkyRD::update_dirty_skys() { sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); - sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); + sky->reflection.update_reflection_data(sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format); } texture_set_dirty = true; } @@ -1756,34 +1870,34 @@ void RendererSceneSkyRD::update_dirty_skys() { dirty_sky_list = nullptr; } -RID RendererSceneSkyRD::sky_get_material(RID p_sky) const { +RID SkyRD::sky_get_material(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); return sky->material; } -RID RendererSceneSkyRD::allocate_sky_rid() { +RID SkyRD::allocate_sky_rid() { return sky_owner.allocate_rid(); } -void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) { +void SkyRD::initialize_sky_rid(RID p_rid) { sky_owner.initialize_rid(p_rid, Sky()); } -RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const { - return sky_owner.getornull(p_sky); +SkyRD::Sky *SkyRD::get_sky(RID p_sky) const { + return sky_owner.get_or_null(p_sky); } -void RendererSceneSkyRD::free_sky(RID p_sky) { +void SkyRD::free_sky(RID p_sky) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); - sky->free(storage); + sky->free(); sky_owner.free(p_sky); } -void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { +void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1792,7 +1906,7 @@ void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { } } -void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { +void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1801,7 +1915,7 @@ void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { } } -void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { +void SkyRD::sky_set_material(RID p_sky, RID p_material) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND(!sky); @@ -1810,16 +1924,16 @@ void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) { } } -Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { +Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, Ref<Image>()); update_dirty_skys(); - return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); + return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size); } -RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const { +RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const { Sky *sky = get_sky(p_sky); ERR_FAIL_COND_V(!sky, RID()); diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/environment/sky.h index 7f563c9bc4..080165c112 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* renderer_scene_sky_rd.h */ +/* sky.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). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,21 +28,24 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_SKY_RD_H -#define RENDERING_SERVER_SCENE_SKY_RD_H +#ifndef SKY_RD_H +#define SKY_RD_H #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h" +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" // Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound class RendererSceneRenderRD; -class RendererSceneSkyRD { +namespace RendererRD { + +class SkyRD { public: enum SkySet { SKY_SET_UNIFORMS, @@ -63,7 +66,6 @@ public: }; private: - RendererStorageRD *storage; RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; RID index_buffer; @@ -105,41 +107,43 @@ private: // 128 is the max size of a push constant. We can replace "pad" but we can't add any more. }; - struct SkyShaderData : public RendererStorageRD::ShaderData { - bool valid; + struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData { + bool valid = false; RID version; PipelineCacheRD pipelines[SKY_VERSION_MAX]; - Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; + uint32_t ubo_size = 0; String path; String code; - Map<StringName, RID> default_texture_params; + HashMap<StringName, HashMap<int, RID>> default_texture_params; - bool uses_time; - bool uses_position; - bool uses_half_res; - bool uses_quarter_res; - bool uses_light; + bool uses_time = false; + bool uses_position = false; + bool uses_half_res = false; + bool uses_quarter_res = false; + bool uses_light = false; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; - virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; + virtual void set_path_hint(const String &p_hint); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::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; - SkyShaderData(); + + SkyShaderData() {} virtual ~SkyShaderData(); }; - void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier); + void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier); public: struct SkySceneState { @@ -162,8 +166,8 @@ public: UBO ubo; - SkyDirectionalLightData *directional_lights; - SkyDirectionalLightData *last_frame_directional_lights; + SkyDirectionalLightData *directional_lights = nullptr; + SkyDirectionalLightData *last_frame_directional_lights = nullptr; uint32_t max_directional_lights; uint32_t last_frame_directional_light_count; RID directional_light_buffer; @@ -210,32 +214,31 @@ public: Vector<Layer> layers; void clear_reflection_data(); - void update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format); - void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays); - void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality); - void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end); + void update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format); + void create_reflection_fast_filter(bool p_use_arrays); + void create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality); + void update_reflection_mipmaps(int p_start, int p_end); }; /* Sky shader */ struct SkyShader { SkyShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; RID default_shader_rd; } sky_shader; - struct SkyMaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; - SkyShaderData *shader_data; + struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData { + SkyShaderData *shader_data = nullptr; RID uniform_set; bool uniform_set_updated; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~SkyMaterialData(); }; @@ -263,17 +266,17 @@ public: Sky *dirty_list = nullptr; //State to track when radiance cubemap needs updating - SkyMaterialData *prev_material; + SkyMaterialData *prev_material = nullptr; Vector3 prev_position; float prev_time; - void free(RendererStorageRD *p_storage); + void free(); - RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd); + RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd); bool set_radiance_size(int p_radiance_size); bool set_mode(RS::SkyMode p_mode); bool set_material(RID p_material); - Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size); + Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size); }; uint32_t sky_ggx_samples_quality; @@ -282,22 +285,22 @@ public: mutable RID_Owner<Sky, true> sky_owner; int roughness_layers; - RendererStorageRD::ShaderData *_create_sky_shader_func(); - static RendererStorageRD::ShaderData *_create_sky_shader_funcs(); + RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs(); - RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); - static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader); + RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader); - RendererSceneSkyRD(); - void init(RendererStorageRD *p_storage); + SkyRD(); + void init(); void set_texture_format(RD::DataFormat p_texture_format); - ~RendererSceneSkyRD(); + ~SkyRD(); - void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); - void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); - void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer - void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); - void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); + void setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render); + void update(RID p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); + void draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer + void update_res_buffers(RID p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); + void draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0); void invalidate_sky(Sky *p_sky); void update_dirty_skys(); @@ -316,4 +319,6 @@ public: RID sky_get_radiance_texture_rd(RID p_sky) const; }; -#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */ +} // namespace RendererRD + +#endif // SKY_RD_H diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 611f7c6494..8754e90647 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -30,6 +30,12 @@ #include "render_forward_clustered.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_default.h" @@ -43,6 +49,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() if (!specular.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + if (view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } tf.width = width; tf.height = height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; @@ -53,21 +66,20 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() } specular = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (view_count == 1) { + specular_views[0] = specular; + } else { + for (uint32_t v = 0; v < view_count; v++) { + specular_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular, v, 0); + } + } if (msaa == RS::VIEWPORT_MSAA_DISABLED) { { Vector<RID> fb; - fb.push_back(color); - fb.push_back(specular); - fb.push_back(depth); - - color_specular_fb = RD::get_singleton()->framebuffer_create(fb); - } - { - Vector<RID> fb; fb.push_back(specular); - specular_only_fb = RD::get_singleton()->framebuffer_create(fb); + specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); } } else { @@ -75,27 +87,55 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); - { - Vector<RID> fb; - fb.push_back(color_msaa); - fb.push_back(specular_msaa); - fb.push_back(depth_msaa); - - color_specular_fb = RD::get_singleton()->framebuffer_create(fb); + if (view_count == 1) { + specular_msaa_views[0] = specular_msaa; + } else { + for (uint32_t v = 0; v < view_count; v++) { + specular_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), specular_msaa, v, 0); + } } + { Vector<RID> fb; fb.push_back(specular_msaa); - specular_only_fb = RD::get_singleton()->framebuffer_create(fb); + specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); } } } } +void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity() { + if (!velocity_buffer.is_valid()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; + tf.width = width; + tf.height = height; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + if (msaa != RS::VIEWPORT_MSAA_DISABLED) { + RD::TextureFormat tf_aa = tf; + tf_aa.samples = texture_samples; + tf_aa.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + velocity_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); + + tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + } + + velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } +} + void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() { if (!voxelgi_buffer.is_valid()) { RD::TextureFormat tf; + if (view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } tf.format = RD::DATA_FORMAT_R8G8_UINT; tf.width = width; tf.height = height; @@ -106,6 +146,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; tf_aa.samples = texture_samples; voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView()); + + if (view_count == 1) { + voxelgi_msaa_views[0] = voxelgi_buffer_msaa; + } else { + for (uint32_t v = 0; v < view_count; v++) { + voxelgi_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer_msaa, v, 0); + } + } } else { tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } @@ -114,6 +162,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (view_count == 1) { + voxelgi_views[0] = voxelgi_buffer; + } else { + for (uint32_t v = 0; v < view_count; v++) { + voxelgi_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer, v, 0); + } + } + Vector<RID> fb; if (msaa != RS::VIEWPORT_MSAA_DISABLED) { fb.push_back(depth_msaa); @@ -125,11 +181,26 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() fb.push_back(voxelgi_buffer); } - depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb); + depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count); } } void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { + // note, slices are freed automatically when the parent texture is freed so we just clear them. + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + color_views[v] = RID(); + depth_views[v] = RID(); + specular_views[v] = RID(); + specular_msaa_views[v] = RID(); + color_msaa_views[v] = RID(); + depth_msaa_views[v] = RID(); + normal_roughness_views[v] = RID(); + normal_roughness_msaa_views[v] = RID(); + voxelgi_views[v] = RID(); + voxelgi_msaa_views[v] = RID(); + vrs_views[v] = RID(); + } + if (voxelgi_buffer != RID()) { RD::get_singleton()->free(voxelgi_buffer); voxelgi_buffer = RID(); @@ -162,68 +233,100 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { } color = RID(); + color_only_fb = RID(); depth = RID(); - color_specular_fb = RID(); - specular_only_fb = RID(); - color_fb = RID(); depth_fb = RID(); + color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations + if (normal_roughness_buffer.is_valid()) { RD::get_singleton()->free(normal_roughness_buffer); + normal_roughness_buffer = RID(); + if (normal_roughness_buffer_msaa.is_valid()) { RD::get_singleton()->free(normal_roughness_buffer_msaa); normal_roughness_buffer_msaa = RID(); } - normal_roughness_buffer = RID(); + depth_normal_roughness_fb = RID(); } if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) { RD::get_singleton()->free(render_sdfgi_uniform_set); } + + if (velocity_buffer != RID()) { + RD::get_singleton()->free(velocity_buffer); + velocity_buffer = RID(); + } + + if (velocity_buffer_msaa != RID()) { + RD::get_singleton()->free(velocity_buffer_msaa); + velocity_buffer_msaa = RID(); + } } -void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) { +void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { clear(); - ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support"); - msaa = p_msaa; + use_taa = p_use_taa; + vrs = p_vrs_texture; width = p_width; height = p_height; + view_count = p_view_count; color = p_color_buffer; depth = p_depth_buffer; + if (vrs.is_valid()) { + if (view_count == 1) { + // just reuse + vrs_views[0] = vrs; + } else { + // create slices + for (uint32_t v = 0; v < view_count; v++) { + vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0); + } + } + } + if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { { Vector<RID> fb; fb.push_back(p_color_buffer); fb.push_back(depth); + if (vrs.is_valid()) { + fb.push_back(vrs); + } - color_fb = RD::get_singleton()->framebuffer_create(fb); + color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } { Vector<RID> fb; fb.push_back(depth); - depth_fb = RD::get_singleton()->framebuffer_create(fb); + depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } } else { RD::TextureFormat tf; + if (view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + } tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; tf.width = p_width; tf.height = p_height; - tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = view_count; // create a layer for every view tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { RD::TEXTURE_SAMPLES_1, RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; @@ -231,28 +334,85 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (view_count == 1) { + // just reuse + color_views[0] = color; + depth_views[0] = depth; + color_msaa_views[0] = color_msaa; + depth_msaa_views[0] = depth_msaa; + } else { + // create slices + for (uint32_t v = 0; v < view_count; v++) { + color_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color, v, 0); + depth_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth, v, 0); + color_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color_msaa, v, 0); + depth_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth_msaa, v, 0); + } + } + { Vector<RID> fb; fb.push_back(color_msaa); fb.push_back(depth_msaa); + if (vrs.is_valid()) { + fb.push_back(vrs); + } - color_fb = RD::get_singleton()->framebuffer_create(fb); + color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } { Vector<RID> fb; fb.push_back(depth_msaa); - depth_fb = RD::get_singleton()->framebuffer_create(fb); + depth_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } } } +RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(uint32_t p_color_pass_flags) { + if (color_framebuffers.has(p_color_pass_flags)) { + return color_framebuffers[p_color_pass_flags]; + } + + bool use_msaa = msaa != RS::VIEWPORT_MSAA_DISABLED; + + Vector<RID> fb; + fb.push_back(use_msaa ? color_msaa : color); + + if (p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) { + ensure_specular(); + fb.push_back(use_msaa ? specular_msaa : specular); + } else { + fb.push_back(RID()); + } + + if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) { + ensure_velocity(); + fb.push_back(use_msaa ? velocity_buffer_msaa : velocity_buffer); + } else { + fb.push_back(RID()); + } + + fb.push_back(use_msaa ? depth_msaa : depth); + + if (vrs.is_valid()) { + fb.push_back(vrs); + } + + int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1; + RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count); + color_framebuffers[p_color_pass_flags] = framebuffer; + return framebuffer; +} + void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) { + ERR_FAIL_COND_MSG(rb->view_count > 2, "Only support up to two views for roughness texture"); + if (rb->normal_roughness_buffer.is_valid()) { return; } @@ -261,10 +421,17 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; tf.width = rb->width; tf.height = rb->height; + if (rb->view_count > 1) { + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.array_layers = rb->view_count; + } else { + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + } tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { - tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; } else { tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; } @@ -275,16 +442,30 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData Vector<RID> fb; fb.push_back(rb->depth); fb.push_back(rb->normal_roughness_buffer); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb); + rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); } else { - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; tf.samples = rb->texture_samples; rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView()); Vector<RID> fb; fb.push_back(rb->depth_msaa); fb.push_back(rb->normal_roughness_buffer_msaa); - rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb); + rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count); + } + + if (rb->view_count == 1) { + rb->normal_roughness_views[0] = rb->normal_roughness_buffer; + if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { + rb->normal_roughness_msaa_views[0] = rb->normal_roughness_buffer_msaa; + } + } else { + for (uint32_t v = 0; v < rb->view_count; v++) { + rb->normal_roughness_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer, v, 0); + if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { + rb->normal_roughness_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer_msaa, v, 0); + } + } } } @@ -301,8 +482,9 @@ bool RenderForwardClustered::free(RID p_rid) { /// RENDERING /// -template <RenderForwardClustered::PassMode p_pass_mode> +template <RenderForwardClustered::PassMode p_pass_mode, uint32_t p_color_pass_flags> 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) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; @@ -329,10 +511,20 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p push_constant.uv_offset = 0; } + bool should_request_redraw = false; + for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i]; const RenderElementInfo &element_info = p_params->element_info[i]; + if ((p_pass_mode == PASS_MODE_COLOR && !(p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT)) && !(surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { + continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass + } + + if (surf->owner->instance_count == 0) { + continue; + } + push_constant.base_index = i + p_params->element_offset; RID material_uniform_set; @@ -366,6 +558,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p continue; } + //request a redraw if one of the shaders uses TIME + if (shader->uses_time) { + should_request_redraw = true; + } + //find cull variant SceneShaderForwardClustered::ShaderData::CullVariant cull_variant; @@ -382,11 +579,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RS::PrimitiveType primitive = surf->primitive; RID xforms_uniform_set = surf->owner->transforms_uniform_set; - SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. - + SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. + uint32_t pipeline_color_pass_flags = 0; uint32_t pipeline_specialization = 0; - if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_SPECULAR) { + if (p_pass_mode == PASS_MODE_COLOR) { if (element_info.uses_softshadow) { pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS; } @@ -400,48 +597,65 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p } switch (p_pass_mode) { - case PASS_MODE_COLOR: - case PASS_MODE_COLOR_TRANSPARENT: { + case PASS_MODE_COLOR: { if (element_info.uses_lightmap) { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS; + pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_LIGHTMAP; } else { if (element_info.uses_forward_gi) { pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI; } - shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS; } - } break; - case PASS_MODE_COLOR_SPECULAR: { - if (element_info.uses_lightmap) { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; - } else { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + + if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) != 0) { + pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR; } + + if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) != 0) { + pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS; + } + + if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT) != 0) { + pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_TRANSPARENT; + } + + if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) != 0) { + pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MULTIVIEW; + } + + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_COLOR_PASS; } break; case PASS_MODE_SHADOW: case PASS_MODE_DEPTH: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS; + pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS; } break; case PASS_MODE_SHADOW_DP: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP; + ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass"); + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; + pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI; + pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI; } break; case PASS_MODE_DEPTH_MATERIAL: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; + ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass"); + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL; } break; case PASS_MODE_SDF: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF; + // Note, SDF is prepared in world space, this shouldn't be a multiview buffer even when stereoscopic rendering is used. + ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for SDF pass"); + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF; } break; } PipelineCacheRD *pipeline = nullptr; - pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; + if constexpr (p_pass_mode == PASS_MODE_COLOR) { + pipeline = &shader->color_pipelines[cull_variant][primitive][pipeline_color_pass_flags]; + } else { + pipeline = &shader->pipelines[cull_variant][primitive][pipeline_version]; + } RD::VertexFormatID vertex_format = -1; RID vertex_array_rd; @@ -449,12 +663,12 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p //skeleton and blend shape if (surf->owner->mesh_instance.is_valid()) { - storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); + mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } else { - storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); + mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } - index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index); + index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index); if (prev_vertex_array_rd != vertex_array_rd) { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); @@ -484,7 +698,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p if (material_uniform_set != prev_material_uniform_set) { // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. + if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); } @@ -501,20 +715,39 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count); i += element_info.repeat - 1; //skip equal elements } + + // Make the actual redraw request + if (should_request_redraw) { + RenderingServerDefault::redraw_request(); + } } 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) { +#define VALID_FLAG_COMBINATION(f) \ + case f: { \ + _render_list_template<PASS_MODE_COLOR, f>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); \ + } break; + case PASS_MODE_COLOR: { - _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); - } break; - case PASS_MODE_COLOR_SPECULAR: { - _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); - } break; - case PASS_MODE_COLOR_TRANSPARENT: { - _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); + switch (p_params->color_pass_flags) { + VALID_FLAG_COMBINATION(0); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MULTIVIEW); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MOTION_VECTORS); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MULTIVIEW); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MOTION_VECTORS); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW | COLOR_PASS_FLAG_MOTION_VECTORS); + VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MOTION_VECTORS); + default: { + ERR_FAIL_MSG("Invalid color pass flag combination " + itos(p_params->color_pass_flags)); + } + } + } break; case PASS_MODE_SHADOW: { _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element); @@ -542,7 +775,7 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis 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 total_threads = WorkerThreadPool::get_singleton()->get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads); _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); @@ -554,9 +787,10 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->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, &RenderForwardClustered::_render_list_thread_function, p_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardClustered::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardClusteredRenderList")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -567,27 +801,42 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p } void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { - //CameraMatrix projection = p_render_data->cam_projection; + //Projection projection = p_render_data->cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down - CameraMatrix correction; + Projection correction; correction.set_depth_correction(p_flip_y); - CameraMatrix projection = correction * p_render_data->cam_projection; + correction.add_jitter_offset(p_render_data->taa_jitter); + Projection projection = correction * p_render_data->cam_projection; //store camera into ubo - RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix); - RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix); - RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); + RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); + + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + projection = correction * p_render_data->view_projection[v]; + RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + + scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; + scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; + scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; + scene_state.ubo.eye_offset[v][3] = 0.0; + } + + scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x; + scene_state.ubo.taa_jitter[1] = p_render_data->taa_jitter.y; scene_state.ubo.z_far = p_render_data->z_far; scene_state.ubo.z_near = p_render_data->z_near; scene_state.ubo.pancake_shadows = p_pancake_shadows; - RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; @@ -620,7 +869,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.fog_enabled = false; if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardClustered *render_buffers = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers); + RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } @@ -642,61 +891,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat } } } -#if 0 - if (p_render_data->render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_data->render_buffers); - scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_data->render_buffers); - scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance - scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1; - scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1; - - float csize = render_buffers_get_sdfgi_cascade_size(p_render_data->render_buffers); - scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]); - float occ_bias = 0.0; - scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize; - scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_data->render_buffers); - scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_data->render_buffers); - - float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]); - float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size; - scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp; - scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp; - scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp; - scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_data->render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0]; - - //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) ); - //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx; - - uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size(); - - scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size); - scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size); - scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0; - - scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0]; - scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1]; - scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0]; - - scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5; - scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0; - scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count); - - for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) { - SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i]; - Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_data->render_buffers, i); - pos -= p_render_data->cam_transform.origin; //make pos local to camera, to reduce numerical error - c.position[0] = pos.x; - c.position[1] = pos.y; - c.position[2] = pos.z; - c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_data->render_buffers, i); - - Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_data->render_buffers, i); - c.probe_world_offset[0] = probe_ofs.x; - c.probe_world_offset[1] = probe_ofs.y; - c.probe_world_offset[2] = probe_ofs.z; - } - } -#endif + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { scene_state.ubo.use_ambient_light = true; scene_state.ubo.ambient_light_color_energy[0] = 1; @@ -705,7 +900,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.ambient_light_color_energy[3] = 1.0; scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); @@ -719,7 +914,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat //ambient if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); - color = color.to_linear(); + color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; @@ -728,15 +923,15 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_ambient_cubemap = false; } else { float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light_color(p_render_data->environment); - color = color.to_linear(); + Color color = environment_get_ambient_light(p_render_data->environment); + color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; @@ -750,26 +945,22 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_reflection_cubemap = false; } - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment); - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); - scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); - - Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear(); - scene_state.ubo.ao_color[0] = ao_color.r; - scene_state.ubo.ao_color[1] = ao_color.g; - scene_state.ubo.ao_color[2] = ao_color.b; - scene_state.ubo.ao_color[3] = ao_color.a; + scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); + scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); + uint32_t ss_flags = 0; + if (p_opaque_render_buffers) { + ss_flags |= environment_get_ssao_enabled(p_render_data->environment) ? 1 : 0; + ss_flags |= environment_get_ssil_enabled(p_render_data->environment) ? 2 : 0; + } + scene_state.ubo.ss_effects_flags = ss_flags; - scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); + scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment); scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - if (scene_state.ubo.fog_height_density >= 0.0001) { - scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density; - } scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear(); + Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); float fog_energy = environment_get_fog_light_energy(p_render_data->environment); scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; @@ -779,12 +970,12 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); } else { - if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { scene_state.ubo.use_ambient_light = false; } else { scene_state.ubo.use_ambient_light = true; Color clear_color = p_default_bg_color; - clear_color = clear_color.to_linear(); + clear_color = clear_color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; @@ -793,22 +984,48 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); + if (p_render_data->render_buffers.is_valid()) { + RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); + if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO)); + + Projection prev_correction; + prev_correction.set_depth_correction(true); + prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter); + Projection prev_projection = prev_correction * p_render_data->prev_cam_projection; + + //store camera into ubo + RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix); + + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + prev_projection = prev_correction * p_render_data->view_projection[v]; + RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]); + } + scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x; + scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y; + scene_state.prev_ubo.time -= time_step; + } + } + if (p_index >= (int)scene_state.uniform_buffers.size()) { uint32_t from = scene_state.uniform_buffers.size(); scene_state.uniform_buffers.resize(p_index + 1); - render_pass_uniform_sets.resize(p_index + 1); for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { - scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); + scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO) * 2); } } - RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); + RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER); } void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { @@ -834,6 +1051,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i if (p_render_info) { p_render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += element_total; } + uint64_t frame = RSG::rasterizer->get_frame_number(); uint32_t repeats = 0; GeometryInstanceSurfaceDataCache *prev_surface = nullptr; for (uint32_t i = 0; i < element_total; i++) { @@ -842,16 +1060,23 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset]; + if (inst->prev_transform_dirty && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame) { + inst->prev_transform = inst->transform; + inst->prev_transform_dirty = false; + } + if (inst->store_transform_cache) { - RendererStorageRD::store_transform(inst->transform, instance_data.transform); + RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform); + RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform); } else { - RendererStorageRD::store_transform(Transform3D(), instance_data.transform); + RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform); + RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform); } instance_data.flags = inst->flags_cache; instance_data.gi_offset = inst->gi_offset_cache; instance_data.layer_mask = inst->layer_mask; - instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset); + instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset); instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x; instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y; instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x; @@ -906,6 +1131,8 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit return (p_indices - subtractor[p_primitive]) / divisor[p_primitive]; } void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_sss = false; scene_state.used_screen_texture = false; @@ -914,7 +1141,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t lightmap_captures_used = 0; - Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); near_plane.d += p_render_data->cam_projection.get_z_near(); float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); @@ -944,10 +1171,24 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } bool uses_lightmap = false; bool uses_gi = false; + float fade_alpha = 1.0; + + if (inst->fade_near || inst->fade_far) { + float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin); + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + if (inst->fade_far && fade_dist > inst->fade_far_begin) { + fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); + } else if (inst->fade_near && fade_dist < inst->fade_near_end) { + fade_alpha = Math::smoothstep(0.0f, 1.0f, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin)); + } + } - if (p_render_list == RENDER_LIST_OPAQUE) { - //setup GI + fade_alpha *= inst->force_alpha * inst->parent_fade_alpha; + flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT); + + if (p_render_list == RENDER_LIST_OPAQUE) { + // Setup GI if (inst->lightmap_instance.is_valid()) { int32_t lightmap_cull_index = -1; for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) { @@ -1028,7 +1269,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1047,8 +1288,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con distance = -distance_max; } + if (p_render_data->cam_orthogonal) { + distance = 1.0; + } + uint32_t indices; - surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1060,13 +1305,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } else { surf->sort.lod_index = 0; if (p_render_data->render_info) { - uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface); + uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); to_draw = _indices_to_primitives(surf->primitive, to_draw); to_draw *= inst->instance_count; if (p_render_list == RENDER_LIST_OPAQUE) { //opaque - p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface); + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow - p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface); + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } } } @@ -1078,6 +1323,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con #else bool force_alpha = false; #endif + + if (fade_alpha < 0.999) { + force_alpha = true; + } + if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) { rl->add_element(surf); } @@ -1144,9 +1394,9 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; to_lm = to_lm.inverse().transposed(); //will transform normals - RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); + RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); scene_state.lightmap_ids[i] = p_lightmaps[i]; - scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap); + scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap); scene_state.lightmaps_used++; } @@ -1156,14 +1406,11 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps } void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { - ERR_FAIL_COND_MSG(p_render_data->view_count != 1, "Multiview is currently not supported in the clustered renderer. Please use the mobile renderer for VR."); - RenderBufferDataForwardClustered *render_buffer = nullptr; if (p_render_data->render_buffers.is_valid()) { - render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers); + render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); } - RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); - static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 }; + static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; //first of all, make a new render pass //fill up ubo @@ -1171,55 +1418,51 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RENDER_TIMESTAMP("Setup 3D Scene"); //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size; - - Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents(); - scene_state.ubo.viewport_size[0] = vp_he.x; - scene_state.ubo.viewport_size[1] = vp_he.y; scene_state.ubo.directional_light_count = 0; + scene_state.ubo.opaque_prepass_threshold = 0.99f; Size2i screen_size; - RID opaque_framebuffer; - RID opaque_specular_framebuffer; + RID color_framebuffer; + RID color_only_framebuffer; RID depth_framebuffer; - RID alpha_framebuffer; PassMode depth_pass_mode = PASS_MODE_DEPTH; + uint32_t color_pass_flags = 0; Vector<Color> depth_pass_clear; bool using_separate_specular = false; bool using_ssr = false; bool using_sdfgi = false; bool using_voxelgi = false; bool reverse_cull = false; + bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment); if (render_buffer) { screen_size.x = render_buffer->width; screen_size.y = render_buffer->height; - opaque_framebuffer = render_buffer->color_fb; + if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS; + } if (p_render_data->voxel_gi_instances->size() > 0) { using_voxelgi = true; } - if (!p_render_data->environment.is_valid() && using_voxelgi) { + if (p_render_data->environment.is_null() && using_voxelgi) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI; - - } else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) { - if (environment_is_sdfgi_enabled(p_render_data->environment)) { + } else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) { + if (environment_get_sdfgi_enabled(p_render_data->environment)) { depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi using_sdfgi = true; } else { depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } - - if (environment_is_ssr_enabled(p_render_data->environment)) { - render_buffer->ensure_specular(); + if (environment_get_ssr_enabled(p_render_data->environment)) { using_separate_specular = true; using_ssr = true; - opaque_specular_framebuffer = render_buffer->color_specular_fb; + color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; } - - } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { + } else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } @@ -1243,19 +1486,23 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co }; } - alpha_framebuffer = opaque_framebuffer; + if (p_render_data->view_count > 1) { + color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW; + } + + color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); + color_only_framebuffer = render_buffer->color_only_fb; } else if (p_render_data->reflection_probe.is_valid()) { uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; screen_size.y = resolution; - opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); + color_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); + color_only_framebuffer = color_framebuffer; depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); - alpha_framebuffer = opaque_framebuffer; - if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { p_render_data->environment = RID(); //no environment on interiors - env = nullptr; } reverse_cull = true; // for some reason our views are inverted @@ -1263,6 +1510,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co ERR_FAIL(); //bug? } + scene_state.ubo.viewport_size[0] = screen_size.x; + scene_state.ubo.viewport_size[1] = screen_size.y; + RD::get_singleton()->draw_command_begin_label("Render Setup"); _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform); @@ -1281,11 +1531,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; - if (using_sss) { + if (using_sss && !using_separate_specular) { using_separate_specular = true; - render_buffer->ensure_specular(); - using_separate_specular = true; - opaque_specular_framebuffer = render_buffer->color_specular_fb; + color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; + color_framebuffer = render_buffer->get_color_pass_fb(color_pass_flags); } RID radiance_texture; bool draw_sky = false; @@ -1305,9 +1554,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy; clear_color.g *= bg_energy; clear_color.b *= bg_energy; - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) { + if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; - storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); + RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } } break; case RS::ENV_BG_COLOR: { @@ -1315,9 +1564,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy; clear_color.g *= bg_energy; clear_color.b *= bg_energy; - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) { + if ((p_render_data->render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; - storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); + RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } } break; case RS::ENV_BG_SKY: { @@ -1338,18 +1587,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - CameraMatrix projection = p_render_data->cam_projection; + Projection projection = p_render_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); projection = correction * p_render_data->cam_projection; } - sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); - RID sky_rid = env->sky; + RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(env, projection, p_render_data->cam_transform, time); + sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -1363,15 +1612,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION; bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; - bool depth_pre_pass = depth_framebuffer.is_valid(); + bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); - bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment); + bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); bool continue_depth = false; if (depth_pre_pass) { //depth pre pass bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi); if (needs_pre_resolve) { - RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)"); + RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (Parallel)"); } else { RENDER_TIMESTAMP("Render Depth Pre-Pass"); } @@ -1388,7 +1637,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1398,15 +1647,19 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - RENDER_TIMESTAMP("Resolve Depth Pre-Pass"); - RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass"); + RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)"); + RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)"); if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) { if (needs_pre_resolve) { RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE); } - storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + resolve_effects->resolve_gi(render_buffer->depth_msaa_views[v], render_buffer->normal_roughness_msaa_views[v], using_voxelgi ? render_buffer->voxelgi_msaa_views[v] : RID(), render_buffer->depth_views[v], render_buffer->normal_roughness_views[v], using_voxelgi ? render_buffer->voxelgi_views[v] : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + } } else if (finish_depth) { - storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + } } RD::get_singleton()->draw_command_end_label(); } @@ -1414,11 +1667,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID()); + RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); scene_state.ubo.directional_light_count = p_render_data->directional_light_count; + scene_state.ubo.opaque_prepass_threshold = 0.0f; _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid()); @@ -1433,20 +1688,22 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes); - //regular forward for now Vector<Color> c; - if (using_separate_specular) { - Color cc = clear_color.to_linear(); - cc.a = 0; //subsurf scatter must be 0 + { + Color cc = clear_color.srgb_to_linear(); + if (using_separate_specular || render_buffer) { + cc.a = 0; //subsurf scatter must be 0 + } c.push_back(cc); - c.push_back(Color(0, 0, 0, 0)); - } else { - c.push_back(clear_color.to_linear()); + + if (render_buffer) { + c.push_back(Color(0, 0, 0, 0)); // Separate specular + c.push_back(Color(0, 0, 0, 0)); // Motion vectors + } } - RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); - _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + _render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE); @@ -1461,75 +1718,83 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); - CameraMatrix dc; + Projection dc; dc.set_depth_correction(true); - CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse()); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); + Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse()); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs"); for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) { - gi.debug_voxel_gi((*p_render_data->voxel_gi_instances)[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, 1.0); + gi.debug_voxel_gi((*p_render_data->voxel_gi_instances)[i], draw_list, color_only_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, 1.0); } RD::get_singleton()->draw_command_end_label(); RD::get_singleton()->draw_list_end(); } if (debug_sdfgi_probes) { - //debug voxelgis + //debug sdfgi bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only); bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only); - CameraMatrix dc; + Projection dc; dc.set_depth_correction(true); - CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse()); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); - RD::get_singleton()->draw_command_begin_label("Debug SDFGI"); - _debug_sdfgi_probes(p_render_data->render_buffers, draw_list, opaque_framebuffer, cm); - RD::get_singleton()->draw_command_end_label(); - RD::get_singleton()->draw_list_end(); + Projection cms[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse()); + } + _debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth); } if (draw_sky || draw_sky_fog_only) { RENDER_TIMESTAMP("Render Sky"); - CameraMatrix projection = p_render_data->cam_projection; + RD::get_singleton()->draw_command_begin_label("Draw Sky"); + if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - projection = correction * p_render_data->cam_projection; + Projection projection = correction * p_render_data->cam_projection; + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time); + } else { + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time); } - RD::get_singleton()->draw_command_begin_label("Draw Sky"); - sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, 1, &projection, p_render_data->cam_transform, time); RD::get_singleton()->draw_command_end_label(); } if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); + // Handle views individual, might want to look at rewriting our resolve to do both layers in one pass. + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); + } if (using_separate_specular) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular); + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa_views[v], render_buffer->specular_views[v]); + } } } if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + } } if (using_separate_specular) { if (using_sss) { - RENDER_TIMESTAMP("Sub Surface Scattering"); - RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering"); + RENDER_TIMESTAMP("Sub-Surface Scattering"); + RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering"); _process_sss(p_render_data->render_buffers, p_render_data->cam_projection); RD::get_singleton()->draw_command_end_label(); } if (using_ssr) { - RENDER_TIMESTAMP("Screen Space Reflection"); - RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections"); - _process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED); + RENDER_TIMESTAMP("Screen-Space Reflections"); + RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections"); + _process_ssr(p_render_data->render_buffers, color_only_framebuffer, render_buffer->normal_roughness_views, render_buffer->specular, render_buffer->specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED); RD::get_singleton()->draw_command_end_label(); } else { //just mix specular back RENDER_TIMESTAMP("Merge Specular"); - storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID()); + copy_effects->merge_specular(color_only_framebuffer, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID(), p_render_data->view_count); } } @@ -1543,29 +1808,51 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _render_buffers_copy_depth_texture(p_render_data); } - RENDER_TIMESTAMP("Render Transparent Pass"); + RENDER_TIMESTAMP("Render 3D Transparent Pass"); - RD::get_singleton()->draw_command_begin_label("Render Transparent Pass"); + RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass"); rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true); _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); { - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); + RID alpha_framebuffer = render_buffer ? render_buffer->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); + RENDER_TIMESTAMP("Resolve"); + RD::get_singleton()->draw_command_begin_label("Resolve"); if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); + for (uint32_t v = 0; v < render_buffer->view_count; v++) { + RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]); + resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); + } + if (render_buffer->use_taa) { // TODO make TAA stereo capable, this will need to be handled in a separate PR + RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer); + } } RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL"); + if (using_ssil) { + RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)"); + _copy_framebuffer_to_ssil(p_render_data->render_buffers); + } + RD::get_singleton()->draw_command_end_label(); + + if (render_buffer && render_buffer->use_taa) { + RENDER_TIMESTAMP("TAA") + _process_taa(p_render_data->render_buffers, render_buffer->velocity_buffer, p_render_data->z_near, p_render_data->z_far); + } + if (p_render_data->render_buffers.is_valid()) { _debug_draw_cluster(p_render_data->render_buffers); @@ -1584,7 +1871,7 @@ void RenderForwardClustered::_render_shadow_begin() { scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &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, RendererScene::RenderInfo *p_render_info) { +void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &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_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -1592,6 +1879,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page RenderDataRD render_data; render_data.cam_projection = p_projection; render_data.cam_transform = p_transform; + render_data.view_projection[0] = p_projection; render_data.z_far = p_zfar; render_data.z_near = 0.0; render_data.cluster_size = 1; @@ -1602,13 +1890,14 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page render_data.render_info = p_render_info; scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_state.ubo.opaque_prepass_threshold = 0.1f; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -1633,7 +1922,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -1662,7 +1951,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -1672,14 +1961,15 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { - RENDER_TIMESTAMP("Setup Render Collider Heightfield"); +void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) { + RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); RenderDataRD render_data; render_data.cam_projection = p_cam_projection; render_data.cam_transform = p_cam_transform; + render_data.view_projection[0] = p_cam_projection; render_data.z_near = 0.0; render_data.z_far = p_cam_projection.get_z_far(); render_data.cluster_size = 1; @@ -1688,6 +1978,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1703,20 +1994,21 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con { //regular forward for now - RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, true, false, rp_uniform_set); + RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, 0, true, false, rp_uniform_set); _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_material(const Transform3D &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"); +void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { + RENDER_TIMESTAMP("Setup Rendering 3D Material"); - RD::get_singleton()->draw_command_begin_label("Render Material"); + RD::get_singleton()->draw_command_begin_label("Render 3D Material"); RenderDataRD render_data; render_data.cam_projection = p_cam_projection; render_data.cam_transform = p_cam_transform; + render_data.view_projection[0] = p_cam_projection; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; @@ -1725,6 +2017,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; + scene_state.ubo.opaque_prepass_threshold = 0.0f; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1735,17 +2028,19 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); - RENDER_TIMESTAMP("Render Material"); + RENDER_TIMESTAMP("Render 3D Material"); { - RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set); + RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1754,7 +2049,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform RD::get_singleton()->draw_command_end_label(); } -void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); @@ -1768,6 +2063,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = true; + scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1778,17 +2074,18 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); - RENDER_TIMESTAMP("Render Material"); + RENDER_TIMESTAMP("Render 3D Material"); { - RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true); + RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set, true); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1822,7 +2119,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p RD::get_singleton()->draw_command_end_label(); } -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) { +void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &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"); @@ -1834,7 +2131,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i _update_render_base_uniform_set(); - RenderBufferDataForwardClustered *render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); ERR_FAIL_COND(!render_buffer); PassMode pass_mode = PASS_MODE_SDF; @@ -1845,11 +2142,12 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i Vector3 half_extents = p_bounds.size * 0.5; Vector3 center = p_bounds.position + half_extents; - Vector<RID> sbs; - sbs.push_back(p_albedo_texture); - sbs.push_back(p_emission_texture); - sbs.push_back(p_emission_aniso_texture); - sbs.push_back(p_geom_facing_texture); + Vector<RID> sbs = { + p_albedo_texture, + p_emission_texture, + p_emission_aniso_texture, + p_geom_facing_texture + }; //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds); for (int i = 0; i < 3; i++) { @@ -1871,9 +2169,9 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i fb_size.y = p_size[up_axis]; render_data.cam_transform.origin = center + axis * half_extents; - render_data.cam_transform.basis.set_axis(0, right); - render_data.cam_transform.basis.set_axis(1, up); - render_data.cam_transform.basis.set_axis(2, axis); + render_data.cam_transform.basis.set_column(0, right); + render_data.cam_transform.basis.set_column(1, up); + render_data.cam_transform.basis.set_column(2, axis); //print_line("pass: " + itos(i) + " xform " + render_data.cam_transform); @@ -1887,20 +2185,20 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i to_bounds.origin = p_bounds.position; to_bounds.basis.scale(p_bounds.size); - RendererStorageRD::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds); + RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds); _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); - Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size); + HashMap<Size2i, RID>::Iterator E = sdfgi_framebuffer_size_cache.find(fb_size); if (!E) { RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size); E = sdfgi_framebuffer_size_cache.insert(fb_size, fb); } - RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, false); - _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs); + RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set, false); + _render_list_with_threads(&render_list_params, E->value, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs); } RD::get_singleton()->draw_command_end_label(); @@ -1914,33 +2212,39 @@ void RenderForwardClustered::_base_uniforms_changed() { } 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())) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version()) || base_uniform_set_updated) { + base_uniform_set_updated = false; + 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); } - lightmap_texture_array_version = storage->lightmap_array_get_version(); + lightmap_texture_array_version = light_storage->lightmap_array_get_version(); Vector<RD::Uniform> uniforms; { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 1; - u.ids.resize(12); - RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); } @@ -1948,7 +2252,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(scene_shader.shadow_sampler); + u.append_id(scene_shader.shadow_sampler); uniforms.push_back(u); } @@ -1959,23 +2263,26 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RID sampler; switch (decals_get_filter()) { case RS::DECAL_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } - u.ids.push_back(sampler); + u.append_id(sampler); uniforms.push_back(u); } @@ -1986,23 +2293,26 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RID sampler; switch (light_projectors_get_filter()) { case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } - u.ids.push_back(sampler); + u.append_id(sampler); uniforms.push_back(u); } @@ -2010,14 +2320,14 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_omni_light_buffer()); + u.append_id(get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_spot_light_buffer()); + u.append_id(get_spot_light_buffer()); uniforms.push_back(u); } @@ -2025,51 +2335,51 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_reflection_probe_buffer()); + u.append_id(get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(get_directional_light_buffer()); + u.append_id(get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(scene_state.lightmap_buffer); + u.append_id(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(scene_state.lightmap_capture_buffer); + u.append_id(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID decal_atlas = storage->decal_atlas_get_texture(); - u.ids.push_back(decal_atlas); + RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); + u.append_id(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID decal_atlas = storage->decal_atlas_get_texture_srgb(); - u.ids.push_back(decal_atlas); + RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb(); + u.append_id(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_decal_buffer()); + u.append_id(get_decal_buffer()); uniforms.push_back(u); } @@ -2077,7 +2387,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 14; - u.ids.push_back(storage->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -2085,7 +2395,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 15; - u.ids.push_back(sdfgi_get_ubo()); + u.append_id(sdfgi_get_ubo()); uniforms.push_back(u); } @@ -2094,12 +2404,12 @@ void RenderForwardClustered::_update_render_base_uniform_set() { } RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, 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()); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RenderBufferDataForwardClustered *rb = nullptr; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers); + rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers)); } //default render buffer and scene state uniform set @@ -2110,7 +2420,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(scene_state.uniform_buffers[p_index]); + u.append_id(scene_state.uniform_buffers[p_index]); uniforms.push_back(u); } { @@ -2121,7 +2431,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend if (instance_buffer == RID()) { instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used } - u.ids.push_back(instance_buffer); + u.append_id(instance_buffer); uniforms.push_back(u); } { @@ -2129,12 +2439,12 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend if (p_radiance_texture.is_valid()) { radiance_texture = p_radiance_texture; } else { - radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(radiance_texture); + u.append_id(radiance_texture); uniforms.push_back(u); } @@ -2144,9 +2454,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { - u.ids.push_back(ref_texture); + u.append_id(ref_texture); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); } uniforms.push_back(u); } @@ -2160,9 +2470,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend texture = shadow_atlas_get_texture(p_render_data->shadow_atlas); } if (!texture.is_valid()) { - texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); } - u.ids.push_back(texture); + u.append_id(texture); uniforms.push_back(u); } { @@ -2170,9 +2480,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { - u.ids.push_back(directional_shadow_get_texture()); + u.append_id(directional_shadow_get_texture()); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH)); } uniforms.push_back(u); } @@ -2180,16 +2490,16 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.resize(scene_state.max_lightmaps); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { if (p_render_data && i < p_render_data->lightmaps->size()) { RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); - RID texture = storage->lightmap_get_texture(base); - RID rd_texture = storage->texture_get_rd_texture(texture); - u.ids.write[i] = rd_texture; + RID texture = light_storage->lightmap_get_texture(base); + RID rd_texture = texture_storage->texture_get_rd_texture(texture); + u.append_id(rd_texture); } else { - u.ids.write[i] = default_tex; + u.append_id(default_tex); } } @@ -2199,17 +2509,16 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.resize(MAX_VOXEL_GI_INSTANCESS); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) { RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]); if (!tex.is_valid()) { tex = default_tex; } - u.ids.write[i] = tex; + u.append_id(tex); } else { - u.ids.write[i] = default_tex; + u.append_id(default_tex); } } @@ -2221,7 +2530,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = (p_render_data && p_render_data->cluster_buffer.is_valid()) ? p_render_data->cluster_buffer : scene_shader.default_vec4_xform_buffer; - u.ids.push_back(cb); + u.append_id(cb); uniforms.push_back(u); } @@ -2230,8 +2539,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); - u.ids.push_back(texture); + RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + u.append_id(texture); uniforms.push_back(u); } { @@ -2239,8 +2548,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); - RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); + RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } @@ -2249,8 +2558,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL); - u.ids.push_back(texture); + RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + u.append_id(texture); uniforms.push_back(u); } @@ -2259,8 +2568,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID(); - RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); + RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } @@ -2269,8 +2578,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID(); - RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); + RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } @@ -2279,8 +2588,8 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 14; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID(); - RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); + RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } { @@ -2291,9 +2600,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers); } else { - t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } - u.ids.push_back(t); + u.append_id(t); uniforms.push_back(u); } { @@ -2301,9 +2610,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.binding = 16; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) { - u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers)); + u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers)); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE)); } uniforms.push_back(u); } @@ -2311,7 +2620,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 17; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer()); + u.append_id(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer()); uniforms.push_back(u); } { @@ -2322,66 +2631,67 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) { vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers); if (vfog.is_null()) { - vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } } else { - vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - u.ids.push_back(vfog); + u.append_id(vfog); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 19; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID(); + RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } } - if (p_index >= (int)render_pass_uniform_sets.size()) { - render_pass_uniform_sets.resize(p_index + 1); - } - - if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) { - RD::get_singleton()->free(render_pass_uniform_sets[p_index]); - } - - 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]; + return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms); } 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); - } - + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); Vector<RD::Uniform> uniforms; { RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(scene_state.uniform_buffers[0]); + u.append_id(scene_state.uniform_buffers[0]); uniforms.push_back(u); } { RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]); + RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY]; + if (instance_buffer == RID()) { + instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used + } + u.append_id(instance_buffer); uniforms.push_back(u); } { // No radiance texture. - RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(radiance_texture); + u.append_id(radiance_texture); uniforms.push_back(u); } { // No reflection atlas. - RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); + RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); RD::Uniform u; u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(ref_texture); + u.append_id(ref_texture); uniforms.push_back(u); } @@ -2390,8 +2700,8 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); - u.ids.push_back(texture); + RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + u.append_id(texture); uniforms.push_back(u); } @@ -2400,8 +2710,8 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); - u.ids.push_back(texture); + RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + u.append_id(texture); uniforms.push_back(u); } @@ -2410,10 +2720,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.resize(scene_state.max_lightmaps); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { - u.ids.write[i] = default_tex; + u.append_id(default_tex); } uniforms.push_back(u); @@ -2424,10 +2734,10 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.resize(MAX_VOXEL_GI_INSTANCESS); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { - u.ids.write[i] = default_tex; + u.append_id(default_tex); } uniforms.push_back(u); @@ -2438,7 +2748,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = scene_shader.default_vec4_xform_buffer; - u.ids.push_back(cb); + u.append_id(cb); uniforms.push_back(u); } @@ -2448,66 +2758,72 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 9; - u.ids.push_back(p_albedo_texture); + u.append_id(p_albedo_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 10; - u.ids.push_back(p_emission_texture); + u.append_id(p_emission_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 11; - u.ids.push_back(p_emission_aniso_texture); + u.append_id(p_emission_aniso_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 12; - u.ids.push_back(p_geom_facing_texture); + u.append_id(p_geom_facing_texture); uniforms.push_back(u); } - 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; + return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms); } RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) { - RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); - return rb->normal_roughness_buffer; + return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa; +} + +RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_buffers) { + RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers)); + + return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->velocity_buffer : rb->velocity_buffer_msaa; } RenderForwardClustered *RenderForwardClustered::singleton = nullptr; -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()) { +void RenderForwardClustered::GeometryInstanceForwardClustered::_mark_dirty() { + if (dirty_list_element.in_list()) { return; } //clear surface caches - GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; + GeometryInstanceSurfaceDataCache *surf = surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; - geometry_instance_surface_alloc.free(surf); + RenderForwardClustered::get_singleton()->geometry_instance_surface_alloc.free(surf); surf = next; } - ginstance->surface_caches = nullptr; + surface_caches = nullptr; - geometry_instance_dirty_list.add(&ginstance->dirty_list_element); + RenderForwardClustered::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element); } 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) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + 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_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha; bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; bool has_alpha = has_base_alpha || has_blend_alpha; @@ -2552,14 +2868,14 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet SceneShaderForwardClustered::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !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) { + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; - material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); + material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); - RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh); + RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); if (shadow_mesh.is_valid()) { - surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface); + surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface); } } else { @@ -2572,12 +2888,12 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet sdcache->shader = p_material->shader_data; sdcache->material_uniform_set = p_material->uniform_set; - sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface); - sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface); + sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface); + sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface); sdcache->surface_index = p_surface; if (ginstance->data->dirty_dependencies) { - storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); + RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); } //shadow @@ -2607,7 +2923,27 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet sdcache->sort.uses_softshadow = ginstance->using_softshadows; } +void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardClustered::MaterialData *material = p_material; + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D)); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; @@ -2615,7 +2951,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw SceneShaderForwardClustered::MaterialData *material = nullptr; if (m_src.is_valid()) { - material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -2623,31 +2959,34 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw if (material) { if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { - material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); m_src = scene_shader.default_material; } ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } -void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); if (ginstance->data->dirty_dependencies) { @@ -2661,7 +3000,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome uint32_t surface_count; RID mesh = ginstance->data->base; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { //if no materials, no surfaces. const RID *inst_materials = ginstance->data->surface_materials.ptr(); @@ -2678,25 +3017,25 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome } break; case RS::INSTANCE_MULTIMESH: { - RID mesh = storage->multimesh_get_mesh(ginstance->data->base); + RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base); if (mesh.is_valid()) { const RID *materials = nullptr; uint32_t surface_count; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t j = 0; j < surface_count; j++) { _geometry_instance_add_surface(ginstance, j, materials[j], mesh); } } - ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; #if 0 case RS::INSTANCE_IMMEDIATE: { - RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base); + RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.get_or_null(inst->base); ERR_CONTINUE(!immediate); _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass); @@ -2704,10 +3043,10 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome } break; #endif case RS::INSTANCE_PARTICLES: { - int draw_passes = storage->particles_get_draw_passes(ginstance->data->base); + int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base); for (int j = 0; j < draw_passes; j++) { - RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j); + RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j); if (!mesh.is_valid()) { continue; } @@ -2715,7 +3054,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome const RID *materials = nullptr; uint32_t surface_count; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t k = 0; k < surface_count; k++) { _geometry_instance_add_surface(ginstance, k, materials[k], mesh); @@ -2723,7 +3062,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome } } - ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps); + ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps); } break; @@ -2739,17 +3078,17 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; - if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { + if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; } - if (storage->multimesh_uses_colors(ginstance->data->base)) { + if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; } - if (storage->multimesh_uses_custom_data(ginstance->data->base)) { + if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; } - ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = mesh_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; @@ -2760,16 +3099,16 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome //for particles, stride is the trail size ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT); - if (!storage->particles_is_using_local_coords(ginstance->data->base)) { + if (!particles_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, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = particles_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->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) { + ginstance->transforms_uniform_set = mesh_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); + mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker); } } } @@ -2797,19 +3136,19 @@ void RenderForwardClustered::_update_dirty_geometry_instances() { } } -void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { +void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) { switch (p_notification) { - case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: - case RendererStorage::DEPENDENCY_CHANGED_MESH: - case RendererStorage::DEPENDENCY_CHANGED_PARTICLES: - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: - case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + case Dependency::DEPENDENCY_CHANGED_MATERIAL: + case Dependency::DEPENDENCY_CHANGED_MESH: + case Dependency::DEPENDENCY_CHANGED_PARTICLES: + case Dependency::DEPENDENCY_CHANGED_MULTIMESH: + case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } break; - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { + case Dependency::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<RenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { @@ -2817,12 +3156,12 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStora } break; } } -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)); +void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } -RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { - RS::InstanceType type = storage->get_base_type(p_base); +RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { + RS::InstanceType type = RSG::utilities->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc(); @@ -2834,118 +3173,47 @@ RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed; ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted; - _geometry_instance_mark_dirty(ginstance); + ginstance->_mark_dirty(); return ginstance; } -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 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 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 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 RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &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; - ginstance->mirror = p_transform.basis.determinant() < 0; - ginstance->data->aabb = p_aabb; - ginstance->transformed_aabb = p_transformed_aabb; - Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); - // handle non uniform scale here +void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) { + uint64_t frame = RSG::rasterizer->get_frame_number(); + if (frame != prev_transform_change_frame) { + prev_transform = transform; + prev_transform_change_frame = frame; + prev_transform_dirty = true; + } - float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); - float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); + RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabbb); +} - ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; +void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { + lightmap_instance = p_lightmap_instance; + lightmap_uv_scale = p_lightmap_uv_scale; + lightmap_slice_index = p_lightmap_slice_index; - ginstance->lod_model_scale = max_scale; -} -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 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 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); + _mark_dirty(); } -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; - ginstance->lightmap_uv_scale = p_lightmap_uv_scale; - ginstance->lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); -} -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); + +void RenderForwardClustered::GeometryInstanceForwardClustered::set_lightmap_capture(const Color *p_sh9) { if (p_sh9) { - if (ginstance->lightmap_sh == nullptr) { - ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc(); + if (lightmap_sh == nullptr) { + lightmap_sh = RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.alloc(); } - memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9); + memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9); } else { - if (ginstance->lightmap_sh != nullptr) { - geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); - ginstance->lightmap_sh = nullptr; + if (lightmap_sh != nullptr) { + RenderForwardClustered::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh); + lightmap_sh = nullptr; } } - _geometry_instance_mark_dirty(ginstance); -} -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 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); - - ginstance->data->cast_double_sided_shadows = p_enable; - _geometry_instance_mark_dirty(ginstance); + _mark_dirty(); } -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 RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RenderForwardClustered::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -2964,47 +3232,25 @@ void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_VOXEL_GI); } -void RenderForwardClustered::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_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_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { -} -Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance); - ERR_FAIL_COND_V(!ginstance, Transform3D()); - return ginstance->transform; -} - -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 RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { if (p_voxel_gi_instance_count > 0) { - ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0]; + voxel_gi_instances[0] = p_voxel_gi_instances[0]; } else { - ginstance->voxel_gi_instances[0] = RID(); + voxel_gi_instances[0] = RID(); } if (p_voxel_gi_instance_count > 1) { - ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1]; + voxel_gi_instances[1] = p_voxel_gi_instances[1]; } else { - ginstance->voxel_gi_instances[1] = RID(); + voxel_gi_instances[1] = RID(); } } -void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { - GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->using_projectors = p_projector; - ginstance->using_softshadows = p_softshadow; - _geometry_instance_mark_dirty(ginstance); +void RenderForwardClustered::GeometryInstanceForwardClustered::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) { + using_projectors = p_projector; + using_softshadows = p_softshadow; + _mark_dirty(); } void RenderForwardClustered::_update_shader_quality_settings() { @@ -3035,12 +3281,18 @@ void RenderForwardClustered::_update_shader_quality_settings() { sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; sc.constant_id = SPEC_CONSTANT_DECAL_FILTER; - sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER; - sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); @@ -3049,8 +3301,7 @@ void RenderForwardClustered::_update_shader_quality_settings() { _base_uniforms_changed(); //also need this } -RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) : - RendererSceneRenderRD(p_storage) { +RenderForwardClustered::RenderForwardClustered() { singleton = this; /* SCENE SHADER */ @@ -3082,27 +3333,23 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) : defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } - scene_shader.init(p_storage, defines); + scene_shader.init(defines); } render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); _update_shader_quality_settings(); + + resolve_effects = memnew(RendererRD::Resolve()); } RenderForwardClustered::~RenderForwardClustered() { - directional_shadow_atlas_set_size(0); - - //clear base uniform set if still valid - for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) { - if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) { - RD::get_singleton()->free(render_pass_uniform_sets[i]); - } + if (resolve_effects != nullptr) { + memdelete(resolve_effects); + resolve_effects = nullptr; } - 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); - } + directional_shadow_atlas_set_size(0); { for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { @@ -3118,8 +3365,8 @@ RenderForwardClustered::~RenderForwardClustered() { memdelete_arr(scene_state.lightmap_captures); } - while (sdfgi_framebuffer_size_cache.front()) { - RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get()); - sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front()); + while (sdfgi_framebuffer_size_cache.begin()) { + RD::get_singleton()->free(sdfgi_framebuffer_size_cache.begin()->value); + sdfgi_framebuffer_size_cache.remove(sdfgi_framebuffer_size_cache.begin()); } } diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 676f633d33..7e71406af8 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,15 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H -#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H +#ifndef RENDER_FORWARD_CLUSTERED_H +#define RENDER_FORWARD_CLUSTERED_H #include "core/templates/paged_allocator.h" +#include "servers/rendering/renderer_rd/effects/resolve.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" +#include "servers/rendering/renderer_rd/storage_rd/utilities.h" namespace RendererSceneRenderImplementation { @@ -72,7 +73,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { RENDER_LIST_ALPHA, //used for transparent objects RENDER_LIST_SECONDARY, //used for shadows and other objects RENDER_LIST_MAX - }; /* Scene Shader */ @@ -89,30 +89,51 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID specular; RID normal_roughness_buffer; RID voxelgi_buffer; + RID velocity_buffer; RS::ViewportMSAA msaa; RD::TextureSamples texture_samples; + bool use_taa; RID color_msaa; RID depth_msaa; RID specular_msaa; RID normal_roughness_buffer_msaa; - RID roughness_buffer_msaa; RID voxelgi_buffer_msaa; + RID velocity_buffer_msaa; RID depth_fb; RID depth_normal_roughness_fb; RID depth_normal_roughness_voxelgi_fb; - RID color_fb; - RID color_specular_fb; + RID color_only_fb; RID specular_only_fb; + + RID vrs; + int width, height; + HashMap<uint32_t, RID> color_framebuffers; + + // for multiview + uint32_t view_count = 1; + RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this + RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this + RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID specular_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS]; RID render_sdfgi_uniform_set; void ensure_specular(); void ensure_voxelgi(); + void ensure_velocity(); void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count); + virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); + RID get_color_pass_fb(uint32_t p_color_pass_flags); ~RenderBufferDataForwardClustered(); }; @@ -121,22 +142,20 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb); RID render_base_uniform_set; - LocalVector<RID> render_pass_uniform_sets; - RID sdfgi_pass_uniform_set; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed() override; virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; + bool base_uniform_set_updated = false; void _update_render_base_uniform_set(); RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); enum PassMode { PASS_MODE_COLOR, - PASS_MODE_COLOR_SPECULAR, - PASS_MODE_COLOR_TRANSPARENT, PASS_MODE_SHADOW, PASS_MODE_SHADOW_DP, PASS_MODE_DEPTH, @@ -146,6 +165,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { PASS_MODE_SDF, }; + enum ColorPassFlags { + COLOR_PASS_FLAG_TRANSPARENT = 1 << 0, + COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1, + COLOR_PASS_FLAG_MULTIVIEW = 1 << 2, + COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3, + }; + struct GeometryInstanceSurfaceDataCache; struct RenderElementInfo; @@ -155,31 +181,35 @@ class RenderForwardClustered : public RendererSceneRenderRD { int element_count = 0; bool reverse_cull = false; PassMode pass_mode = PASS_MODE_COLOR; + uint32_t color_pass_flags = 0; bool no_gi = false; + uint32_t view_count = 1; RID render_pass_uniform_set; bool force_wireframe = false; Vector2 uv_offset; Plane lod_plane; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; bool use_directional_soft_shadow = false; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; reverse_cull = p_reverse_cull; pass_mode = p_pass_mode; + color_pass_flags = p_color_pass_flags; no_gi = p_no_gi; + view_count = p_view_count; render_pass_uniform_set = p_render_pass_uniform_set; force_wireframe = p_force_wireframe; uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; use_directional_soft_shadow = p_use_directional_soft_shadows; @@ -208,6 +238,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16, INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF, + INSTANCE_DATA_FLAGS_FADE_SHIFT = 24, + INSTANCE_DATA_FLAGS_FADE_MASK = 0xFFUL << INSTANCE_DATA_FLAGS_FADE_SHIFT }; struct SceneState { @@ -215,8 +247,12 @@ class RenderForwardClustered : public RendererSceneRenderRD { struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; - float camera_matrix[16]; - float inv_camera_matrix[16]; + float inv_view_matrix[16]; + float view_matrix[16]; + + float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; float viewport_size[2]; float screen_pixel_size[2]; @@ -248,16 +284,15 @@ class RenderForwardClustered : public RendererSceneRenderRD { float z_far; float z_near; - uint32_t ssao_enabled; + uint32_t ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; uint32_t roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; - uint32_t roughness_limiter_pad[2]; - - float ao_color[4]; + float opaque_prepass_threshold; + uint32_t roughness_limiter_pad; float sdf_to_bounds[16]; @@ -287,6 +322,9 @@ class RenderForwardClustered : public RendererSceneRenderRD { float reflection_multiplier; uint32_t pancake_shadows; + + float taa_jitter[2]; + uint32_t pad[2]; }; struct PushConstant { @@ -297,6 +335,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { struct InstanceData { float transform[16]; + float prev_transform[16]; uint32_t flags; uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index) @@ -304,7 +343,9 @@ class RenderForwardClustered : public RendererSceneRenderRD { float lightmap_uv_scale[4]; }; - UBO ubo; + UBO ubo_data[2]; + UBO &ubo = ubo_data[0]; + UBO &prev_ubo = ubo_data[1]; LocalVector<RID> uniform_buffers; @@ -319,7 +360,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 }; LocalVector<InstanceData> instance_data[RENDER_LIST_MAX]; - LightmapCaptureData *lightmap_captures; + LightmapCaptureData *lightmap_captures = nullptr; uint32_t max_lightmap_captures; RID lightmap_capture_buffer; @@ -340,7 +381,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -368,7 +409,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { uint32_t lod_index : 8; }; - template <PassMode p_pass_mode> + template <PassMode p_pass_mode, uint32_t p_color_pass_flags = 0> _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element); void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element); @@ -383,10 +424,10 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true); void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false); - Map<Size2i, RID> sdfgi_framebuffer_size_cache; + HashMap<Size2i, RID> sdfgi_framebuffer_size_cache; struct GeometryInstanceData; - struct GeometryInstanceForwardClustered; + class GeometryInstanceForwardClustered; struct GeometryInstanceLightmapSH { Color sh[9]; @@ -446,64 +487,52 @@ class RenderForwardClustered : public RendererSceneRenderRD { GeometryInstanceForwardClustered *owner = nullptr; }; - struct GeometryInstanceForwardClustered : public GeometryInstance { + class GeometryInstanceForwardClustered : public RenderGeometryInstanceBase { + public: + // lightmap + RID lightmap_instance; + Rect2 lightmap_uv_scale; + uint32_t lightmap_slice_index; + GeometryInstanceLightmapSH *lightmap_sh = nullptr; + //used during rendering - bool mirror = false; - bool non_uniform_scale = false; - float lod_bias = 0.0; - float lod_model_scale = 1.0; - AABB transformed_aabb; //needed for LOD - float depth = 0; + uint32_t gi_offset_cache = 0; - uint32_t flags_cache = 0; bool store_transform_cache = true; - int32_t shader_parameters_offset = -1; - uint32_t lightmap_slice_index; - Rect2 lightmap_uv_scale; - uint32_t layer_mask = 1; RID transforms_uniform_set; uint32_t instance_count = 0; uint32_t trail_steps = 1; - RID mesh_instance; bool can_sdfgi = false; bool using_projectors = false; bool using_softshadows = false; + //used during setup - uint32_t base_flags = 0; - Transform3D transform; + uint64_t prev_transform_change_frame = 0xFFFFFFFF; + bool prev_transform_dirty = true; + Transform3D prev_transform; RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE]; - RID lightmap_instance; - GeometryInstanceLightmapSH *lightmap_sh = nullptr; GeometryInstanceSurfaceDataCache *surface_caches = nullptr; SelfList<GeometryInstanceForwardClustered> dirty_list_element; - struct Data { - //data used less often goes into regular heap - RID base; - RS::InstanceType base_type; - - RID skeleton; - Vector<RID> surface_materials; - RID material_override; - AABB aabb; + GeometryInstanceForwardClustered() : + dirty_list_element(this) {} - bool use_dynamic_gi = false; - bool use_baked_light = false; - bool cast_double_sided_shadows = false; - bool mirror = false; - bool dirty_dependencies = false; + virtual void _mark_dirty() override; - RendererStorage::DependencyTracker dependency_tracker; - }; + virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override; + virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; + virtual void set_lightmap_capture(const Color *p_sh9) override; - Data *data = nullptr; + virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override {} + virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {} + virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {} + virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; - GeometryInstanceForwardClustered() : - dirty_list_element(this) {} + virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override; }; - static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); - static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); + static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker); + static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker); SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list; @@ -512,9 +541,9 @@ class RenderForwardClustered : public RendererSceneRenderRD { PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; 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_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, 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 _geometry_instance_update(RenderGeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); /* Render List */ @@ -579,52 +608,39 @@ class RenderForwardClustered : public RendererSceneRenderRD { virtual void _update_shader_quality_settings() override; + RendererRD::Resolve *resolve_effects = nullptr; + protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; - virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; + virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; public: - virtual GeometryInstance *geometry_instance_create(RID p_base) override; - virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; - virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; - virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; - virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; - virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; - virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; - virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; - virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; - virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override; - virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override; - virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override; - - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override; - - virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override; + static RenderForwardClustered *get_singleton() { return singleton; } - virtual uint32_t geometry_instance_get_pair_mask() override; - virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override; - virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; - virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override; - virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; + _FORCE_INLINE_ virtual void update_uniform_sets() override { + base_uniform_set_updated = true; + _update_render_base_uniform_set(); + } - virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override; + virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override; + virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override; + + virtual uint32_t geometry_instance_get_pair_mask() override; virtual bool free(RID p_rid) override; - RenderForwardClustered(RendererStorageRD *p_storage); + RenderForwardClustered(); ~RenderForwardClustered(); }; } // namespace RendererSceneRenderImplementation -#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H + +#endif // 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 index a24860996c..556db086b2 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -32,9 +32,15 @@ #include "core/config/project_settings.h" #include "core/math/math_defs.h" #include "render_forward_clustered.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" using namespace RendererSceneRenderImplementation; +void SceneShaderForwardClustered::ShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { //compile @@ -44,19 +50,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::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; + int cull_modei = CULL_BACK; uses_point_size = false; uses_alpha = false; + uses_alpha_clip = false; uses_blend_alpha = false; uses_depth_pre_pass = false; uses_discard = false; @@ -66,6 +73,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { unshaded = false; uses_vertex = false; + uses_position = false; uses_sss = false; uses_transmittance = false; uses_screen_texture = false; @@ -78,10 +86,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; 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); @@ -97,15 +105,16 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { 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_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED); + actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT); + actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK); actions.render_mode_flags["unshaded"] = &unshaded; actions.render_mode_flags["wireframe"] = &wireframe; actions.render_mode_flags["particle_trails"] = &uses_particle_trails; actions.usage_flag_pointers["ALPHA"] = &uses_alpha; + actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; @@ -126,6 +135,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { 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.write_flag_pointers["POSITION"] = &uses_position; actions.uniforms = &uniforms; @@ -139,6 +149,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_draw = DepthDraw(depth_drawi); depth_test = DepthTest(depth_testi); + cull_mode = Cull(cull_modei); #if 0 print_line("**compiling shader:"); @@ -147,7 +158,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { print_line(gen_code.defines[i]); } - Map<String, String>::Element * el = gen_code.code.front(); + RBMap<String, String>::Element *el = gen_code.code.front(); while (el) { print_line("\n**code " + el->key() + ":\n" + el->value()); @@ -155,10 +166,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -228,10 +239,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } } - 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); + // Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular, attachment 2: Motion Vectors + RD::PipelineColorBlendState blend_state_color_blend; + blend_state_color_blend.attachments = { blend_attachment, RD::PipelineColorBlendState::Attachment(), RD::PipelineColorBlendState::Attachment() }; + RD::PipelineColorBlendState blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(3); 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); @@ -252,7 +263,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED } }; - RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull]; + RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull_mode]; for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = { @@ -265,65 +276,98 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; - for (int k = 0; k < SHADER_VERSION_MAX; k++) { - if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) { + for (int k = 0; k < PIPELINE_VERSION_MAX; k++) { + ShaderVersion shader_version; + static const ShaderVersion shader_version_table[PIPELINE_VERSION_MAX] = { + 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_VOXEL_GI, + SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, + SHADER_VERSION_DEPTH_PASS_WITH_SDF, + SHADER_VERSION_DEPTH_PASS_MULTIVIEW, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, + SHADER_VERSION_COLOR_PASS, + }; + + shader_version = shader_version_table[k]; + + if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(shader_version)) { 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_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 + if (k == PIPELINE_VERSION_COLOR_PASS) { + for (int l = 0; l < PIPELINE_COLOR_PASS_FLAG_COUNT; l++) { + if (!shader_singleton->valid_color_pass_pipelines.has(l)) { + continue; } - } 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 + + RD::PipelineColorBlendState blend_state; + RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; + RD::PipelineMultisampleState multisample_state; + + int shader_flags = 0; + if (l & PIPELINE_COLOR_PASS_FLAG_TRANSPARENT) { + 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; + } + + blend_state = blend_state_color_blend; + + if (depth_draw == DEPTH_DRAW_OPAQUE) { + depth_stencil.enable_depth_write = false; //alpha does not draw depth + } } else { - blend_state = blend_state_opaque; //writes to normal and roughness in opaque way + blend_state = blend_state_color_opaque; + + if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) { + shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR; + } + } + + if (l & PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS) { + shader_flags |= SHADER_COLOR_PASS_FLAG_MOTION_VECTORS; + } + + if (l & PIPELINE_COLOR_PASS_FLAG_LIGHTMAP) { + shader_flags |= SHADER_COLOR_PASS_FLAG_LIGHTMAP; + } + + if (l & PIPELINE_COLOR_PASS_FLAG_MULTIVIEW) { + shader_flags |= SHADER_COLOR_PASS_FLAG_MULTIVIEW; } - } else { - pipelines[i][j][k].clear(); - continue; // do not use this version (will error if using it is attempted) + + int variant = shader_version + shader_flags; + RID shader_variant = shader_singleton->shader.version_get_shader(version, variant); + color_pipelines[i][j][l].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); } } else { - if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { - blend_state = blend_state_opaque; - } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { + RD::PipelineColorBlendState blend_state; + RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; + RD::PipelineMultisampleState multisample_state; + + if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP || k == PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW) { //none, leave empty - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW) { blend_state = blend_state_depth_normal_roughness; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) { + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW) { blend_state = blend_state_depth_normal_roughness_giprobe; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { + } else if (k == PIPELINE_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) { + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_SDF) { blend_state = RD::PipelineColorBlendState(); //no color targets for SDF - } else { - //specular write - blend_state = blend_state_opaque_specular; } - } - 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, singleton->default_specialization_constants); + RID shader_variant = shader_singleton->shader.version_get_shader(version, shader_version); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); + } } } } @@ -331,47 +375,71 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } -void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - Map<int, StringName> order; +void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<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) { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } - if (E->get().texture_order >= 0) { - order[E->get().texture_order + 100000] = E->key(); + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; } else { - order[E->get().order] = E->key(); + order[E.value.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(); + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; 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) { +void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.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); + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); p_param_list->push_back(p); } } @@ -396,7 +464,7 @@ Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const Str 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 ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); } return Variant(); } @@ -409,8 +477,6 @@ RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_s SceneShaderForwardClustered::ShaderData::ShaderData() : shader_list_element(this) { - valid = false; - uses_screen_texture = false; } SceneShaderForwardClustered::ShaderData::~ShaderData() { @@ -422,7 +488,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() { } } -RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() { +RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; @@ -436,7 +502,7 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { next_pass = p_pass; } -bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { +bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); @@ -446,10 +512,9 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() { free_parameters_uniform_set(uniform_set); } -RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { +RendererRD::MaterialStorage::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; } @@ -462,48 +527,102 @@ SceneShaderForwardClustered::SceneShaderForwardClustered() { } SceneShaderForwardClustered::~SceneShaderForwardClustered() { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RD::get_singleton()->free(default_vec4_xform_buffer); RD::get_singleton()->free(shadow_sampler); - storage->free(overdraw_material_shader); - storage->free(default_shader); + material_storage->shader_free(overdraw_material_shader); + material_storage->shader_free(default_shader); - storage->free(overdraw_material); - storage->free(default_material); + material_storage->material_free(overdraw_material); + material_storage->material_free(default_material); } -void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) { - storage = p_storage; +void SceneShaderForwardClustered::init(const String p_defines) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); { Vector<String> shader_versions; shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS - shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); // SHADER_VERSION_DEPTH_PASS_WITH_SDF - shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS - shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n"); // SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR - shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS - shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR + shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS_MULTIVIEW + shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW + shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW + + Vector<String> color_pass_flags = { + "\n#define MODE_SEPARATE_SPECULAR\n", // SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR + "\n#define USE_LIGHTMAP\n", // SHADER_COLOR_PASS_FLAG_LIGHTMAP + "\n#define USE_MULTIVIEW\n", // SHADER_COLOR_PASS_FLAG_MULTIVIEW + "\n#define MOTION_VECTORS\n", // SHADER_COLOR_PASS_FLAG_MOTION_VECTORS + }; + + for (int i = 0; i < SHADER_COLOR_PASS_FLAG_COUNT; i++) { + String version = ""; + for (int j = 0; (1 << j) < SHADER_COLOR_PASS_FLAG_COUNT; j += 1) { + if ((1 << j) & i) { + version += color_pass_flags[j]; + } + } + shader_versions.push_back(version); + } shader.initialize(shader_versions, p_defines); + + if (!RendererCompositorRD::singleton->is_xr_enabled()) { + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_MULTIVIEW, false); + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, false); + shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, false); + // TODO Add a way to enable/disable color pass flags + } } - 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); + valid_color_pass_pipelines.insert(0); + + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW); + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + + valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS); + + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs); { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::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["MODEL_MATRIX"] = "model_matrix"; + actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix"; + actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix"; + actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix"; actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix"; + actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; actions.renames["MODELVIEW_MATRIX"] = "modelview"; actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal"; @@ -517,6 +636,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; @@ -525,7 +645,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //builtins - actions.renames["TIME"] = "scene_data.time"; + actions.renames["TIME"] = "global_time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); @@ -543,7 +663,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["RIM"] = "rim"; actions.renames["RIM_TINT"] = "rim_tint"; actions.renames["CLEARCOAT"] = "clearcoat"; - actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness"; actions.renames["ANISOTROPY"] = "anisotropy"; actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; actions.renames["SSS_STRENGTH"] = "sss_strength"; @@ -562,7 +682,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin 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["FOG"] = "fog"; actions.renames["RADIANCE"] = "custom_radiance"; actions.renames["IRRADIANCE"] = "custom_irradiance"; actions.renames["BONE_INDICES"] = "bone_attrib"; @@ -571,9 +691,14 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; - // not implemented but need these just in case code is in the shaders - actions.renames["VIEW_INDEX"] = "0"; + actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; @@ -582,7 +707,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin 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"; @@ -592,7 +716,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin 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["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT"; actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions.usage_defines["AO"] = "#define AO_USED\n"; @@ -601,10 +725,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin 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["CUSTOM0"] = "#define CUSTOM0_USED\n"; + actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n"; + actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n"; + actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\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"; @@ -635,6 +759,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; + actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); @@ -647,16 +772,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); + actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - 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.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps + actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; + actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter - 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"; @@ -668,21 +789,21 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin 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.base_varying_index = 11; 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 = "instances.data[instance_index].instance_uniforms_ofs"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; + actions.instance_uniform_index_variable = "instances.data[instance_index_interp].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, R"( + default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(default_shader); + material_storage->shader_set_code(default_shader, R"( // Default 3D material shader (clustered). shader_type spatial; @@ -697,11 +818,11 @@ void fragment() { METALLIC = 0.2; } )"); - default_material = storage->material_allocate(); - storage->material_initialize(default_material); - storage->material_set_shader(default_material, default_shader); + default_material = material_storage->material_allocate(); + material_storage->material_initialize(default_material); + material_storage->material_set_shader(default_material, default_shader); - MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); @@ -710,10 +831,10 @@ void fragment() { } { - overdraw_material_shader = storage->shader_allocate(); - storage->shader_initialize(overdraw_material_shader); + overdraw_material_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. - storage->shader_set_code(overdraw_material_shader, R"( + material_storage->shader_set_code(overdraw_material_shader, R"( // 3D editor Overdraw debug draw mode shader (clustered). shader_type spatial; @@ -725,11 +846,11 @@ void fragment() { ALPHA = 0.1; } )"); - overdraw_material = storage->material_allocate(); - storage->material_initialize(overdraw_material); - storage->material_set_shader(overdraw_material, overdraw_material_shader); + overdraw_material = material_storage->material_allocate(); + material_storage->material_initialize(overdraw_material); + material_storage->material_set_shader(overdraw_material, overdraw_material_shader); - MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); overdraw_material_shader_ptr = md->shader_data; overdraw_material_uniform_set = md->uniform_set; } @@ -739,7 +860,7 @@ void fragment() { Vector<RD::Uniform> uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(default_vec4_xform_buffer); + u.append_id(default_vec4_xform_buffer); u.binding = 0; uniforms.push_back(u); @@ -763,6 +884,9 @@ void SceneShaderForwardClustered::set_default_specialization_constants(const Vec for (int k = 0; k < SHADER_VERSION_MAX; k++) { E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants); } + for (int k = 0; k < PIPELINE_COLOR_PASS_FLAG_COUNT; k++) { + E->self()->color_pipelines[i][j][k].update_specialization_constants(default_specialization_constants); + } } } } 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 index 8d75f30a20..fa9ebde1b2 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,11 +28,10 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RSSR_SCENE_SHADER_FC_H -#define RSSR_SCENE_SHADER_FC_H +#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H +#define SCENE_SHADER_FORWARD_CLUSTERED_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 { @@ -42,8 +41,6 @@ private: static SceneShaderForwardClustered *singleton; public: - RendererStorageRD *storage; - enum ShaderVersion { SHADER_VERSION_DEPTH_PASS, SHADER_VERSION_DEPTH_PASS_DP, @@ -51,14 +48,44 @@ public: SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, SHADER_VERSION_DEPTH_PASS_WITH_SDF, + SHADER_VERSION_DEPTH_PASS_MULTIVIEW, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, SHADER_VERSION_COLOR_PASS, - SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, - SHADER_VERSION_LIGHTMAP_COLOR_PASS, - SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, - SHADER_VERSION_MAX }; + enum ShaderColorPassFlags { + SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 0, + SHADER_COLOR_PASS_FLAG_LIGHTMAP = 1 << 1, + SHADER_COLOR_PASS_FLAG_MULTIVIEW = 1 << 2, + SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3, + SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4 + }; + + enum PipelineVersion { + PIPELINE_VERSION_DEPTH_PASS, + PIPELINE_VERSION_DEPTH_PASS_DP, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, + PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL, + PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, + PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, + PIPELINE_VERSION_COLOR_PASS, + PIPELINE_VERSION_MAX + }; + + enum PipelineColorPassFlags { + PIPELINE_COLOR_PASS_FLAG_TRANSPARENT = 1 << 0, + PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1, + PIPELINE_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2, + PIPELINE_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3, + PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4, + PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5, + }; + enum ShaderSpecializations { SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0, SHADER_SPECIALIZATION_PROJECTOR = 1 << 1, @@ -66,7 +93,7 @@ public: SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3, }; - struct ShaderData : public RendererStorageRD::ShaderData { + struct ShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -106,53 +133,57 @@ public: ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE }; - bool valid; + bool valid = false; RID version; - uint32_t vertex_input_mask; - PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX]; + uint32_t vertex_input_mask = 0; + PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX]; + PipelineCacheRD color_pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_COLOR_PASS_FLAG_COUNT]; String path; - Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; + uint32_t ubo_size = 0; String code; - Map<StringName, RID> default_texture_params; + HashMap<StringName, HashMap<int, 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 uses_particle_trails; - - 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; + bool uses_point_size = false; + bool uses_alpha = false; + bool uses_blend_alpha = false; + bool uses_alpha_clip = false; + bool uses_depth_pre_pass = false; + bool uses_discard = false; + bool uses_roughness = false; + bool uses_normal = false; + bool uses_particle_trails = false; + + bool unshaded = false; + bool uses_vertex = false; + bool uses_position = false; + bool uses_sss = false; + bool uses_transmittance = false; + bool uses_screen_texture = false; + bool uses_depth_texture = false; + bool uses_normal_texture = false; + bool uses_time = false; + bool writes_modelview_or_projection = false; + bool uses_world_coordinates = false; + Cull cull_mode = CULL_DISABLED; 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 void set_path_hint(const String &p_path); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; @@ -167,14 +198,13 @@ public: SelfList<ShaderData>::List shader_list; - RendererStorageRD::ShaderData *_create_shader_func(); - static RendererStorageRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func(); } - struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; - ShaderData *shader_data; + struct MaterialData : public RendererRD::MaterialStorage::MaterialData { + ShaderData *shader_data = nullptr; RID uniform_set; uint64_t last_pass = 0; uint32_t index = 0; @@ -182,17 +212,17 @@ public: uint8_t priority; virtual void set_render_priority(int p_priority); virtual void set_next_pass(RID p_pass); - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual bool update_parameters(const HashMap<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) { + RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); } SceneForwardClusteredShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -213,12 +243,14 @@ public: ShaderData *overdraw_material_shader_ptr = nullptr; Vector<RD::PipelineSpecializationConstant> default_specialization_constants; + HashSet<uint32_t> valid_color_pass_pipelines; SceneShaderForwardClustered(); ~SceneShaderForwardClustered(); - void init(RendererStorageRD *p_storage, const String p_defines); + void init(const String p_defines); void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants); }; } // namespace RendererSceneRenderImplementation -#endif // !RSSR_SCENE_SHADER_FM_H + +#endif // SCENE_SHADER_FORWARD_CLUSTERED_H diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 1b4052b622..ffd47cc163 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -30,6 +30,10 @@ #include "render_forward_mobile.h" #include "core/config/project_settings.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_default.h" @@ -83,10 +87,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() { } } -void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) { +void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { clear(); msaa = p_msaa; + vrs = p_vrs_texture; Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer); @@ -104,6 +109,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b Vector<RID> fb; fb.push_back(p_color_buffer); // 0 - color buffer fb.push_back(depth); // 1 - depth buffer + if (vrs.is_valid()) { + fb.push_back(vrs); // 2 - vrs texture + } // Now define our subpasses Vector<RD::FramebufferPass> passes; @@ -112,6 +120,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b // re-using the same attachments pass.color_attachments.push_back(0); pass.depth_attachment = 1; + if (vrs.is_valid()) { + pass.vrs_attachment = 2; + } // - opaque pass passes.push_back(pass); @@ -127,12 +138,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b if (!is_scaled) { // - add blit to 2D pass - fb.push_back(p_target_buffer); // 2 - target buffer + int target_buffer_id = fb.size(); + fb.push_back(p_target_buffer); // 2/3 - target buffer RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(2); + blit_pass.color_attachments.push_back(target_buffer_id); blit_pass.input_attachments.push_back(0); - passes.push_back(blit_pass); + passes.push_back(blit_pass); // this doesn't need VRS color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); } else { @@ -154,12 +166,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b tf.array_layers = view_count; // create a layer for every view tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { + const RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = { RD::TEXTURE_SAMPLES_1, RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; @@ -176,6 +187,9 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b Vector<RID> fb; fb.push_back(color_msaa); // 0 - msaa color buffer fb.push_back(depth_msaa); // 1 - msaa depth buffer + if (vrs.is_valid()) { + fb.push_back(vrs); // 2 - vrs texture + } // Now define our subpasses Vector<RD::FramebufferPass> passes; @@ -184,18 +198,22 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b // re-using the same attachments pass.color_attachments.push_back(0); pass.depth_attachment = 1; + if (vrs.is_valid()) { + pass.vrs_attachment = 2; + } // - opaque pass passes.push_back(pass); // - add sky pass - fb.push_back(color); // 2 - color buffer + int color_buffer_id = fb.size(); + fb.push_back(color); // color buffer passes.push_back(pass); // without resolve for our 3 + 4 subpass config { // but with resolve for our 2 subpass config Vector<RD::FramebufferPass> two_passes; two_passes.push_back(pass); // opaque subpass without resolve - pass.resolve_attachments.push_back(2); + pass.resolve_attachments.push_back(color_buffer_id); two_passes.push_back(pass); // sky subpass with resolve color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count); @@ -214,10 +232,11 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b if (!is_scaled) { // - add blit to 2D pass - fb.push_back(p_target_buffer); // 3 - target buffer + int target_buffer_id = fb.size(); + fb.push_back(p_target_buffer); // target buffer RD::FramebufferPass blit_pass; - blit_pass.color_attachments.push_back(3); - blit_pass.input_attachments.push_back(2); + blit_pass.color_attachments.push_back(target_buffer_id); + blit_pass.input_attachments.push_back(color_buffer_id); passes.push_back(blit_pass); color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count); @@ -290,12 +309,14 @@ bool RenderForwardMobile::_render_buffers_can_be_storage() { } RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + //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()); RenderBufferDataForwardMobile *rb = nullptr; if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers); + rb = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); } // default render buffer and scene state uniform set @@ -307,7 +328,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(scene_state.uniform_buffers[p_index]); + u.append_id(scene_state.uniform_buffers[p_index]); uniforms.push_back(u); } @@ -316,12 +337,12 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ if (p_radiance_texture.is_valid()) { radiance_texture = p_radiance_texture; } else { - radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(radiance_texture); + u.append_id(radiance_texture); uniforms.push_back(u); } @@ -331,9 +352,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { - u.ids.push_back(ref_texture); + u.append_id(ref_texture); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); } uniforms.push_back(u); } @@ -347,9 +368,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ texture = shadow_atlas_get_texture(p_render_data->shadow_atlas); } if (!texture.is_valid()) { - texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); } - u.ids.push_back(texture); + u.append_id(texture); uniforms.push_back(u); } { @@ -357,9 +378,9 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { - u.ids.push_back(directional_shadow_get_texture()); + u.append_id(directional_shadow_get_texture()); } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH)); } uniforms.push_back(u); } @@ -369,16 +390,16 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.resize(scene_state.max_lightmaps); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) { if (p_render_data && i < p_render_data->lightmaps->size()) { RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]); - RID texture = storage->lightmap_get_texture(base); - RID rd_texture = storage->texture_get_rd_texture(texture); - u.ids.write[i] = rd_texture; + RID texture = RendererRD::LightStorage::get_singleton()->lightmap_get_texture(base); + RID rd_texture = texture_storage->texture_get_rd_texture(texture); + u.append_id(rd_texture); } else { - u.ids.write[i] = default_tex; + u.append_id(default_tex); } } @@ -391,7 +412,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.ids.resize(MAX_VOXEL_GI_INSTANCESS); - RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { if (i < (int)p_voxel_gi_instances.size()) { RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]); @@ -412,7 +433,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ 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; - u.ids.push_back(cb); + u.append_id(cb); uniforms.push_back(u); } */ @@ -422,8 +443,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID(); - RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); - u.ids.push_back(texture); + RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); + u.append_id(texture); uniforms.push_back(u); } { @@ -431,8 +452,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID(); - RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); + RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); uniforms.push_back(u); } @@ -460,9 +481,9 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis; to_lm = to_lm.inverse().transposed(); //will transform normals - RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); + RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform); scene_state.lightmap_ids[i] = p_lightmaps[i]; - scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap); + scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap); scene_state.lightmaps_used++; } @@ -474,16 +495,13 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { RenderBufferDataForwardMobile *render_buffer = nullptr; if (p_render_data->render_buffers.is_valid()) { - render_buffer = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers); + render_buffer = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); } - RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); RENDER_TIMESTAMP("Setup 3D Scene"); - Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents(); - scene_state.ubo.viewport_size[0] = vp_he.x; - scene_state.ubo.viewport_size[1] = vp_he.y; scene_state.ubo.directional_light_count = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; // We can only use our full subpass approach if we're: // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE @@ -521,7 +539,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) { // can't do blit subpass using_subpass_post_process = false; - } else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) { + } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || environment_get_auto_exposure(p_render_data->environment) || camera_effects_uses_dof(p_render_data->camera_effects))) { // can't do blit subpass using_subpass_post_process = false; } @@ -549,9 +567,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass); - if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { p_render_data->environment = RID(); //no environment on interiors - env = nullptr; } reverse_cull = true; @@ -561,6 +578,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color ERR_FAIL(); //bug? } + scene_state.ubo.viewport_size[0] = screen_size.x; + scene_state.ubo.viewport_size[1] = screen_size.y; + RD::get_singleton()->draw_command_begin_label("Render Setup"); _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform); @@ -590,9 +610,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color clear_color.g *= bg_energy; clear_color.b *= bg_energy; /* - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) { + if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; - storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); + RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } */ } break; @@ -602,9 +622,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color clear_color.g *= bg_energy; clear_color.b *= bg_energy; /* - if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) { + if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; - storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear())); + RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } */ } break; @@ -626,18 +646,18 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - CameraMatrix projection = p_render_data->cam_projection; + Projection projection = p_render_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); projection = correction * p_render_data->cam_projection; } - sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this); - RID sky_rid = env->sky; + RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(env, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -653,23 +673,24 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (draw_sky || draw_sky_fog_only) { // !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render // and change Forward Clustered in the same way as we have here (but without using subpasses) - RENDER_TIMESTAMP("Setup Sky resolution buffers"); + RENDER_TIMESTAMP("Setup Sky Resolution Buffers"); - RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers"); + RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers"); if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - CameraMatrix projection = correction * p_render_data->cam_projection; - sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time); + Projection projection = correction * p_render_data->cam_projection; + sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time); } else { - sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time); + sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time); } RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers } - _pre_opaque_render(p_render_data, false, false, RID(), RID()); + RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; + _pre_opaque_render(p_render_data, false, false, false, nullrids, RID(), nullrids); uint32_t spec_constant_base_flags = 0; @@ -684,7 +705,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS; } - if (!is_environment(p_render_data->environment) || environment_is_fog_enabled(p_render_data->environment)) { + if (!is_environment(p_render_data->environment) || environment_get_fog_enabled(p_render_data->environment)) { spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG; } } @@ -719,10 +740,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color { // regular forward for now Vector<Color> c; - c.push_back(clear_color.to_linear()); // our render buffer + c.push_back(clear_color.srgb_to_linear()); // our render buffer if (render_buffer) { if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { - c.push_back(clear_color.to_linear()); // our resolve buffer + c.push_back(clear_color.srgb_to_linear()); // our resolve buffer } if (using_subpass_post_process) { c.push_back(Color()); // our 2D buffer we're copying into @@ -730,14 +751,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + } else { //single threaded RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); @@ -753,12 +777,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); if (p_render_data->reflection_probe.is_valid()) { - CameraMatrix correction; + Projection correction; correction.set_depth_correction(true); - CameraMatrix projection = correction * p_render_data->cam_projection; - sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + Projection projection = correction * p_render_data->cam_projection; + sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); } else { - sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); + sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier()); } RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass @@ -794,15 +818,17 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr()); render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass(); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + } else { //single threaded RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); @@ -831,14 +857,16 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count()); RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); - RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL); } else { //single threaded @@ -877,7 +905,7 @@ void RenderForwardMobile::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &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, RendererScene::RenderInfo *p_render_info) { +void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &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_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -898,13 +926,14 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr render_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_state.ubo.opaque_prepass_threshold = 0.1; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -929,7 +958,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -958,7 +987,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -970,15 +999,16 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { /* */ -void RenderForwardMobile::_render_material(const Transform3D &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"); +void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { + RENDER_TIMESTAMP("Setup Rendering 3D Material"); - RD::get_singleton()->draw_command_begin_label("Render Material"); + RD::get_singleton()->draw_command_begin_label("Render 3D Material"); _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; + scene_state.ubo.opaque_prepass_threshold = 0.0f; RenderDataRD render_data; render_data.cam_projection = p_cam_projection; @@ -995,17 +1025,18 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); - RENDER_TIMESTAMP("Render Material"); + RENDER_TIMESTAMP("Render 3D Material"); { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1014,7 +1045,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { +void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { RENDER_TIMESTAMP("Setup Rendering UV2"); RD::get_singleton()->draw_command_begin_label("Render UV2"); @@ -1036,17 +1067,19 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); - RENDER_TIMESTAMP("Render Material"); + RENDER_TIMESTAMP("Render 3D Material"); { - RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0); + RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, false); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1079,17 +1112,18 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in RD::get_singleton()->draw_command_end_label(); } -void RenderForwardMobile::_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 RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) { // we don't do GI in low end.. } -void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) { - RENDER_TIMESTAMP("Setup Render Collider Heightfield"); +void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) { + RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D"); RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; RenderDataRD render_data; render_data.cam_projection = p_cam_projection; @@ -1127,35 +1161,39 @@ void RenderForwardMobile::_base_uniforms_changed() { } void RenderForwardMobile::_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())) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_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); } // This is all loaded into set 0 - lightmap_texture_array_version = storage->lightmap_array_get_version(); + lightmap_texture_array_version = light_storage->lightmap_array_get_version(); Vector<RD::Uniform> uniforms; { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 1; - u.ids.resize(12); - RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); } @@ -1163,7 +1201,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.ids.push_back(scene_shader.shadow_sampler); + u.append_id(scene_shader.shadow_sampler); uniforms.push_back(u); } @@ -1174,23 +1212,26 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RID sampler; switch (decals_get_filter()) { case RS::DECAL_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } - u.ids.push_back(sampler); + u.append_id(sampler); uniforms.push_back(u); } @@ -1201,23 +1242,26 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RID sampler; switch (light_projectors_get_filter()) { case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } - u.ids.push_back(sampler); + u.append_id(sampler); uniforms.push_back(u); } @@ -1225,14 +1269,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_omni_light_buffer()); + u.append_id(get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_spot_light_buffer()); + u.append_id(get_spot_light_buffer()); uniforms.push_back(u); } @@ -1240,51 +1284,51 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_reflection_probe_buffer()); + u.append_id(get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(get_directional_light_buffer()); + u.append_id(get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(scene_state.lightmap_buffer); + u.append_id(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(scene_state.lightmap_capture_buffer); + u.append_id(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID decal_atlas = storage->decal_atlas_get_texture(); - u.ids.push_back(decal_atlas); + RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); + u.append_id(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID decal_atlas = storage->decal_atlas_get_texture_srgb(); - u.ids.push_back(decal_atlas); + RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb(); + u.append_id(decal_atlas); uniforms.push_back(u); } { RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(get_decal_buffer()); + u.append_id(get_decal_buffer()); uniforms.push_back(u); } @@ -1292,7 +1336,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 14; - u.ids.push_back(storage->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -1308,6 +1352,10 @@ RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers return RID(); } +RID RenderForwardMobile::_render_buffers_get_velocity_texture(RID p_render_buffers) { + return RID(); +} + _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) { static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 }; static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 }; @@ -1315,6 +1363,8 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit } void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_sss = false; scene_state.used_screen_texture = false; @@ -1323,7 +1373,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t lightmap_captures_used = 0; - Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane near_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); near_plane.d += p_render_data->cam_projection.get_z_near(); float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); @@ -1404,7 +1454,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1423,8 +1473,12 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const distance = -distance_max; } + if (p_render_data->cam_orthogonal) { + distance = 1.0; + } + uint32_t indices; - surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1436,25 +1490,25 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } else { surf->lod_index = 0; if (p_render_data->render_info) { - uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface); + uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); to_draw = _indices_to_primitives(surf->primitive, to_draw); to_draw *= inst->instance_count; if (p_render_list == RENDER_LIST_OPAQUE) { //opaque - p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface); + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow - p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface); + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } } } // ADD Element - if (p_pass_mode == PASS_MODE_COLOR) { + if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { #ifdef DEBUG_ENABLED bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW); #else bool force_alpha = false; #endif - if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) { + if (!force_alpha && (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) { @@ -1500,22 +1554,27 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, // This populates our UBO with main scene data that is pushed into set 1 - //CameraMatrix projection = p_render_data->cam_projection; + //Projection projection = p_render_data->cam_projection; //projection.flip_y(); // Vulkan and modern APIs use Y-Down - CameraMatrix correction; + Projection correction; correction.set_depth_correction(p_flip_y); - CameraMatrix projection = correction * p_render_data->cam_projection; + Projection projection = correction * p_render_data->cam_projection; //store camera into ubo - RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix); - RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix); - RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); + RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); for (uint32_t v = 0; v < p_render_data->view_count; v++) { projection = correction * p_render_data->view_projection[v]; - RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); - RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); + + scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; + scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; + scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; + scene_state.ubo.eye_offset[v][3] = 0.0; } scene_state.ubo.z_far = p_render_data->z_far; @@ -1523,10 +1582,10 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.pancake_shadows = p_pancake_shadows; - RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; @@ -1552,7 +1611,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.fog_enabled = false; if (p_render_data->render_buffers.is_valid()) { - RenderBufferDataForwardMobile *render_buffers = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers); + RenderBufferDataForwardMobile *render_buffers = static_cast<RenderBufferDataForwardMobile *>(render_buffers_get_data(p_render_data->render_buffers)); if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } @@ -1599,7 +1658,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, //ambient if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); - color = color.to_linear(); + color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; @@ -1608,15 +1667,15 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.use_ambient_cubemap = false; } else { float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light_color(p_render_data->environment); - color = color.to_linear(); + Color color = environment_get_ambient_light(p_render_data->environment); + color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; @@ -1630,26 +1689,17 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.use_reflection_cubemap = false; } - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment); - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); - scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); + scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_get_ssao_enabled(p_render_data->environment); + scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); + scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); - Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear(); - scene_state.ubo.ao_color[0] = ao_color.r; - scene_state.ubo.ao_color[1] = ao_color.g; - scene_state.ubo.ao_color[2] = ao_color.b; - scene_state.ubo.ao_color[3] = ao_color.a; - - scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); + scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment); scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - if (scene_state.ubo.fog_height_density >= 0.0001) { - scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density; - } scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear(); + Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); float fog_energy = environment_get_fog_light_energy(p_render_data->environment); scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; @@ -1659,12 +1709,12 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); } else { - if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { scene_state.ubo.use_ambient_light = false; } else { scene_state.ubo.use_ambient_light = true; Color clear_color = p_default_bg_color; - clear_color = clear_color.to_linear(); + clear_color = clear_color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; @@ -1732,7 +1782,7 @@ void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list, void RenderForwardMobile::_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 total_threads = WorkerThreadPool::get_singleton()->get_thread_count(); uint32_t render_from = p_thread * render_total / total_threads; uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads); _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to); @@ -1744,9 +1794,11 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time //multi threaded - thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count()); + thread_draw_lists.resize(WorkerThreadPool::get_singleton()->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, &RenderForwardMobile::_render_list_thread_function, p_params); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + RD::get_singleton()->draw_list_end(p_params->barrier); } else { //single threaded @@ -1809,6 +1861,8 @@ void RenderForwardMobile::_fill_push_constant_instance_indices(GeometryInstanceF template <RenderForwardMobile::PassMode p_pass_mode> void RenderForwardMobile::_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) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; @@ -1831,21 +1885,25 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr const RenderElementInfo &element_info = p_params->element_info[i]; const GeometryInstanceForwardMobile *inst = surf->owner; + if (inst->instance_count == 0) { + continue; + } + uint32_t base_spec_constants = p_params->spec_constant_base_flags; // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant; GeometryInstanceForwardMobile::PushConstant push_constant; if (inst->store_transform_cache) { - RendererStorageRD::store_transform(inst->transform, push_constant.transform); + RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform); } else { - RendererStorageRD::store_transform(Transform3D(), push_constant.transform); + RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform); } push_constant.flags = inst->flags_cache; push_constant.gi_offset = inst->gi_offset_cache; push_constant.layer_mask = inst->layer_mask; - push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset); + push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset); if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) { // abuse lightmap_uv_scale[0] here, should not be needed here @@ -1947,12 +2005,12 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr //skeleton and blend shape if (surf->owner->mesh_instance.is_valid()) { - storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); + mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } else { - storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); + mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format); } - index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index); + index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index); if (prev_vertex_array_rd != vertex_array_rd) { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); @@ -1982,7 +2040,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr if (material_uniform_set != prev_material_uniform_set) { // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. + if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); } @@ -2002,8 +2060,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr /* Geometry instance */ -RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) { - RS::InstanceType type = storage->get_base_type(p_base); +RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) { + RS::InstanceType type = RSG::utilities->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc(); @@ -2012,147 +2070,36 @@ RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_cr ginstance->data->base = p_base; ginstance->data->base_type = type; - _geometry_instance_mark_dirty(ginstance); + ginstance->_mark_dirty(); return ginstance; } -void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->skeleton = p_skeleton; - - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->material_override = p_override; +void RenderForwardMobile::GeometryInstanceForwardMobile::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { + lightmap_instance = p_lightmap_instance; + lightmap_uv_scale = p_lightmap_uv_scale; + lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->surface_materials = p_materials; - - _geometry_instance_mark_dirty(ginstance); - ginstance->data->dirty_dependencies = true; -} - -void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->mesh_instance = p_mesh_instance; - - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->transform = p_transform; - ginstance->mirror = p_transform.basis.determinant() < 0; - ginstance->data->aabb = p_aabb; - ginstance->transformed_aabb = p_transformed_aabb; - - Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); - // handle non uniform scale here - - float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); - float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); - ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; - - ginstance->lod_model_scale = max_scale; -} - -void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->layer_mask = p_layer_mask; + _mark_dirty(); } -void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lod_bias = p_lod_bias; -} - -void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->data->use_baked_light = p_enable; - - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { - // !BAS! do we support this in mobile? - // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - // ERR_FAIL_COND(!ginstance); - // ginstance->data->use_dynamic_gi = p_enable; - // _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->lightmap_instance = p_lightmap_instance; - ginstance->lightmap_uv_scale = p_lightmap_uv_scale; - ginstance->lightmap_slice_index = p_lightmap_slice_index; - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); +void RenderForwardMobile::GeometryInstanceForwardMobile::set_lightmap_capture(const Color *p_sh9) { if (p_sh9) { - if (ginstance->lightmap_sh == nullptr) { - ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc(); + if (lightmap_sh == nullptr) { + lightmap_sh = RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.alloc(); } - memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9); + memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9); } else { - if (ginstance->lightmap_sh != nullptr) { - geometry_instance_lightmap_sh.free(ginstance->lightmap_sh); - ginstance->lightmap_sh = nullptr; + if (lightmap_sh != nullptr) { + RenderForwardMobile::get_singleton()->geometry_instance_lightmap_sh.free(lightmap_sh); + lightmap_sh = nullptr; } } - _geometry_instance_mark_dirty(ginstance); + _mark_dirty(); } -void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - ginstance->shader_parameters_offset = p_offset; - _geometry_instance_mark_dirty(ginstance); -} - -void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->data->cast_double_sided_shadows = p_enable; - _geometry_instance_mark_dirty(ginstance); -} - -Transform3D RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance); - ERR_FAIL_COND_V(!ginstance, Transform3D()); - return ginstance->transform; -} - -AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance); - ERR_FAIL_COND_V(!ginstance, AABB()); - return ginstance->data->aabb; -} - -void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) { +void RenderForwardMobile::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); if (ginstance->lightmap_sh != nullptr) { @@ -2172,26 +2119,23 @@ uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() { return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL)); } -void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->omni_light_count = 0; - ginstance->spot_light_count = 0; +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) { + omni_light_count = 0; + spot_light_count = 0; for (uint32_t i = 0; i < p_light_instance_count; i++) { - RS::LightType type = light_instance_get_type(p_light_instances[i]); + RS::LightType type = RenderForwardMobile::get_singleton()->light_instance_get_type(p_light_instances[i]); switch (type) { case RS::LIGHT_OMNI: { - if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) { - ginstance->omni_lights[ginstance->omni_light_count] = light_instance_get_forward_id(p_light_instances[i]); - ginstance->omni_light_count++; + if (omni_light_count < (uint32_t)MAX_RDL_CULL) { + omni_lights[omni_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]); + omni_light_count++; } } break; case RS::LIGHT_SPOT: { - if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) { - ginstance->spot_lights[ginstance->spot_light_count] = light_instance_get_forward_id(p_light_instances[i]); - ginstance->spot_light_count++; + if (spot_light_count < (uint32_t)MAX_RDL_CULL) { + spot_lights[spot_light_count] = RenderForwardMobile::get_singleton()->light_instance_get_forward_id(p_light_instances[i]); + spot_light_count++; } } break; default: @@ -2200,61 +2144,49 @@ void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstanc } } -void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL; - for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) { - ginstance->reflection_probes[i] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]); +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { + reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL; + for (uint32_t i = 0; i < reflection_probe_count; i++) { + reflection_probes[i] = RenderForwardMobile::get_singleton()->reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]); } } -void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL; - for (uint32_t i = 0; i < ginstance->decals_count; i++) { - ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]); +void RenderForwardMobile::GeometryInstanceForwardMobile::pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) { + decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL; + for (uint32_t i = 0; i < decals_count; i++) { + decals[i] = RenderForwardMobile::get_singleton()->decal_instance_get_forward_id(p_decal_instances[i]); } } -void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { - // We do not have this here! -} - -void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - ERR_FAIL_COND(!ginstance); - - ginstance->use_projector = p_projector; - ginstance->use_soft_shadow = p_softshadow; +void RenderForwardMobile::GeometryInstanceForwardMobile::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) { + use_projector = p_projector; + use_soft_shadow = p_softshadow; } -void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { - GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); - if (ginstance->dirty_list_element.in_list()) { +void RenderForwardMobile::GeometryInstanceForwardMobile::_mark_dirty() { + if (dirty_list_element.in_list()) { return; } //clear surface caches - GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches; + GeometryInstanceSurfaceDataCache *surf = surface_caches; while (surf) { GeometryInstanceSurfaceDataCache *next = surf->next; - geometry_instance_surface_alloc.free(surf); + RenderForwardMobile::get_singleton()->geometry_instance_surface_alloc.free(surf); surf = next; } - ginstance->surface_caches = nullptr; + surface_caches = nullptr; - geometry_instance_dirty_list.add(&ginstance->dirty_list_element); + RenderForwardMobile::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element); } void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + 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_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; bool has_alpha = has_base_alpha || has_blend_alpha; @@ -2299,14 +2231,14 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI SceneShaderForwardMobile::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !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) { + if (!p_material->shader_data->uses_particle_trails && !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 && !p_material->shader_data->uses_alpha_clip) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; - material_shadow = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); + material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); - RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh); + RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); if (shadow_mesh.is_valid()) { - surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface); + surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface); } } else { @@ -2319,12 +2251,12 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI sdcache->shader = p_material->shader_data; sdcache->material_uniform_set = p_material->uniform_set; - sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface); - sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface); + sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface); + sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface); sdcache->surface_index = p_surface; if (ginstance->data->dirty_dependencies) { - storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); + RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); } //shadow @@ -2352,7 +2284,27 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI sdcache->sort.priority = p_material->priority; } +void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardMobile::MaterialData *material = p_material; + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D)); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; @@ -2360,7 +2312,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward SceneShaderForwardMobile::MaterialData *material = nullptr; if (m_src.is_valid()) { - material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); if (!material || !material->shader_data->valid) { material = nullptr; } @@ -2368,31 +2320,34 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward if (material) { if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { - material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); m_src = scene_shader.default_material; } ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D)); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } -void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) { +void RenderForwardMobile::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); if (ginstance->data->dirty_dependencies) { @@ -2406,7 +2361,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry uint32_t surface_count; RID mesh = ginstance->data->base; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { //if no materials, no surfaces. const RID *inst_materials = ginstance->data->surface_materials.ptr(); @@ -2423,25 +2378,25 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry } break; case RS::INSTANCE_MULTIMESH: { - RID mesh = storage->multimesh_get_mesh(ginstance->data->base); + RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base); if (mesh.is_valid()) { const RID *materials = nullptr; uint32_t surface_count; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t j = 0; j < surface_count; j++) { _geometry_instance_add_surface(ginstance, j, materials[j], mesh); } } - ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; #if 0 case RS::INSTANCE_IMMEDIATE: { - RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base); + RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.get_or_null(inst->base); ERR_CONTINUE(!immediate); _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass); @@ -2449,10 +2404,10 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry } break; #endif case RS::INSTANCE_PARTICLES: { - int draw_passes = storage->particles_get_draw_passes(ginstance->data->base); + int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base); for (int j = 0; j < draw_passes; j++) { - RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j); + RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j); if (!mesh.is_valid()) { continue; } @@ -2460,7 +2415,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry const RID *materials = nullptr; uint32_t surface_count; - materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t k = 0; k < surface_count; k++) { _geometry_instance_add_surface(ginstance, k, materials[k], mesh); @@ -2468,7 +2423,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry } } - ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps); + ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps); } break; @@ -2483,17 +2438,17 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; - if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { + if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; } - if (storage->multimesh_uses_colors(ginstance->data->base)) { + if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; } - if (storage->multimesh_uses_custom_data(ginstance->data->base)) { + if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; } - ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = mesh_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; @@ -2507,16 +2462,16 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry //for particles, stride is the trail size ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT); - if (!storage->particles_is_using_local_coords(ginstance->data->base)) { + if (!particles_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, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + ginstance->transforms_uniform_set = particles_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->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) { + ginstance->transforms_uniform_set = mesh_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); + mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker); } } } @@ -2537,19 +2492,19 @@ void RenderForwardMobile::_update_dirty_geometry_instances() { } } -void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { +void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) { switch (p_notification) { - case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: - case RendererStorage::DEPENDENCY_CHANGED_MESH: - case RendererStorage::DEPENDENCY_CHANGED_PARTICLES: - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: - case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { - static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + case Dependency::DEPENDENCY_CHANGED_MATERIAL: + case Dependency::DEPENDENCY_CHANGED_MESH: + case Dependency::DEPENDENCY_CHANGED_PARTICLES: + case Dependency::DEPENDENCY_CHANGED_MULTIMESH: + case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } break; - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { + case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata); if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { - ginstance->instance_count = static_cast<RenderForwardMobile *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base); + ginstance->instance_count = RendererRD::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { @@ -2557,8 +2512,8 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage: } break; } } -void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { - static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); +void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { + static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); } /* misc */ @@ -2609,12 +2564,18 @@ void RenderForwardMobile::_update_shader_quality_settings() { sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; sc.constant_id = SPEC_CONSTANT_DECAL_USE_MIPMAPS; - sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || + decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); sc.constant_id = SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS; - sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC || + light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; spec_constants.push_back(sc); @@ -2623,8 +2584,7 @@ void RenderForwardMobile::_update_shader_quality_settings() { _base_uniforms_changed(); //also need this } -RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) : - RendererSceneRenderRD(p_storage) { +RenderForwardMobile::RenderForwardMobile() { singleton = this; sky.set_texture_format(_render_buffers_get_color_format()); @@ -2656,7 +2616,7 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) : defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; } - scene_shader.init(p_storage, defines); + scene_shader.init(defines); // !BAS! maybe we need a mobile version of this setting? render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 38f80c5347..4a7112eb81 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H -#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H +#ifndef RENDER_FORWARD_MOBILE_H +#define RENDER_FORWARD_MOBILE_H #include "core/templates/paged_allocator.h" #include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.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/storage_rd/utilities.h" namespace RendererSceneRenderImplementation { @@ -131,12 +131,14 @@ protected: RID depth_msaa; // RID normal_roughness_buffer_msaa; + RID vrs; + RID color_fbs[FB_CONFIG_MAX]; int width, height; uint32_t view_count; void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count); + virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); ~RenderBufferDataForwardMobile(); }; @@ -158,7 +160,7 @@ protected: // PASS_MODE_SDF, }; - struct GeometryInstanceForwardMobile; + class GeometryInstanceForwardMobile; struct GeometryInstanceSurfaceDataCache; struct RenderElementInfo; @@ -176,13 +178,13 @@ protected: Plane lod_plane; uint32_t spec_constant_base_flags = 0; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; uint32_t subpass = 0; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -195,7 +197,7 @@ protected: uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; spec_constant_base_flags = p_spec_constant_base_flags; @@ -210,20 +212,21 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; - virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override; + virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed() override; void _update_render_base_uniform_set(); virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; + virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override; void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false); void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1); @@ -254,11 +257,12 @@ protected: struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; - float camera_matrix[16]; - float inv_camera_matrix[16]; + float inv_view_matrix[16]; + float view_matrix[16]; float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; float viewport_size[2]; float screen_pixel_size[2]; @@ -292,9 +296,8 @@ protected: float roughness_limiter_amount; float roughness_limiter_limit; - uint32_t roughness_limiter_pad[2]; - - float ao_color[4]; + float opaque_prepass_threshold; + uint32_t roughness_limiter_pad; // Fog uint32_t fog_enabled; @@ -329,7 +332,7 @@ protected: uint32_t max_lightmaps; RID lightmap_buffer; - LightmapCaptureData *lightmap_captures; + LightmapCaptureData *lightmap_captures = nullptr; uint32_t max_lightmap_captures; RID lightmap_capture_buffer; @@ -347,7 +350,7 @@ protected: RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -515,14 +518,8 @@ protected: GeometryInstanceForwardMobile *owner = nullptr; }; - // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap - // may need to think about making this its own class like GeometryInstanceRD? - - struct GeometryInstanceForwardMobile : public GeometryInstance { - // setup - uint32_t base_flags = 0; - uint32_t flags_cache = 0; - + class GeometryInstanceForwardMobile : public RenderGeometryInstanceBase { + public: // this structure maps to our push constant in our shader and is populated right before our draw call struct PushConstant { float transform[16]; @@ -540,28 +537,18 @@ protected: // PushConstant push_constant; // we populate this from our instance data //used during rendering - uint32_t layer_mask = 1; RID transforms_uniform_set; - float depth = 0; - bool mirror = false; bool use_projector = false; bool use_soft_shadow = false; - Transform3D transform; bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform - bool non_uniform_scale = false; - AABB transformed_aabb; //needed for LOD - float lod_bias = 0.0; - float lod_model_scale = 1.0; - int32_t shader_parameters_offset = -1; uint32_t instance_count = 0; uint32_t trail_steps = 1; - RID mesh_instance; // lightmap uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap - uint32_t lightmap_slice_index; - Rect2 lightmap_uv_scale; RID lightmap_instance; + Rect2 lightmap_uv_scale; + uint32_t lightmap_slice_index; GeometryInstanceLightmapSH *lightmap_sh = nullptr; // culled light info @@ -579,29 +566,20 @@ protected: // do we use this? SelfList<GeometryInstanceForwardMobile> dirty_list_element; - struct Data { - //data used less often goes into regular heap - RID base; - RS::InstanceType base_type; - - RID skeleton; - Vector<RID> surface_materials; - RID material_override; - AABB aabb; + GeometryInstanceForwardMobile() : + dirty_list_element(this) {} - bool use_baked_light = false; - bool cast_double_sided_shadows = false; - // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct + virtual void _mark_dirty() override; - bool dirty_dependencies = false; + virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; + virtual void set_lightmap_capture(const Color *p_sh9) override; - RendererStorage::DependencyTracker dependency_tracker; - }; + virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override; + virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; + virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override; + virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {} - Data *data = nullptr; - - GeometryInstanceForwardMobile() : - dirty_list_element(this) {} + virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override; }; _FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance); @@ -609,10 +587,12 @@ protected: void _update_shader_quality_settings() override; public: + static RenderForwardMobile *get_singleton() { return singleton; } + virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override; - static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); - static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); + static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker); + static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker); SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list; @@ -621,38 +601,15 @@ public: PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardMobile *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 _geometry_instance_update(RenderGeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); - virtual GeometryInstance *geometry_instance_create(RID p_base) override; - virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; - virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; - virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; - virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; - virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; - virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; - virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; - virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; - virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; - virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override; - virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override; - virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override; - - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override; - - virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override; + virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override; + virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override; virtual uint32_t geometry_instance_get_pair_mask() override; - virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override; - virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; - virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override; - virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; - - virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override; virtual bool free(RID p_rid) override; @@ -661,8 +618,9 @@ public: virtual bool is_volumetric_supported() const override; virtual uint32_t get_max_elements() const override; - RenderForwardMobile(RendererStorageRD *p_storage); + RenderForwardMobile(); ~RenderForwardMobile(); }; } // namespace RendererSceneRenderImplementation -#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H + +#endif // RENDER_FORWARD_MOBILE_H diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 14b3b6d9aa..01b54607bc 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -33,11 +33,16 @@ #include "core/math/math_defs.h" #include "render_forward_mobile.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" using namespace RendererSceneRenderImplementation; /* ShaderData */ +void SceneShaderForwardMobile::ShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { //compile @@ -47,11 +52,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; @@ -60,6 +65,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uses_point_size = false; uses_alpha = false; + uses_alpha_clip = false; uses_blend_alpha = false; uses_depth_pre_pass = false; uses_discard = false; @@ -81,10 +87,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; 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); @@ -109,6 +115,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { actions.render_mode_flags["particle_trails"] = &uses_particle_trails; actions.usage_flag_pointers["ALPHA"] = &uses_alpha; + actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; // actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; @@ -151,7 +158,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { print_line(gen_code.defines[i]); } - Map<String, String>::Element * el = gen_code.code.front(); + RBMap<String, String>::Element * el = gen_code.code.front(); while (el) { print_line("\n**code " + el->key() + ":\n" + el->value()); @@ -159,11 +166,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -293,7 +300,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) { blend_state = blend_state_blend; - if (depth_draw == DEPTH_DRAW_OPAQUE) { + if (depth_draw == DEPTH_DRAW_OPAQUE && !uses_alpha_clip) { depth_stencil.enable_depth_write = false; //alpha does not draw depth } } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) { @@ -325,47 +332,71 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } -void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - Map<int, StringName> order; +void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<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) { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } - if (E->get().texture_order >= 0) { - order[E->get().texture_order + 100000] = E->key(); + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; } else { - order[E->get().order] = E->key(); + order[E.value.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(); + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; p_param_list->push_back(pi); } } -void SceneShaderForwardMobile::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) { +void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.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); + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); p_param_list->push_back(p); } } @@ -390,7 +421,7 @@ Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const String 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 ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); } return Variant(); } @@ -403,8 +434,6 @@ RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_sour SceneShaderForwardMobile::ShaderData::ShaderData() : shader_list_element(this) { - valid = false; - uses_screen_texture = false; } SceneShaderForwardMobile::ShaderData::~ShaderData() { @@ -416,7 +445,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() { } } -RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() { +RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; @@ -430,7 +459,7 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) { next_pass = p_pass; } -bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { +bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); @@ -440,10 +469,9 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() { free_parameters_uniform_set(uniform_set); } -RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { +RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_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; } @@ -457,8 +485,8 @@ SceneShaderForwardMobile::SceneShaderForwardMobile() { singleton = this; } -void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) { - storage = p_storage; +void SceneShaderForwardMobile::init(const String p_defines) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); /* SCENE SHADER */ @@ -484,17 +512,17 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p } } - 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); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs); { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::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["MODEL_MATRIX"] = "model_matrix"; + actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix"; + actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix"; + actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix"; actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; actions.renames["MODELVIEW_MATRIX"] = "modelview"; @@ -510,6 +538,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; @@ -518,7 +547,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p //builtins - actions.renames["TIME"] = "scene_data.time"; + actions.renames["TIME"] = "scene_data_block.data.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); @@ -536,7 +565,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["RIM"] = "rim"; actions.renames["RIM_TINT"] = "rim_tint"; actions.renames["CLEARCOAT"] = "clearcoat"; - actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness"; actions.renames["ANISOTROPY"] = "anisotropy"; actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; actions.renames["SSS_STRENGTH"] = "sss_strength"; @@ -555,7 +584,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p 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["FOG"] = "fog"; actions.renames["RADIANCE"] = "custom_radiance"; actions.renames["IRRADIANCE"] = "custom_irradiance"; actions.renames["BONE_INDICES"] = "bone_attrib"; @@ -564,6 +593,12 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; @@ -574,7 +609,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p 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"; @@ -584,7 +618,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p 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["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT"; actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions.usage_defines["AO"] = "#define AO_USED\n"; @@ -593,10 +627,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p 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["CUSTOM0"] = "#define CUSTOM0_USED\n"; + actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n"; + actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n"; + actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\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"; @@ -627,6 +661,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; + actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); if (!force_lambert) { @@ -638,15 +673,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p 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_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\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"; @@ -662,7 +690,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture @@ -672,9 +700,9 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p { //default material and shader - default_shader = storage->shader_allocate(); - storage->shader_initialize(default_shader); - storage->shader_set_code(default_shader, R"( + default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(default_shader); + material_storage->shader_set_code(default_shader, R"( // Default 3D material shader (mobile). shader_type spatial; @@ -689,11 +717,11 @@ void fragment() { METALLIC = 0.2; } )"); - default_material = storage->material_allocate(); - storage->material_initialize(default_material); - storage->material_set_shader(default_material, default_shader); + default_material = material_storage->material_allocate(); + material_storage->material_initialize(default_material); + material_storage->material_set_shader(default_material, default_shader); - MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); default_material_shader_ptr = md->shader_data; @@ -701,10 +729,10 @@ void fragment() { } { - overdraw_material_shader = storage->shader_allocate(); - storage->shader_initialize(overdraw_material_shader); + overdraw_material_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. - storage->shader_set_code(overdraw_material_shader, R"( + material_storage->shader_set_code(overdraw_material_shader, R"( // 3D editor Overdraw debug draw mode shader (mobile). shader_type spatial; @@ -716,11 +744,11 @@ void fragment() { ALPHA = 0.1; } )"); - overdraw_material = storage->material_allocate(); - storage->material_initialize(overdraw_material); - storage->material_set_shader(overdraw_material, overdraw_material_shader); + overdraw_material = material_storage->material_allocate(); + material_storage->material_initialize(overdraw_material); + material_storage->material_set_shader(overdraw_material, overdraw_material_shader); - MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D); + MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); overdraw_material_shader_ptr = md->shader_data; overdraw_material_uniform_set = md->uniform_set; } @@ -730,7 +758,7 @@ void fragment() { Vector<RD::Uniform> uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(default_vec4_xform_buffer); + u.append_id(default_vec4_xform_buffer); u.binding = 0; uniforms.push_back(u); @@ -760,12 +788,14 @@ void SceneShaderForwardMobile::set_default_specialization_constants(const Vector } SceneShaderForwardMobile::~SceneShaderForwardMobile() { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RD::get_singleton()->free(default_vec4_xform_buffer); RD::get_singleton()->free(shadow_sampler); - storage->free(overdraw_material_shader); - storage->free(default_shader); + material_storage->shader_free(overdraw_material_shader); + material_storage->shader_free(default_shader); - storage->free(overdraw_material); - storage->free(default_material); + material_storage->material_free(overdraw_material); + material_storage->material_free(default_material); } diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index e1c10f0206..e208334547 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,11 +28,10 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RSSR_SCENE_SHADER_FM_H -#define RSSR_SCENE_SHADER_FM_H +#ifndef SCENE_SHADER_FORWARD_MOBILE_H +#define SCENE_SHADER_FORWARD_MOBILE_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_mobile.glsl.gen.h" namespace RendererSceneRenderImplementation { @@ -40,7 +39,6 @@ namespace RendererSceneRenderImplementation { class SceneShaderForwardMobile { private: static SceneShaderForwardMobile *singleton; - RendererStorageRD *storage; public: enum ShaderVersion { @@ -57,7 +55,7 @@ public: SHADER_VERSION_MAX }; - struct ShaderData : public RendererStorageRD::ShaderData { + struct ShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -97,53 +95,55 @@ public: ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE }; - bool valid; + bool valid = false; RID version; - uint32_t vertex_input_mask; + uint32_t vertex_input_mask = 0; 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; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; + uint32_t ubo_size = 0; String code; - Map<StringName, RID> default_texture_params; + HashMap<StringName, HashMap<int, 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 uses_particle_trails; - - 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; + bool uses_point_size = false; + bool uses_alpha = false; + bool uses_blend_alpha = false; + bool uses_alpha_clip = false; + bool uses_depth_pre_pass = false; + bool uses_discard = false; + bool uses_roughness = false; + bool uses_normal = false; + bool uses_particle_trails = false; + + bool unshaded = false; + bool uses_vertex = false; + bool uses_sss = false; + bool uses_transmittance = false; + bool uses_screen_texture = false; + bool uses_depth_texture = false; + bool uses_normal_texture = false; + bool uses_time = false; + bool writes_modelview_or_projection = false; + bool uses_world_coordinates = false; 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 void set_path_hint(const String &p_path); + + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; @@ -157,14 +157,13 @@ public: virtual ~ShaderData(); }; - RendererStorageRD::ShaderData *_create_shader_func(); - static RendererStorageRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func(); } - struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; - ShaderData *shader_data; + struct MaterialData : public RendererRD::MaterialStorage::MaterialData { + ShaderData *shader_data = nullptr; RID uniform_set; uint64_t last_pass = 0; uint32_t index = 0; @@ -172,19 +171,19 @@ public: uint8_t priority; virtual void set_render_priority(int p_priority); virtual void set_next_pass(RID p_pass); - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~MaterialData(); }; SelfList<ShaderData>::List shader_list; - RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); - static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { + RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); } SceneForwardMobileShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -208,9 +207,10 @@ public: Vector<RD::PipelineSpecializationConstant> default_specialization_constants; - void init(RendererStorageRD *p_storage, const String p_defines); + void init(const String p_defines); void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants); }; } // namespace RendererSceneRenderImplementation -#endif // !RSSR_SCENE_SHADER_FM_H + +#endif // SCENE_SHADER_FORWARD_MOBILE_H diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp new file mode 100644 index 0000000000..9baa86a32d --- /dev/null +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp @@ -0,0 +1,64 @@ +/*************************************************************************/ +/* framebuffer_cache_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "framebuffer_cache_rd.h" + +FramebufferCacheRD *FramebufferCacheRD::singleton = nullptr; + +void FramebufferCacheRD::_invalidate(Cache *p_cache) { + if (p_cache->prev) { + p_cache->prev->next = p_cache->next; + } else { + // At beginning of table + uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE; + hash_table[table_idx] = p_cache->next; + } + + if (p_cache->next) { + p_cache->next->prev = p_cache->prev; + } + + cache_allocator.free(p_cache); + cache_instances_used--; +} +void FramebufferCacheRD::_framebuffer_invalidation_callback(void *p_userdata) { + singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata)); +} + +FramebufferCacheRD::FramebufferCacheRD() { + ERR_FAIL_COND(singleton != nullptr); + singleton = this; +} + +FramebufferCacheRD::~FramebufferCacheRD() { + if (cache_instances_used > 0) { + ERR_PRINT("At exit: " + itos(cache_instances_used) + " framebuffer cache instance(s) still in use."); + } +} diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h new file mode 100644 index 0000000000..f360e0fc6b --- /dev/null +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h @@ -0,0 +1,310 @@ +/*************************************************************************/ +/* framebuffer_cache_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 FRAMEBUFFER_CACHE_RD_H +#define FRAMEBUFFER_CACHE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/paged_allocator.h" +#include "servers/rendering/rendering_device.h" + +class FramebufferCacheRD : public Object { + GDCLASS(FramebufferCacheRD, Object) + + struct Cache { + Cache *prev = nullptr; + Cache *next = nullptr; + uint32_t hash = 0; + RID cache; + LocalVector<RID> textures; + LocalVector<RD::FramebufferPass> passes; + uint32_t views = 0; + }; + + PagedAllocator<Cache> cache_allocator; + + enum { + HASH_TABLE_SIZE = 16381 // Prime + }; + + Cache *hash_table[HASH_TABLE_SIZE] = {}; + + static _FORCE_INLINE_ uint32_t _hash_pass(const RD::FramebufferPass &p, uint32_t h) { + h = hash_murmur3_one_32(p.depth_attachment, h); + h = hash_murmur3_one_32(p.vrs_attachment, h); + + h = hash_murmur3_one_32(p.color_attachments.size(), h); + for (int i = 0; i < p.color_attachments.size(); i++) { + h = hash_murmur3_one_32(p.color_attachments[i], h); + } + + h = hash_murmur3_one_32(p.resolve_attachments.size(), h); + for (int i = 0; i < p.resolve_attachments.size(); i++) { + h = hash_murmur3_one_32(p.resolve_attachments[i], h); + } + + h = hash_murmur3_one_32(p.preserve_attachments.size(), h); + for (int i = 0; i < p.preserve_attachments.size(); i++) { + h = hash_murmur3_one_32(p.preserve_attachments[i], h); + } + + return h; + } + + static _FORCE_INLINE_ bool _compare_pass(const RD::FramebufferPass &a, const RD::FramebufferPass &b) { + if (a.depth_attachment != b.depth_attachment) { + return false; + } + + if (a.vrs_attachment != b.vrs_attachment) { + return false; + } + + if (a.color_attachments.size() != b.color_attachments.size()) { + return false; + } + + for (int i = 0; i < a.color_attachments.size(); i++) { + if (a.color_attachments[i] != b.color_attachments[i]) { + return false; + } + } + + if (a.resolve_attachments.size() != b.resolve_attachments.size()) { + return false; + } + + for (int i = 0; i < a.resolve_attachments.size(); i++) { + if (a.resolve_attachments[i] != b.resolve_attachments[i]) { + return false; + } + } + + if (a.preserve_attachments.size() != b.preserve_attachments.size()) { + return false; + } + + for (int i = 0; i < a.preserve_attachments.size(); i++) { + if (a.preserve_attachments[i] != b.preserve_attachments[i]) { + return false; + } + } + + return true; + } + + _FORCE_INLINE_ uint32_t _hash_rids(uint32_t h, const RID &arg) { + return hash_murmur3_one_64(arg.get_id(), h); + } + + template <typename... Args> + uint32_t _hash_rids(uint32_t h, const RID &arg, Args... args) { + h = hash_murmur3_one_64(arg.get_id(), h); + return _hash_rids(h, args...); + } + + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg) { + return textures[idx] == arg; + } + + template <typename... Args> + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg, Args... args) { + if (textures[idx] != arg) { + return false; + } + return _compare_args(idx + 1, textures, args...); + } + + _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg) { + textures.push_back(arg); + } + + template <typename... Args> + _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg, Args... args) { + textures.push_back(arg); + _create_args(textures, args...); + } + + static FramebufferCacheRD *singleton; + + uint32_t cache_instances_used = 0; + + void _invalidate(Cache *p_cache); + static void _framebuffer_invalidation_callback(void *p_userdata); + + RID _allocate_from_data(uint32_t p_views, uint32_t p_hash, uint32_t p_table_idx, const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes) { + RID rid; + if (p_passes.size()) { + rid = RD::get_singleton()->framebuffer_create_multipass(p_textures, p_passes, RD::INVALID_ID, p_views); + } else { + rid = RD::get_singleton()->framebuffer_create(p_textures, RD::INVALID_ID, p_views); + } + + ERR_FAIL_COND_V(rid.is_null(), rid); + + Cache *c = cache_allocator.alloc(); + c->views = p_views; + c->cache = rid; + c->hash = p_hash; + c->textures.resize(p_textures.size()); + for (uint32_t i = 0; i < c->textures.size(); i++) { + c->textures[i] = p_textures[i]; + } + c->passes.resize(p_passes.size()); + for (uint32_t i = 0; i < c->passes.size(); i++) { + c->passes[i] = p_passes[i]; + } + c->prev = nullptr; + c->next = hash_table[p_table_idx]; + if (hash_table[p_table_idx]) { + hash_table[p_table_idx]->prev = c; + } + hash_table[p_table_idx] = c; + + RD::get_singleton()->framebuffer_set_invalidation_callback(rid, _framebuffer_invalidation_callback, c); + + cache_instances_used++; + + return rid; + } + +public: + template <typename... Args> + RID get_cache(Args... args) { + uint32_t h = hash_murmur3_one_32(1); //1 view + h = hash_murmur3_one_32(sizeof...(Args), h); + h = _hash_args(h, args...); + h = hash_murmur3_one_32(0, h); // 0 passes + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == 1 && _compare_args(0, c->textures, args...)) { + return c->cache; + } + c = c->next; + } + } + + // Not in cache, create: + + Vector<RID> textures; + _create_args(textures, args...); + + return _allocate_from_data(1, h, table_idx, textures, Vector<RD::FramebufferPass>()); + } + + template <typename... Args> + RID get_cache_multiview(uint32_t p_views, Args... args) { + uint32_t h = hash_murmur3_one_32(p_views); + h = hash_murmur3_one_32(sizeof...(Args), h); + h = _hash_args(h, args...); + h = hash_murmur3_one_32(0, h); // 0 passes + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == p_views && _compare_args(0, c->textures, args...)) { + return c->cache; + } + c = c->next; + } + } + + // Not in cache, create: + + Vector<RID> textures; + _create_args(textures, args...); + + return _allocate_from_data(p_views, h, table_idx, textures, Vector<RD::FramebufferPass>()); + } + + RID get_cache_multipass(const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes, uint32_t p_views = 1) { + uint32_t h = hash_murmur3_one_32(p_views); + h = hash_murmur3_one_32(p_textures.size()); + for (int i = 0; i < p_textures.size(); i++) { + h = hash_murmur3_one_64(p_textures[i].get_id(), h); + } + h = hash_murmur3_one_32(p_passes.size()); + for (int i = 0; i < p_passes.size(); i++) { + h = _hash_pass(p_passes[i], h); + } + + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->views == p_views && c->textures.size() == (uint32_t)p_textures.size() && c->passes.size() == (uint32_t)p_passes.size()) { + bool all_ok = true; + + for (int i = 0; i < p_textures.size(); i++) { + if (p_textures[i] != c->textures[i]) { + all_ok = false; + break; + } + } + + if (all_ok) { + for (int i = 0; i < p_passes.size(); i++) { + if (!_compare_pass(p_passes[i], c->passes[i])) { + all_ok = false; + break; + } + } + } + + if (all_ok) { + return c->cache; + } + } + c = c->next; + } + } + + // Not in cache, create: + return _allocate_from_data(p_views, h, table_idx, p_textures, p_passes); + } + + static FramebufferCacheRD *get_singleton() { return singleton; } + + FramebufferCacheRD(); + ~FramebufferCacheRD(); +}; + +#endif // FRAMEBUFFER_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index aefe926cb0..9151c53823 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -35,8 +35,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD RD::PipelineMultisampleState multisample_state_version = multisample_state; multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass); + bool wireframe = p_wireframe || rasterization_state.wireframe; + RD::PipelineRasterizationState raster_state_version = rasterization_state; - raster_state_version.wireframe = p_wireframe; + raster_state_version.wireframe = wireframe; Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants; @@ -56,10 +58,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass, specialization_constants); ERR_FAIL_COND_V(pipeline.is_null(), RID()); - versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1)); + versions = static_cast<Version *>(memrealloc(versions, sizeof(Version) * (version_count + 1))); versions[version_count].framebuffer_id = p_framebuffer_format_id; versions[version_count].vertex_id = p_vertex_format_id; - versions[version_count].wireframe = p_wireframe; + versions[version_count].wireframe = wireframe; versions[version_count].pipeline = pipeline; versions[version_count].render_pass = p_render_pass; versions[version_count].bool_specializations = p_bool_specializations; diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index e52f47fa47..882e459bcd 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -45,7 +45,7 @@ class PipelineCacheRD { RD::PipelineMultisampleState multisample_state; RD::PipelineDepthStencilState depth_stencil_state; RD::PipelineColorBlendState blend_state; - int dynamic_state_flags; + int dynamic_state_flags = 0; Vector<RD::PipelineSpecializationConstant> base_specialization_constants; struct Version { @@ -57,7 +57,7 @@ class PipelineCacheRD { RID pipeline; }; - Version *versions; + Version *versions = nullptr; uint32_t version_count; RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0); @@ -97,4 +97,4 @@ public: ~PipelineCacheRD(); }; -#endif // RENDER_PIPELINE_CACHE_RD_H +#endif // PIPELINE_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 6267f684e3..c1b08ee4c9 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -29,65 +29,69 @@ /*************************************************************************/ #include "renderer_canvas_render_rd.h" + #include "core/config/project_settings.h" #include "core/math/geometry_2d.h" #include "core/math/math_defs.h" #include "core/math/math_funcs.h" #include "renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { - p_mat4[0] = p_transform.elements[0][0]; - p_mat4[1] = p_transform.elements[0][1]; + p_mat4[0] = p_transform.columns[0][0]; + p_mat4[1] = p_transform.columns[0][1]; p_mat4[2] = 0; p_mat4[3] = 0; - p_mat4[4] = p_transform.elements[1][0]; - p_mat4[5] = p_transform.elements[1][1]; + p_mat4[4] = p_transform.columns[1][0]; + p_mat4[5] = p_transform.columns[1][1]; p_mat4[6] = 0; p_mat4[7] = 0; p_mat4[8] = 0; p_mat4[9] = 0; p_mat4[10] = 1; p_mat4[11] = 0; - p_mat4[12] = p_transform.elements[2][0]; - p_mat4[13] = p_transform.elements[2][1]; + p_mat4[12] = p_transform.columns[2][0]; + p_mat4[13] = p_transform.columns[2][1]; p_mat4[14] = 0; p_mat4[15] = 1; } void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { - p_mat2x4[0] = p_transform.elements[0][0]; - p_mat2x4[1] = p_transform.elements[1][0]; + p_mat2x4[0] = p_transform.columns[0][0]; + p_mat2x4[1] = p_transform.columns[1][0]; p_mat2x4[2] = 0; - p_mat2x4[3] = p_transform.elements[2][0]; + p_mat2x4[3] = p_transform.columns[2][0]; - p_mat2x4[4] = p_transform.elements[0][1]; - p_mat2x4[5] = p_transform.elements[1][1]; + p_mat2x4[4] = p_transform.columns[0][1]; + p_mat2x4[5] = p_transform.columns[1][1]; p_mat2x4[6] = 0; - p_mat2x4[7] = p_transform.elements[2][1]; + p_mat2x4[7] = p_transform.columns[2][1]; } void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { - p_mat2x3[0] = p_transform.elements[0][0]; - p_mat2x3[1] = p_transform.elements[0][1]; - p_mat2x3[2] = p_transform.elements[1][0]; - p_mat2x3[3] = p_transform.elements[1][1]; - p_mat2x3[4] = p_transform.elements[2][0]; - p_mat2x3[5] = p_transform.elements[2][1]; + p_mat2x3[0] = p_transform.columns[0][0]; + p_mat2x3[1] = p_transform.columns[0][1]; + p_mat2x3[2] = p_transform.columns[1][0]; + p_mat2x3[3] = p_transform.columns[1][1]; + p_mat2x3[4] = p_transform.columns[2][0]; + p_mat2x3[5] = p_transform.columns[2][1]; } void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) { - p_mat4[0] = p_transform.basis.elements[0][0]; - p_mat4[1] = p_transform.basis.elements[1][0]; - p_mat4[2] = p_transform.basis.elements[2][0]; + p_mat4[0] = p_transform.basis.rows[0][0]; + p_mat4[1] = p_transform.basis.rows[1][0]; + p_mat4[2] = p_transform.basis.rows[2][0]; p_mat4[3] = 0; - p_mat4[4] = p_transform.basis.elements[0][1]; - p_mat4[5] = p_transform.basis.elements[1][1]; - p_mat4[6] = p_transform.basis.elements[2][1]; + p_mat4[4] = p_transform.basis.rows[0][1]; + p_mat4[5] = p_transform.basis.rows[1][1]; + p_mat4[6] = p_transform.basis.rows[2][1]; p_mat4[7] = 0; - p_mat4[8] = p_transform.basis.elements[0][2]; - p_mat4[9] = p_transform.basis.elements[1][2]; - p_mat4[10] = p_transform.basis.elements[2][2]; + p_mat4[8] = p_transform.basis.rows[0][2]; + p_mat4[9] = p_transform.basis.rows[1][2]; + p_mat4[10] = p_transform.basis.rows[2][2]; p_mat4[11] = 0; p_mat4[12] = p_transform.origin.x; p_mat4[13] = p_transform.origin.y; @@ -104,6 +108,8 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve // This dramatically reduces the amount of pipeline objects // that need to be created for these formats. + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + uint32_t vertex_count = p_points.size(); uint32_t stride = 2; //vertices always repeat if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) { @@ -126,9 +132,9 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve buffers.resize(5); { - const uint8_t *r = polygon_buffer.ptr(); - float *fptr = (float *)r; - uint32_t *uptr = (uint32_t *)r; + uint8_t *r = polygon_buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(r); + uint32_t *uptr = reinterpret_cast<uint32_t *>(r); uint32_t base_offset = 0; { //vertices RD::VertexAttribute vd; @@ -186,7 +192,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[1] = vd; - buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR); + buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR); } //uvs @@ -214,7 +220,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[2] = vd; - buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV); + buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV); } //bones @@ -247,7 +253,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[3] = vd; - buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES); } //weights @@ -280,7 +286,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[4] = vd; - buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS); } //check that everything is as it should be @@ -357,7 +363,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI bool use_normal; bool use_specular; - bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular); + bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular); //something odd happened if (!success) { _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size); @@ -394,6 +400,9 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) { //create an empty push constant + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); RS::CanvasItemTextureFilter current_filter = default_filter; RS::CanvasItemTextureRepeat current_repeat = default_repeat; @@ -519,7 +528,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } if (rect->flags & CANVAS_RECT_TRANSPOSE) { - dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + push_constant.flags |= FLAGS_TRANSPOSE_RECT; } if (rect->flags & CANVAS_RECT_CLIP_UV) { @@ -693,9 +702,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size); - RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]); + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]); - for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) { + for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) { push_constant.points[j * 2 + 0] = primitive->points[j].x; push_constant.points[j * 2 + 1] = primitive->points[j].y; push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x; @@ -748,44 +757,48 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } else if (c->type == Item::Command::TYPE_MULTIMESH) { const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c); RID multimesh = mm->multimesh; - mesh = storage->multimesh_get_mesh(multimesh); + mesh = mesh_storage->multimesh_get_mesh(multimesh); texture = mm->texture; - if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) { + if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) { break; } - instance_count = storage->multimesh_get_instances_to_draw(multimesh); + instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh); + + if (instance_count == 0) { + break; + } - RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); + RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); push_constant.flags |= 1; //multimesh, trails disabled - if (storage->multimesh_uses_colors(multimesh)) { + if (mesh_storage->multimesh_uses_colors(multimesh)) { push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; } - if (storage->multimesh_uses_custom_data(multimesh)) { + if (mesh_storage->multimesh_uses_custom_data(multimesh)) { push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; } } else if (c->type == Item::Command::TYPE_PARTICLES) { const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c); - ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D); - storage->particles_request_process(pt->particles); + ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D); + particles_storage->particles_request_process(pt->particles); - if (storage->particles_is_inactive(pt->particles)) { + if (particles_storage->particles_is_inactive(pt->particles)) { break; } RenderingServerDefault::redraw_request(); // active particles means redraw request bool local_coords = true; - int dpc = storage->particles_get_draw_passes(pt->particles); + int dpc = particles_storage->particles_get_draw_passes(pt->particles); if (dpc == 0) { break; //nothing to draw } uint32_t divisor = 1; - instance_count = storage->particles_get_amount(pt->particles, divisor); + instance_count = particles_storage->particles_get_amount(pt->particles, divisor); - RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); + RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); push_constant.flags |= divisor; @@ -794,10 +807,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; - mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored + mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored texture = pt->texture; - if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) { + if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) { //pass collision information Transform2D xform; if (local_coords) { @@ -806,19 +819,19 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend xform = p_canvas_transform_inverse; } - RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target); + RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target); Rect2 to_screen; { - Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target); + Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target); to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height); to_screen.position = -sdf_rect.position * to_screen.size; } - storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); + particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); } else { - storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); + particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); } } @@ -828,7 +841,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); - uint32_t surf_count = storage->mesh_get_surface_count(mesh); + uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh); static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP }; push_constant.modulation[0] = base_color.r * modulate.r; @@ -843,9 +856,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } for (uint32_t j = 0; j < surf_count; j++) { - void *surface = storage->mesh_get_surface(mesh, j); + void *surface = mesh_storage->mesh_get_surface(mesh, j); - RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface); + RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface); ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX); uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask(); @@ -854,15 +867,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID; if (mesh_instance.is_valid()) { - storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format); + mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format); } else { - storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format); + mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format); } RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); - RID index_array = storage->mesh_surface_get_index_array(surface, 0); + RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0); if (index_array.is_valid()) { RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array); @@ -919,6 +932,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend } RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + //re create canvas state Vector<RD::Uniform> uniforms; @@ -926,7 +942,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 1; - u.ids.push_back(state.canvas_state_buffer); + u.append_id(state.canvas_state_buffer); uniforms.push_back(u); } @@ -934,7 +950,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; - u.ids.push_back(state.lights_uniform_buffer); + u.append_id(state.lights_uniform_buffer); uniforms.push_back(u); } @@ -942,7 +958,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 3; - u.ids.push_back(storage->decal_atlas_get_texture()); + u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture()); uniforms.push_back(u); } @@ -950,7 +966,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 4; - u.ids.push_back(state.shadow_texture); + u.append_id(state.shadow_texture); uniforms.push_back(u); } @@ -958,7 +974,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 5; - u.ids.push_back(state.shadow_sampler); + u.append_id(state.shadow_sampler); uniforms.push_back(u); } @@ -968,14 +984,14 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo u.binding = 6; RID screen; if (p_backbuffer) { - screen = storage->render_target_get_rd_texture(p_to_render_target); + screen = texture_storage->render_target_get_rd_texture(p_to_render_target); } else { - screen = storage->render_target_get_rd_backbuffer(p_to_render_target); + screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target); if (screen.is_null()) { //unallocated backbuffer - screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } } - u.ids.push_back(screen); + u.append_id(screen); uniforms.push_back(u); } @@ -983,30 +999,31 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 7; - RID sdf = storage->render_target_get_sdf_texture(p_to_render_target); - u.ids.push_back(sdf); + RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target); + u.append_id(sdf); uniforms.push_back(u); } { //needs samplers for the material (uses custom textures) create them - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 8; - u.ids.resize(12); - RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids); + uniforms.push_back(u); } @@ -1014,21 +1031,24 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 9; - u.ids.push_back(storage->global_variables_get_storage_buffer()); + u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET); if (p_backbuffer) { - storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set); + texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set); } else { - storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set); + texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set); } return uniform_set; } void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + Item *current_clip = nullptr; Transform2D canvas_transform_inverse = p_canvas_transform_inverse; @@ -1039,21 +1059,21 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co Vector<Color> clear_colors; if (p_to_backbuffer) { - framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target); - fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target); + framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target); + fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target); } else { - framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target); + framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target); - if (storage->render_target_is_clear_requested(p_to_render_target)) { + if (texture_storage->render_target_is_clear_requested(p_to_render_target)) { clear = true; - clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target)); - storage->render_target_disable_clear_request(p_to_render_target); + clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target)); + texture_storage->render_target_disable_clear_request(p_to_render_target); } #ifndef _MSC_VER #warning TODO obtain from framebuffer format eventually when this is implemented #endif - fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target); + fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target); } if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) { @@ -1086,23 +1106,23 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co } } - RID material = ci->material; + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; if (material.is_null() && ci->canvas_group != nullptr) { material = default_canvas_group_material; } if (material != prev_material) { - MaterialData *material_data = nullptr; + CanvasMaterialData *material_data = nullptr; if (material.is_valid()) { - material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D); + material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); } if (material_data) { if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { pipeline_variants = &material_data->shader_data->pipeline_variants; // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. + if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET); } } else { @@ -1122,6 +1142,10 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co } void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); + r_sdf_used = false; int item_count = 0; @@ -1144,14 +1168,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p continue; } - CanvasLight *clight = canvas_light_owner.getornull(l->light_internal); + CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal); if (!clight) { //unused or invalid texture l->render_index_cache = -1; l = l->next_ptr; ERR_CONTINUE(!clight); } - Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized(); + Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized(); state.light_uniforms[index].position[0] = -canvas_light_dir.x; state.light_uniforms[index].position[1] = -canvas_light_dir.y; @@ -1207,7 +1231,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p continue; } - CanvasLight *clight = canvas_light_owner.getornull(l->light_internal); + CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal); if (!clight) { //unused or invalid texture l->render_index_cache = -1; l = l->next_ptr; @@ -1222,7 +1246,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix); _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix); - state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss + state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss for (int i = 0; i < 4; i++) { state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255)); state.light_uniforms[index].color[i] = l->color[i]; @@ -1247,7 +1271,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } if (clight->texture.is_valid()) { - Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture); + Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture); state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x; state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y; state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width; @@ -1277,18 +1301,18 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p //update canvas state uniform buffer State::Buffer state_buffer; - Size2i ssize = storage->render_target_get_size(p_to_render_target); + Size2i ssize = texture_storage->render_target_get_size(p_to_render_target); Transform3D screen_transform; - screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); + screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f)); _update_transform_to_mat4(screen_transform, state_buffer.screen_transform); _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); Transform2D normal_transform = p_canvas_transform; - normal_transform.elements[0].normalize(); - normal_transform.elements[1].normalize(); - normal_transform.elements[2] = Vector2(); + normal_transform.columns[0].normalize(); + normal_transform.columns[1].normalize(); + normal_transform.columns[2] = Vector2(); _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform); state_buffer.canvas_modulate[0] = p_modulate.r; @@ -1296,7 +1320,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p state_buffer.canvas_modulate[2] = p_modulate.b; state_buffer.canvas_modulate[3] = p_modulate.a; - Size2 render_target_size = storage->render_target_get_size(p_to_render_target); + Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target); state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; @@ -1313,7 +1337,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0]; state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1]; - Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target); + Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target); Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale); state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width; @@ -1343,6 +1367,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p bool update_skeletons = false; bool time_used = false; + bool backbuffer_cleared = false; + while (ci) { if (ci->copy_back_buffer && canvas_group_owner == nullptr) { backbuffer_copy = true; @@ -1354,8 +1380,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } } - if (ci->material.is_valid()) { - MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D); + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; + + if (material.is_valid()) { + CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); if (md && md->shader_data->valid) { if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { if (!material_screen_texture_found) { @@ -1370,14 +1398,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (md->shader_data->uses_time) { time_used = true; } - if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) { - md->last_frame = RendererCompositorRD::singleton->get_frame_number(); - if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { - // uniform set may be gone because a dependency was erased. In this case, it will happen - // if a texture is deleted, so just re-create it. - storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D); - } - } } } @@ -1388,29 +1408,32 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (c->type == Item::Command::TYPE_MESH) { const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c); if (cm->mesh_instance.is_valid()) { - storage->mesh_instance_check_for_update(cm->mesh_instance); + mesh_storage->mesh_instance_check_for_update(cm->mesh_instance); update_skeletons = true; } } + c = c->next; } } if (ci->canvas_group_owner != nullptr) { if (canvas_group_owner == nullptr) { - //Canvas group begins here, render until before this item + // Canvas group begins here, render until before this item if (update_skeletons) { - storage->update_mesh_instances(); + mesh_storage->update_mesh_instances(); update_skeletons = false; } + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); item_count = 0; Rect2i group_rect = ci->canvas_group_owner->global_rect_cache; if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) { - storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false); - } else { - storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0)); + texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false); + } else if (!backbuffer_cleared) { + texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0)); + backbuffer_cleared = true; } backbuffer_copy = false; @@ -1420,9 +1443,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p ci->canvas_group_owner = nullptr; //must be cleared } + if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) { + texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0)); + backbuffer_cleared = true; + } + if (ci == canvas_group_owner) { if (update_skeletons) { - storage->update_mesh_instances(); + mesh_storage->update_mesh_instances(); update_skeletons = false; } @@ -1430,7 +1458,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p item_count = 0; if (ci->canvas_group->blur_mipmaps) { - storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache); + texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache); } canvas_group_owner = nullptr; @@ -1439,13 +1467,14 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (backbuffer_copy) { //render anything pending, including clearing if no items if (update_skeletons) { - storage->update_mesh_instances(); + mesh_storage->update_mesh_instances(); update_skeletons = false; } + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); item_count = 0; - storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true); + texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true); backbuffer_copy = false; material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies @@ -1455,7 +1484,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) { if (update_skeletons) { - storage->update_mesh_instances(); + mesh_storage->update_mesh_instances(); update_skeletons = false; } @@ -1478,23 +1507,25 @@ RID RendererCanvasRenderRD::light_create() { } void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) { - CanvasLight *cl = canvas_light_owner.getornull(p_rid); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND(!cl); if (cl->texture == p_texture) { return; } if (cl->texture.is_valid()) { - storage->texture_remove_from_decal_atlas(cl->texture); + texture_storage->texture_remove_from_decal_atlas(cl->texture); } cl->texture = p_texture; if (cl->texture.is_valid()) { - storage->texture_add_to_decal_atlas(cl->texture); + texture_storage->texture_add_to_decal_atlas(cl->texture); } } void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) { - CanvasLight *cl = canvas_light_owner.getornull(p_rid); + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND(!cl); cl->shadow.enabled = p_enable; @@ -1534,7 +1565,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() { } } void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) { - CanvasLight *cl = canvas_light_owner.getornull(p_rid); + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND(!cl->shadow.enabled); _update_shadow_atlas(); @@ -1550,9 +1581,10 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); + RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); - CameraMatrix projection; + Projection projection; { real_t fov = 90; real_t nearp = p_near; @@ -1568,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, } Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { @@ -1582,13 +1614,10 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, push_constant.z_far = p_far; push_constant.pad = 0; - /*if (i == 0) - *p_xform_cache = projection;*/ - LightOccluderInstance *instance = p_occluders; while (instance) { - OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { instance = instance->next; @@ -1612,14 +1641,14 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, } void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) { - CanvasLight *cl = canvas_light_owner.getornull(p_rid); + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND(!cl->shadow.enabled); _update_shadow_atlas(); - Vector2 light_dir = p_light_xform.elements[1].normalized(); + Vector2 light_dir = p_light_xform.columns[1].normalized(); - Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5; + Vector2 center = p_clip_rect.get_center(); float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center)); @@ -1642,11 +1671,11 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh cc.push_back(Color(1, 1, 1, 1)); Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); - CameraMatrix projection; + Projection projection; projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); - projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); + projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { @@ -1663,7 +1692,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh LightOccluderInstance *instance = p_occluders; while (instance) { - OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { instance = instance->next; @@ -1685,25 +1714,27 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh RD::get_singleton()->draw_list_end(); Transform2D to_shadow; - to_shadow.elements[0].x = 1.0 / -(half_size * 2.0); - to_shadow.elements[2].x = 0.5; + to_shadow.columns[0].x = 1.0 / -(half_size * 2.0); + to_shadow.columns[2].x = 0.5; cl->shadow.directional_xform = to_shadow * to_light_xform; } void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { - RID fb = storage->render_target_get_sdf_framebuffer(p_render_target); - Rect2i rect = storage->render_target_get_sdf_rect(p_render_target); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target); + Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target); Transform2D to_sdf; - to_sdf.elements[0] *= rect.size.width; - to_sdf.elements[1] *= rect.size.height; - to_sdf.elements[2] = rect.position; + to_sdf.columns[0] *= rect.size.width; + to_sdf.columns[1] *= rect.size.height; + to_sdf.columns[2] = rect.position; Transform2D to_clip; - to_clip.elements[0] *= 2.0; - to_clip.elements[1] *= 2.0; - to_clip.elements[2] = -Vector2(1.0, 1.0); + to_clip.columns[0] *= 2.0; + to_clip.columns[1] *= 2.0; + to_clip.columns[2] = -Vector2(1.0, 1.0); to_clip = to_clip * to_sdf.affine_inverse(); @@ -1712,7 +1743,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc); - CameraMatrix projection; + Projection projection; ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { @@ -1729,7 +1760,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan LightOccluderInstance *instance = p_occluders; while (instance) { - OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); if (!co || co->sdf_index_array.is_null()) { instance = instance->next; @@ -1750,7 +1781,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan RD::get_singleton()->draw_list_end(); - storage->render_target_sdf_process(p_render_target); //done rendering, process it + texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it } RID RendererCanvasRenderRD::occluder_polygon_create() { @@ -1763,7 +1794,7 @@ RID RendererCanvasRenderRD::occluder_polygon_create() { } void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) { - OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder); + OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); ERR_FAIL_COND(!oc); Vector<Vector2> lines; @@ -1813,7 +1844,7 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve { uint8_t *vw = geometry.ptrw(); - float *vwptr = (float *)vw; + float *vwptr = reinterpret_cast<float *>(vw); uint8_t *iw = indices.ptrw(); uint16_t *iwptr = (uint16_t *)iw; @@ -1932,12 +1963,16 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve } void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { - OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder); + OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); ERR_FAIL_COND(!oc); oc->cull_mode = p_mode; } -void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { +void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) { + path = p_path; +} + +void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { //compile code = p_code; @@ -1948,19 +1983,19 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { uses_sdf = false; uses_time = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; uses_screen_texture = false; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; 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); @@ -1975,7 +2010,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { actions.uniforms = &uniforms; - RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; + RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); @@ -1997,7 +2032,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { print_line("\n**fragment_code:\n" + gen_code.fragment); print_line("\n**light_code:\n" + gen_code.light); #endif - canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -2119,51 +2154,75 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { valid = true; } -void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } -void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { - Map<int, StringName> order; +void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<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) { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } - if (E->get().texture_order >= 0) { - order[E->get().texture_order + 100000] = E->key(); + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; } else { - order[E->get().order] = E->key(); + order[E.value.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(); + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; p_param_list->push_back(pi); } } -void RendererCanvasRenderRD::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) { +void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.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); + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); p_param_list->push_back(p); } } -bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const { +bool RendererCanvasRenderRD::CanvasShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } @@ -2171,36 +2230,30 @@ bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_pa return uniforms[p_param].texture_order >= 0; } -bool RendererCanvasRenderRD::ShaderData::is_animated() const { +bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const { return false; } -bool RendererCanvasRenderRD::ShaderData::casts_shadows() const { +bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const { return false; } -Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const { +Variant RendererCanvasRenderRD::CanvasShaderData::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 ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); } return Variant(); } -RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const { - RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; +RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const { + RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version); } -RendererCanvasRenderRD::ShaderData::ShaderData() { - valid = false; - uses_screen_texture = false; - uses_sdf = false; -} - -RendererCanvasRenderRD::ShaderData::~ShaderData() { - RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; +RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() { + RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); ERR_FAIL_COND(!canvas_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { @@ -2208,25 +2261,24 @@ RendererCanvasRenderRD::ShaderData::~ShaderData() { } } -RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() { - ShaderData *shader_data = memnew(ShaderData); +RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() { + CanvasShaderData *shader_data = memnew(CanvasShaderData); return shader_data; } -bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; +bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); } -RendererCanvasRenderRD::MaterialData::~MaterialData() { +RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() { free_parameters_uniform_set(uniform_set); } -RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) { - MaterialData *material_data = memnew(MaterialData); +RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) { + CanvasMaterialData *material_data = memnew(CanvasMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -2238,8 +2290,9 @@ void RendererCanvasRenderRD::set_time(double p_time) { void RendererCanvasRenderRD::update() { } -RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { - storage = p_storage; +RendererCanvasRenderRD::RendererCanvasRenderRD() { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); { //create default samplers @@ -2251,7 +2304,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { String global_defines; - uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE); + uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE); if (uniform_max_size < 65536) { //Yes, you guessed right, ARM again state.max_lights_per_render = 64; @@ -2345,7 +2398,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["VERTEX"] = "vertex"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; @@ -2353,7 +2406,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["UV"] = "uv"; actions.renames["POINT_SIZE"] = "gl_PointSize"; - actions.renames["WORLD_MATRIX"] = "world_matrix"; + actions.renames["MODEL_MATRIX"] = "model_matrix"; actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform"; actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform"; actions.renames["TIME"] = "canvas_data.time"; @@ -2377,6 +2430,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; + actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; actions.renames["LIGHT_COLOR"] = "light_color"; @@ -2396,6 +2451,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; + actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n"; actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; @@ -2413,7 +2469,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; actions.base_varying_index = 4; - actions.global_buffer_array_variable = "global_variables.data"; + actions.global_buffer_array_variable = "global_shader_uniforms.data"; shader.compiler.initialize(actions); } @@ -2560,29 +2616,29 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; - u.ids.push_back(storage->get_default_rd_storage_buffer()); + u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer()); uniforms.push_back(u); } state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); } - default_canvas_texture = storage->canvas_texture_allocate(); - storage->canvas_texture_initialize(default_canvas_texture); + default_canvas_texture = texture_storage->canvas_texture_allocate(); + texture_storage->canvas_texture_initialize(default_canvas_texture); state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size"); //create functions for shader and material - storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs); - storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs); + material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs); + material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs); state.time = 0; { - default_canvas_group_shader = storage->shader_allocate(); - storage->shader_initialize(default_canvas_group_shader); + default_canvas_group_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(default_canvas_group_shader); - storage->shader_set_code(default_canvas_group_shader, R"( + material_storage->shader_set_code(default_canvas_group_shader, R"( // Default CanvasGroup shader. shader_type canvas_item; @@ -2597,10 +2653,10 @@ void fragment() { COLOR *= c; } )"); - default_canvas_group_material = storage->material_allocate(); - storage->material_initialize(default_canvas_group_material); + default_canvas_group_material = material_storage->material_allocate(); + material_storage->material_initialize(default_canvas_group_material); - storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); + material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); } static_assert(sizeof(PushConstant) == 128); @@ -2608,7 +2664,7 @@ void fragment() { bool RendererCanvasRenderRD::free(RID p_rid) { if (canvas_light_owner.owns(p_rid)) { - CanvasLight *cl = canvas_light_owner.getornull(p_rid); + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND_V(!cl, false); light_set_use_shadow(p_rid, false); canvas_light_owner.free(p_rid); @@ -2648,10 +2704,11 @@ void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) { } RendererCanvasRenderRD::~RendererCanvasRenderRD() { + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); //canvas state - storage->free(default_canvas_group_material); - storage->free(default_canvas_group_shader); + material_storage->material_free(default_canvas_group_material); + material_storage->shader_free(default_canvas_group_shader); { if (state.canvas_state_buffer.is_valid()) { @@ -2688,6 +2745,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() { } RD::get_singleton()->free(state.shadow_texture); - storage->free(default_canvas_texture); + RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture); //pipelines don't need freeing, they are all gone after shaders are gone } diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index ec7d7e2854..5eb4cee4c6 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,21 +28,19 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H -#define RENDERING_SERVER_CANVAS_RENDER_RD_H +#ifndef RENDERER_CANVAS_RENDER_RD_H +#define RENDERER_CANVAS_RENDER_RD_H #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" class RendererCanvasRenderRD : public RendererCanvasRender { - RendererStorageRD *storage; - enum { BASE_UNIFORM_SET = 0, MATERIAL_UNIFORM_SET = 1, @@ -148,10 +146,10 @@ class RendererCanvasRenderRD : public RendererCanvasRender { RID default_skeleton_uniform_buffer; RID default_skeleton_texture_buffer; - ShaderCompilerRD compiler; + ShaderCompiler compiler; } shader; - struct ShaderData : public RendererStorageRD::ShaderData { + struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, @@ -161,28 +159,29 @@ class RendererCanvasRenderRD : public RendererCanvasRender { BLEND_MODE_DISABLED, }; - bool valid; + bool valid = false; RID version; PipelineVariants pipeline_variants; String path; - Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; + uint32_t ubo_size = 0; String code; - Map<StringName, RID> default_texture_params; + HashMap<StringName, HashMap<int, RID>> default_texture_params; bool uses_screen_texture = false; bool uses_sdf = false; bool uses_time = false; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; - virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; + virtual void set_path_hint(const String &p_path); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; @@ -190,29 +189,28 @@ class RendererCanvasRenderRD : public RendererCanvasRender { virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; - ShaderData(); - virtual ~ShaderData(); + CanvasShaderData() {} + virtual ~CanvasShaderData(); }; - RendererStorageRD::ShaderData *_create_shader_func(); - static RendererStorageRD::ShaderData *_create_shader_funcs() { + RendererRD::MaterialStorage::ShaderData *_create_shader_func(); + static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func(); } - struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; - ShaderData *shader_data; + struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData { + CanvasShaderData *shader_data = nullptr; RID uniform_set; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); - virtual ~MaterialData(); + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~CanvasMaterialData(); }; - RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); - static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { - return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); + RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader); + static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { + return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader)); } /**************************/ @@ -362,7 +360,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { uint32_t pad2; }; - LightUniform *light_uniforms; + LightUniform *light_uniforms = nullptr; RID lights_uniform_buffer; RID canvas_state_buffer; @@ -463,8 +461,8 @@ public: void set_time(double p_time); void update(); bool free(RID p_rid); - RendererCanvasRenderRD(RendererStorageRD *p_storage); + RendererCanvasRenderRD(); ~RendererCanvasRenderRD(); }; -#endif // RASTERIZER_CANVAS_RD_H +#endif // RENDERER_CANVAS_RENDER_RD_H diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 62e9386f95..967b725b9e 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -39,20 +39,25 @@ void RendererCompositorRD::prepare_for_blitting_render_targets() { void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen); + if (draw_list == RD::INVALID_ID) { + return; // Window is minimized and does not have valid swapchain, skip drawing without printing errors. + } for (int i = 0; i < p_amount; i++) { - RID texture = storage->render_target_get_texture(p_render_targets[i].render_target); + RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target); ERR_CONTINUE(texture.is_null()); - RID rd_texture = storage->texture_get_rd_texture(texture); + RID rd_texture = texture_storage->texture_get_rd_texture(texture); ERR_CONTINUE(rd_texture.is_null()); + // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in. + if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector<RD::Uniform> uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(blit.sampler); - u.ids.push_back(rd_texture); + u.append_id(blit.sampler); + u.append_id(rd_texture); uniforms.push_back(u); RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0); @@ -65,10 +70,14 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0); - blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width; - blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height; - blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width; - blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height; + blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x; + blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y; + blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width; + blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height; + blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width; + blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height; + blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width; + blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height; blit.push_constant.layer = p_render_targets[i].multi_view.layer; blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x; blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y; @@ -145,7 +154,14 @@ uint64_t RendererCompositorRD::frame = 1; void RendererCompositorRD::finalize() { memdelete(scene); memdelete(canvas); - memdelete(storage); + memdelete(effects); + memdelete(fog); + memdelete(particles_storage); + memdelete(light_storage); + memdelete(mesh_storage); + memdelete(material_storage); + memdelete(texture_storage); + memdelete(utilities); //only need to erase these, the rest are erased by cascade blit.shader.version_free(blit.shader_version); @@ -156,9 +172,9 @@ void RendererCompositorRD::finalize() { void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) { RD::get_singleton()->prepare_screen_for_drawing(); - RID texture = storage->texture_allocate(); - storage->texture_2d_initialize(texture, p_image); - RID rd_texture = storage->texture_get_rd_texture(texture); + RID texture = texture_storage->texture_allocate(); + texture_storage->texture_2d_initialize(texture, p_image); + RID rd_texture = texture_storage->texture_get_rd_texture(texture); RID uset; { @@ -166,8 +182,8 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(blit.sampler); - u.ids.push_back(rd_texture); + u.append_id(blit.sampler); + u.append_id(rd_texture); uniforms.push_back(u); uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0); } @@ -191,7 +207,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color } } else { screenrect = imgrect; - screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor(); + screenrect.position += ((window_size - screenrect.size) / 2.0).floor(); } screenrect.position /= window_size; @@ -203,10 +219,14 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0); - blit.push_constant.rect[0] = screenrect.position.x; - blit.push_constant.rect[1] = screenrect.position.y; - blit.push_constant.rect[2] = screenrect.size.width; - blit.push_constant.rect[3] = screenrect.size.height; + blit.push_constant.src_rect[0] = 0.0; + blit.push_constant.src_rect[1] = 0.0; + blit.push_constant.src_rect[2] = 1.0; + blit.push_constant.src_rect[3] = 1.0; + blit.push_constant.dst_rect[0] = screenrect.position.x; + blit.push_constant.dst_rect[1] = screenrect.position.y; + blit.push_constant.dst_rect[2] = screenrect.size.width; + blit.push_constant.dst_rect[3] = screenrect.size.height; blit.push_constant.layer = 0; blit.push_constant.eye_center[0] = 0; blit.push_constant.eye_center[1] = 0; @@ -222,19 +242,22 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color RD::get_singleton()->swap_buffers(); - storage->free(texture); + texture_storage->texture_free(texture); } RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { + uniform_set_cache = memnew(UniformSetCacheRD); + framebuffer_cache = memnew(FramebufferCacheRD); + { String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); - if (shader_cache_dir == String()) { + if (shader_cache_dir.is_empty()) { shader_cache_dir = "user://"; } - DirAccessRef da = DirAccess::open(shader_cache_dir); - if (!da) { + Ref<DirAccess> da = DirAccess::open(shader_cache_dir); + if (da.is_null()) { ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); } else { Error err = da->change_dir("shader_cache"); @@ -251,7 +274,7 @@ RendererCompositorRD::RendererCompositorRD() { shader_cache_dir = String(); //disable only if not editor } - if (shader_cache_dir != String()) { + if (!shader_cache_dir.is_empty()) { bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress"); bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression"); bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug"); @@ -266,27 +289,34 @@ RendererCompositorRD::RendererCompositorRD() { } singleton = this; - time = 0; - - storage = memnew(RendererStorageRD); - canvas = memnew(RendererCanvasRenderRD(storage)); - - uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end"); - uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - if (back_end == 1 || textures_per_stage < 48) { - scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage)); - } else { // back_end == 0 + utilities = memnew(RendererRD::Utilities); + texture_storage = memnew(RendererRD::TextureStorage); + material_storage = memnew(RendererRD::MaterialStorage); + mesh_storage = memnew(RendererRD::MeshStorage); + light_storage = memnew(RendererRD::LightStorage); + particles_storage = memnew(RendererRD::ParticlesStorage); + fog = memnew(RendererRD::Fog); + canvas = memnew(RendererCanvasRenderRD()); + + back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end"); + uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); + + if (back_end || textures_per_stage < 48) { + scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile()); + } else { // back_end == false // default to our high end renderer - scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage)); + scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered()); } scene->init(); // now we're ready to create our effects, - storage->init_effects(!scene->_render_buffers_can_be_storage()); + effects = memnew(EffectsRD(!scene->_render_buffers_can_be_storage())); } RendererCompositorRD::~RendererCompositorRD() { + memdelete(uniform_set_cache); + memdelete(framebuffer_cache); ShaderRD::set_shader_cache_dir(String()); } diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 8639362da9..a28335f800 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,23 +28,40 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_COMPOSITOR_RD_H -#define RENDERING_SERVER_COMPOSITOR_RD_H +#ifndef RENDERER_COMPOSITOR_RD_H +#define RENDERER_COMPOSITOR_RD_H #include "core/os/os.h" -#include "core/templates/thread_work_pool.h" #include "servers/rendering/renderer_compositor.h" +#include "servers/rendering/renderer_rd/effects_rd.h" +#include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h" #include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h" +#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/utilities.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" class RendererCompositorRD : public RendererCompositor { protected: - RendererCanvasRenderRD *canvas; - RendererStorageRD *storage; - RendererSceneRenderRD *scene; + UniformSetCacheRD *uniform_set_cache = nullptr; + FramebufferCacheRD *framebuffer_cache = nullptr; + RendererCanvasRenderRD *canvas = nullptr; + RendererRD::Utilities *utilities = nullptr; + RendererRD::LightStorage *light_storage = nullptr; + RendererRD::MaterialStorage *material_storage = nullptr; + RendererRD::MeshStorage *mesh_storage = nullptr; + RendererRD::ParticlesStorage *particles_storage = nullptr; + RendererRD::TextureStorage *texture_storage = nullptr; + RendererRD::Fog *fog = nullptr; + EffectsRD *effects = nullptr; + RendererSceneRenderRD *scene = nullptr; enum BlitMode { BLIT_MODE_NORMAL, @@ -55,7 +72,8 @@ protected: }; struct BlitPushConstant { - float rect[4]; + float src_rect[4]; + float dst_rect[4]; float eye_center[2]; float k1; @@ -77,15 +95,26 @@ protected: RID sampler; } blit; - Map<RID, RID> render_target_descriptors; + HashMap<RID, RID> render_target_descriptors; - double time; - double delta; + double time = 0.0; + double delta = 0.0; static uint64_t frame; public: - RendererStorage *get_storage() { return storage; } + RendererUtilities *get_utilities() { return utilities; }; + RendererLightStorage *get_light_storage() { return light_storage; } + RendererMaterialStorage *get_material_storage() { return material_storage; } + RendererMeshStorage *get_mesh_storage() { return mesh_storage; } + RendererParticlesStorage *get_particles_storage() { return particles_storage; } + RendererTextureStorage *get_texture_storage() { return texture_storage; } + RendererGI *get_gi() { + ERR_FAIL_NULL_V(scene, nullptr); + return scene->get_gi(); + } + RendererFog *get_fog() { return fog; } + EffectsRD *get_effects() { return effects; } RendererCanvasRender *get_canvas() { return canvas; } RendererSceneRender *get_scene() { return scene; } @@ -113,12 +142,12 @@ public: static void make_current() { _create_func = _create_current; + low_end = false; } - virtual bool is_low_end() const { return false; } - static RendererCompositorRD *singleton; RendererCompositorRD(); ~RendererCompositorRD(); }; -#endif // RASTERIZER_RD_H + +#endif // RENDERER_COMPOSITOR_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp deleted file mode 100644 index d631cb4bac..0000000000 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp +++ /dev/null @@ -1,126 +0,0 @@ -/*************************************************************************/ -/* renderer_scene_environment_rd.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 "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" - -uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2; - -void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) { - ambient_light = p_color; - ambient_source = p_ambient; - ambient_light_energy = p_energy; - ambient_sky_contribution = p_sky_contribution; - reflection_source = p_reflection_source; - ao_color = p_ao_color; -} - -void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - exposure = p_exposure; - tone_mapper = p_tone_mapper; - if (!auto_exposure && p_auto_exposure) { - auto_exposure_version = ++auto_exposure_counter; - } - auto_exposure = p_auto_exposure; - white = p_white; - min_luminance = p_min_luminance; - max_luminance = p_max_luminance; - auto_exp_speed = p_auto_exp_speed; - auto_exp_scale = p_auto_exp_scale; -} - -void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) { - ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7"); - glow_enabled = p_enable; - glow_levels = p_levels; - glow_intensity = p_intensity; - glow_strength = p_strength; - glow_mix = p_mix; - glow_bloom = p_bloom_threshold; - glow_blend_mode = p_blend_mode; - glow_hdr_bleed_threshold = p_hdr_bleed_threshold; - glow_hdr_bleed_scale = p_hdr_bleed_scale; - glow_hdr_luminance_cap = p_hdr_luminance_cap; -} - -void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { - sdfgi_enabled = p_enable; - sdfgi_cascades = p_cascades; - sdfgi_min_cell_size = p_min_cell_size; - sdfgi_use_occlusion = p_use_occlusion; - sdfgi_bounce_feedback = p_bounce_feedback; - sdfgi_read_sky_light = p_read_sky; - sdfgi_energy = p_energy; - sdfgi_normal_bias = p_normal_bias; - sdfgi_probe_bias = p_probe_bias; - sdfgi_y_scale = p_y_scale; -} - -void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) { - fog_enabled = p_enable; - fog_light_color = p_light_color; - fog_light_energy = p_light_energy; - fog_sun_scatter = p_sun_scatter; - fog_density = p_density; - fog_height = p_height; - fog_height_density = p_height_density; - fog_aerial_perspective = p_fog_aerial_perspective; -} - -void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) { - volumetric_fog_enabled = p_enable; - volumetric_fog_density = p_density; - volumetric_fog_light = p_light; - volumetric_fog_light_energy = p_light_energy; - volumetric_fog_length = p_length; - volumetric_fog_detail_spread = p_detail_spread; - volumetric_fog_gi_inject = p_gi_inject; - volumetric_fog_temporal_reprojection = p_temporal_reprojection; - volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount; -} - -void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { - ssr_enabled = p_enable; - ssr_max_steps = p_max_steps; - ssr_fade_in = p_fade_int; - ssr_fade_out = p_fade_out; - ssr_depth_tolerance = p_depth_tolerance; -} - -void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) { - ssao_enabled = p_enable; - ssao_radius = p_radius; - ssao_intensity = p_intensity; - ssao_power = p_power; - ssao_detail = p_detail; - ssao_horizon = p_horizon; - ssao_sharpness = p_sharpness; - ssao_direct_light_affect = p_light_affect; - ssao_ao_channel_affect = p_ao_channel_affect; -} diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h deleted file mode 100644 index 992c4bf471..0000000000 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h +++ /dev/null @@ -1,155 +0,0 @@ -/*************************************************************************/ -/* renderer_scene_environment_rd.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 RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H -#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H - -#include "servers/rendering/renderer_scene_render.h" -#include "servers/rendering/rendering_device.h" - -class RendererSceneEnvironmentRD { -private: - static uint64_t auto_exposure_counter; - -public: - // BG - RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR; - RID sky; - float sky_custom_fov = 0.0; - Basis sky_orientation; - Color bg_color; - float bg_energy = 1.0; - int canvas_max_layer = 0; - RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG; - Color ambient_light; - float ambient_light_energy = 1.0; - float ambient_sky_contribution = 1.0; - RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG; - Color ao_color; - - /// Tonemap - - RS::EnvironmentToneMapper tone_mapper; - float exposure = 1.0; - float white = 1.0; - bool auto_exposure = false; - float min_luminance = 0.2; - float max_luminance = 8.0; - float auto_exp_speed = 0.2; - float auto_exp_scale = 0.5; - uint64_t auto_exposure_version = 0; - - // Fog - bool fog_enabled = false; - Color fog_light_color = Color(0.5, 0.6, 0.7); - float fog_light_energy = 1.0; - float fog_sun_scatter = 0.0; - float fog_density = 0.001; - float fog_height = 0.0; - float fog_height_density = 0.0; //can be negative to invert effect - float fog_aerial_perspective = 0.0; - - /// Volumetric Fog - /// - bool volumetric_fog_enabled = false; - float volumetric_fog_density = 0.01; - Color volumetric_fog_light = Color(0, 0, 0); - float volumetric_fog_light_energy = 0.0; - float volumetric_fog_length = 64.0; - float volumetric_fog_detail_spread = 2.0; - float volumetric_fog_gi_inject = 0.0; - bool volumetric_fog_temporal_reprojection = true; - float volumetric_fog_temporal_reprojection_amount = 0.9; - - /// Glow - - bool glow_enabled = false; - Vector<float> glow_levels; - float glow_intensity = 0.8; - float glow_strength = 1.0; - float glow_bloom = 0.0; - float glow_mix = 0.01; - RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT; - float glow_hdr_bleed_threshold = 1.0; - float glow_hdr_luminance_cap = 12.0; - float glow_hdr_bleed_scale = 2.0; - - /// SSAO - - bool ssao_enabled = false; - float ssao_radius = 1.0; - float ssao_intensity = 2.0; - float ssao_power = 1.5; - float ssao_detail = 0.5; - float ssao_horizon = 0.06; - float ssao_sharpness = 0.98; - float ssao_direct_light_affect = 0.0; - float ssao_ao_channel_affect = 0.0; - - /// SSR - /// - bool ssr_enabled = false; - int ssr_max_steps = 64; - float ssr_fade_in = 0.15; - float ssr_fade_out = 2.0; - float ssr_depth_tolerance = 0.2; - - /// SDFGI - bool sdfgi_enabled = false; - RS::EnvironmentSDFGICascades sdfgi_cascades; - float sdfgi_min_cell_size = 0.2; - bool sdfgi_use_occlusion = false; - float sdfgi_bounce_feedback = 0.0; - bool sdfgi_read_sky_light = false; - float sdfgi_energy = 1.0; - float sdfgi_normal_bias = 1.1; - float sdfgi_probe_bias = 1.1; - RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED; - - /// Adjustments - - bool adjustments_enabled = false; - float adjustments_brightness = 1.0f; - float adjustments_contrast = 1.0f; - float adjustments_saturation = 1.0f; - bool use_1d_color_correction = false; - RID color_correction = RID(); - - void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color); - void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); - void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap); - void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); - void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective); - void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount); - void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance); - void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect); -}; - -#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */ diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index fa66ed85a9..6c219933b0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -33,6 +33,9 @@ #include "core/config/project_settings.h" #include "core/os/os.h" #include "renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/environment/fog.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/rendering_server_default.h" void get_vogel_disk(float *r_kernel, int p_sample_count) { @@ -48,9 +51,8 @@ void get_vogel_disk(float *r_kernel, int p_sample_count) { } void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment); - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); - bool needs_sdfgi = env && env->sdfgi_enabled; + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment); if (!needs_sdfgi) { if (rb->sdfgi != nullptr) { @@ -65,25 +67,25 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 }; uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge]; - if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { + if (rb->sdfgi && (rb->sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || rb->sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || rb->sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) { //configuration changed, erase rb->sdfgi->erase(); memdelete(rb->sdfgi); rb->sdfgi = nullptr; } - RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi; + RendererRD::GI::SDFGI *sdfgi = rb->sdfgi; if (sdfgi == nullptr) { // re-create - rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size); + rb->sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size); } else { //check for updates - rb->sdfgi->update(env, p_world_position); + rb->sdfgi->update(p_environment, p_world_position); } } int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(rb == nullptr, 0); @@ -93,9 +95,9 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) int dirty_count = 0; for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) { - const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i]; + const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i]; - if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) { + if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) { dirty_count++; } else { for (int j = 0; j < 3; j++) { @@ -113,7 +115,7 @@ AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(rb == nullptr, AABB()); ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB()); @@ -126,7 +128,7 @@ uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_bu AABB bounds; Vector3i from; Vector3i size; - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(rb == nullptr, -1); ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1); @@ -156,151 +158,6 @@ Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, b return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size); } -RID RendererSceneRenderRD::environment_allocate() { - return environment_owner.allocate_rid(); -} -void RendererSceneRenderRD::environment_initialize(RID p_rid) { - environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD()); -} - -void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->background = p_bg; -} - -void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->sky = p_sky; -} - -void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->sky_custom_fov = p_scale; -} - -void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->sky_orientation = p_orientation; -} - -void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->bg_color = p_color; -} - -void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->bg_energy = p_energy; -} - -void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->canvas_max_layer = p_max_layer; -} - -void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color); -} - -RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX); - return env->background; -} - -RID RendererSceneRenderRD::environment_get_sky(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, RID()); - return env->sky; -} - -float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->sky_custom_fov; -} - -Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Basis()); - return env->sky_orientation; -} - -Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->bg_color; -} - -float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->bg_energy; -} - -int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->canvas_max_layer; -} - -Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->ambient_light; -} - -RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG); - return env->ambient_source; -} - -float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->ambient_light_energy; -} - -float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->ambient_sky_contribution; -} - -RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED); - return env->reflection_source; -} - -Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->ao_color; -} - -void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale); -} - -void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap); -} - void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; } @@ -309,79 +166,6 @@ void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) glow_high_quality = p_enable; } -void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - if (!is_dynamic_gi_supported()) { - return; - } - - env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias); -} - -void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective); -} - -bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, false); - - return env->fog_enabled; -} -Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Color()); - return env->fog_light_color; -} -float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_light_energy; -} -float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_sun_scatter; -} -float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_density; -} -float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - - return env->fog_height; -} -float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_height_density; -} - -float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const { - const RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0); - return env->fog_aerial_perspective; -} - -void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - if (!is_volumetric_supported()) { - return; - } - - env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount); -} - void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { volumetric_fog_size = p_size; volumetric_fog_depth = p_depth; @@ -402,13 +186,6 @@ void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::Env gi.sdfgi_frames_to_update_light = p_update; } -void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance); -} - void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { ssr_roughness_quality = p_quality; } @@ -417,13 +194,6 @@ RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_ro return ssr_roughness_quality; } -void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect); -} - void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { ssao_quality = p_quality; ssao_half_size = p_half_size; @@ -433,71 +203,75 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual ssao_fadeout_to = p_fadeout_to; } -bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, false); - return env->ssao_enabled; -} - -float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0.0); - return env->ssao_ao_channel_affect; -} - -float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, 0.0); - return env->ssao_direct_light_affect; -} - -bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, false); - return env->ssr_enabled; -} -bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, false); - return env->sdfgi_enabled; -} - -bool RendererSceneRenderRD::is_environment(RID p_env) const { - return environment_owner.owns(p_env); +void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ssil_quality = p_quality; + ssil_half_size = p_half_size; + ssil_adaptive_target = p_adaptive_target; + ssil_blur_passes = p_blur_passes; + ssil_fadeout_from = p_fadeout_from; + ssil_fadeout_to = p_fadeout_to; } Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, Ref<Image>()); + ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>()); - if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) { + RS::EnvironmentBG environment_background = environment_get_background(p_env); + + if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) { return Ref<Image>(); //nothing to bake } - if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) { - Color color; - if (env->background == RS::ENV_BG_CLEAR_COLOR) { - color = storage->get_default_clear_color(); - } else { - color = env->bg_color; - } - color.r *= env->bg_energy; - color.g *= env->bg_energy; - color.b *= env->bg_energy; - - Ref<Image> ret; - ret.instantiate(); - ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); - for (int i = 0; i < p_size.width; i++) { - for (int j = 0; j < p_size.height; j++) { - ret->set_pixel(i, j, color); + RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env); + + bool use_ambient_light = false; + bool use_cube_map = false; + if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) { + use_ambient_light = true; + } else { + use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY; + use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR; + } + use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid()); + + Color ambient_color; + float ambient_color_sky_mix = 0.0; + if (use_ambient_light) { + ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env); + const float ambient_energy = environment_get_ambient_light_energy(p_env); + ambient_color = environment_get_ambient_light(p_env); + ambient_color = ambient_color.srgb_to_linear(); + ambient_color.r *= ambient_energy; + ambient_color.g *= ambient_energy; + ambient_color.b *= ambient_energy; + } + + if (use_cube_map) { + Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy(p_env), p_bake_irradiance, p_size); + if (use_ambient_light) { + for (int x = 0; x < p_size.width; x++) { + for (int y = 0; y < p_size.height; y++) { + panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix)); + } } } - return ret; - } + return panorama; + } else { + const float bg_energy = environment_get_bg_energy(p_env); + Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env)); + panorama_color = panorama_color.srgb_to_linear(); + panorama_color.r *= bg_energy; + panorama_color.g *= bg_energy; + panorama_color.b *= bg_energy; + + if (use_ambient_light) { + panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix); + } - if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) { - return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size); + Ref<Image> panorama; + panorama.instantiate(); + panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); + panorama->fill(panorama_color); + return panorama; } return Ref<Image>(); @@ -505,6 +279,36 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba //////////////////////////////////////////////////////////// +RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) { + return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume); +} + +void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { + RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->transform = p_transform; +} +void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { + RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->active = p_active; +} + +RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { + RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, RID()); + return fvi->volume; +} + +Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const { + RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, Vector3()); + + return fvi->transform.get_origin(); +} + +//////////////////////////////////////////////////////////// + RID RendererSceneRenderRD::reflection_atlas_create() { ReflectionAtlas ra; ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count"); @@ -522,7 +326,7 @@ RID RendererSceneRenderRD::reflection_atlas_create() { } void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) { - ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); ERR_FAIL_COND(!ra); if (ra->size == p_reflection_size && ra->count == p_reflection_count) { @@ -557,7 +361,7 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref } int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const { - ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas); ERR_FAIL_COND_V(!ra, 0); return ra->size; @@ -573,7 +377,7 @@ RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) { } void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!rpi); rpi->transform = p_transform; @@ -581,13 +385,13 @@ void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instan } void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!rpi); if (rpi->atlas.is_null()) { return; //nothing to release } - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); ERR_FAIL_COND(!atlas); ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size()); atlas->reflections.write[rpi->atlas_index].owner = RID(); @@ -596,7 +400,7 @@ void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) } bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, false); if (rpi->rendering) { @@ -607,7 +411,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instanc return true; } - if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { + if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { return true; } @@ -615,28 +419,28 @@ bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instanc } bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, false); return rpi->atlas.is_valid(); } bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas); ERR_FAIL_COND_V(!atlas, false); - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, false); RD::get_singleton()->draw_command_begin_label("Reflection probe render"); - if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) { + if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) { WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings."); reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count); } - if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) { + if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) { // Invalidate reflection atlas, need to regenerate RD::get_singleton()->free(atlas->reflection); atlas->reflection = RID(); @@ -653,7 +457,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc if (atlas->reflection.is_null()) { int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1); - mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering + mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering { //reflection atlas was unused, create: RD::TextureFormat tf; @@ -677,7 +481,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc } atlas->reflections.resize(atlas->count); for (int i = 0; i < atlas->count; i++) { - atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format()); + atlas->reflections.write[i].data.update_reflection_data(atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format()); for (int j = 0; j < 6; j++) { atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer); } @@ -701,7 +505,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc uint64_t pass_min = 0; for (int i = 0; i < atlas->reflections.size(); i++) { - ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner); + ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner); if (rpi2->last_pass < pass_min) { pass_min = rpi2->last_pass; rpi->atlas_index = i; @@ -733,21 +537,21 @@ RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID } bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, false); ERR_FAIL_COND_V(!rpi->rendering, false); ERR_FAIL_COND_V(rpi->atlas.is_null(), false); - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); if (!atlas || rpi->atlas_index == -1) { //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering) rpi->rendering = false; return false; } - if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { + if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) { // Using real time reflections, all roughness is done in one step - atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false); + atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(false); rpi->rendering = false; rpi->processing_side = 0; rpi->processing_layer = 1; @@ -755,7 +559,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins } if (rpi->processing_layer > 1) { - atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality); + atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality); rpi->processing_layer++; if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) { rpi->rendering = false; @@ -766,7 +570,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins return false; } else { - atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality); + atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality); } rpi->processing_side++; @@ -779,30 +583,30 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins } uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, 0); - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); ERR_FAIL_COND_V(!atlas, 0); return atlas->size; } RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, RID()); ERR_FAIL_INDEX_V(p_index, 6, RID()); - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); ERR_FAIL_COND_V(!atlas, RID()); return atlas->reflections[rpi->atlas_index].fbs[p_index]; } RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, RID()); ERR_FAIL_INDEX_V(p_index, 6, RID()); - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas); ERR_FAIL_COND_V(!atlas, RID()); return atlas->depth_fb; } @@ -829,7 +633,7 @@ void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) { } void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(p_size < 0); p_size = next_power_of_2(p_size); @@ -845,13 +649,13 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool } for (int i = 0; i < 4; i++) { //clear subdivisions - shadow_atlas->quadrants[i].shadows.resize(0); + shadow_atlas->quadrants[i].shadows.clear(); shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); } //erase shadow atlas reference from lights - for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) { - LightInstance *li = light_instance_owner.getornull(E->key()); + for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) { + LightInstance *li = light_instance_owner.get_or_null(E.key); ERR_CONTINUE(!li); li->shadow_atlases.erase(p_atlas); } @@ -864,7 +668,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool } void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_INDEX(p_quadrant, 4); ERR_FAIL_INDEX(p_subdivision, 16384); @@ -886,13 +690,13 @@ void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, i for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); - LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); + LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); ERR_CONTINUE(!li); li->shadow_atlases.erase(p_atlas); } } - shadow_atlas->quadrants[p_quadrant].shadows.resize(0); + shadow_atlas->quadrants[p_quadrant].shadows.clear(); shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; @@ -947,7 +751,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, break; } - LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); + LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); ERR_CONTINUE(!sli); if (sli->last_scene_pass != scene_pass) { @@ -999,7 +803,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_ uint64_t pass = 0; if (sarr[j].owner.is_valid()) { - LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); + LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner); ERR_CONTINUE(!sli); if (sli->last_scene_pass == scene_pass) { @@ -1014,7 +818,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_ } if (sarr[j + 1].owner.is_valid()) { - LightInstance *sli = light_instance_owner.getornull(sarr[j + 1].owner); + LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner); ERR_CONTINUE(!sli); if (sli->last_scene_pass == scene_pass) { @@ -1052,11 +856,11 @@ bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_ return false; } -bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); +bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND_V(!shadow_atlas, false); - LightInstance *li = light_instance_owner.getornull(p_light_intance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND_V(!li, false); if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { @@ -1105,8 +909,8 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i bool should_realloc = false; bool should_redraw = false; - if (shadow_atlas->shadow_owners.has(p_light_intance)) { - old_key = shadow_atlas->shadow_owners[p_light_intance]; + if (shadow_atlas->shadow_owners.has(p_light_instance)) { + old_key = shadow_atlas->shadow_owners[p_light_instance]; old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK; @@ -1150,7 +954,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow); - sh->owner = p_light_intance; + sh->owner = p_light_instance; sh->alloc_tick = tick; sh->version = p_light_version; @@ -1161,7 +965,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow]; _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow); - extra_sh->owner = p_light_intance; + extra_sh->owner = p_light_instance; extra_sh->alloc_tick = tick; extra_sh->version = p_light_version; } @@ -1169,7 +973,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i li->shadow_atlases.insert(p_atlas); //update it in map - shadow_atlas->shadow_owners[p_light_intance] = new_key; + shadow_atlas->shadow_owners[p_light_instance] = new_key; //make it dirty, as it should redraw anyway return true; } @@ -1179,7 +983,7 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) { if (p_shadow->owner.is_valid()) { - LightInstance *sli = light_instance_owner.getornull(p_shadow->owner); + LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner); uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner]; if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) { @@ -1190,10 +994,10 @@ void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderR omni_shadow->owner = RID(); } + p_shadow_atlas->shadow_owners.erase(p_shadow->owner); p_shadow->version = 0; p_shadow->owner = RID(); sli->shadow_atlases.erase(p_atlas); - p_shadow_atlas->shadow_owners.erase(p_shadow->owner); } } @@ -1260,10 +1064,10 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0); - LightInstance *light_instance = light_instance_owner.getornull(p_light_intance); + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance); ERR_FAIL_COND_V(!light_instance, 0); - switch (storage->light_directional_get_shadow_mode(light_instance->light)) { + switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) { case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: @@ -1296,7 +1100,7 @@ void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokeh } void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) { - CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); + CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); ERR_FAIL_COND(!camfx); camfx->dof_blur_far_enabled = p_far_enable; @@ -1311,7 +1115,7 @@ void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bo } void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) { - CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); + CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); ERR_FAIL_COND(!camfx); camfx->override_exposure_enabled = p_enable; @@ -1321,11 +1125,11 @@ void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effe RID RendererSceneRenderRD::light_instance_create(RID p_light) { RID li = light_instance_owner.make_rid(LightInstance()); - LightInstance *light_instance = light_instance_owner.getornull(li); + LightInstance *light_instance = light_instance_owner.get_or_null(li); light_instance->self = li; light_instance->light = p_light; - light_instance->light_type = storage->light_get_type(p_light); + light_instance->light_type = RSG::light_storage->light_get_type(p_light); if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) { light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT); } @@ -1334,21 +1138,21 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) { } void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) { - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND(!light_instance); light_instance->transform = p_transform; } void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) { - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND(!light_instance); light_instance->aabb = p_aabb; } -void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); +void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND(!light_instance); ERR_FAIL_INDEX(p_pass, 6); @@ -1364,7 +1168,7 @@ void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_inst } void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) { - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND(!light_instance); light_instance->last_scene_pass = scene_pass; @@ -1407,7 +1211,7 @@ RID RendererSceneRenderRD::decal_instance_create(RID p_decal) { } void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) { - DecalInstance *di = decal_instance_owner.getornull(p_decal); + DecalInstance *di = decal_instance_owner.get_or_null(p_decal); ERR_FAIL_COND(!di); di->transform = p_transform; } @@ -1420,7 +1224,7 @@ RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) { return lightmap_instance_owner.make_rid(li); } void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) { - LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap); + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap); ERR_FAIL_COND(!li); li->transform = p_transform; } @@ -1443,7 +1247,7 @@ bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const { return gi.voxel_gi_needs_update(p_probe); } -void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) { +void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { if (!is_dynamic_gi_supported()) { return; } @@ -1451,15 +1255,15 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this); } -void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); +void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); if (!rb->sdfgi) { return; //nothing to debug } - rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform); + rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth); } //////////////////////////////// @@ -1474,12 +1278,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH); - // TODO make sure texture_create_shared_from_slice works for multiview - RD::TextureFormat tf; tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; tf.array_layers = rb->view_count; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; @@ -1490,6 +1292,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { } tf.mipmaps = mipmaps_required; + rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + tf.width = rb->internal_width; + tf.height = rb->internal_height; rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); //the second one is smaller (only used for separatable part of blur) tf.width >>= 1; @@ -1497,78 +1303,84 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { tf.mipmaps--; rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - int base_width = rb->width; - int base_height = rb->height; + for (uint32_t l = 0; l < rb->view_count; l++) { + RenderBuffers::Blur::Layer ll[2]; + int base_width = rb->internal_width; + int base_height = rb->internal_height; - for (uint32_t i = 0; i < mipmaps_required; i++) { - RenderBuffers::Blur::Mipmap mm; - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i); + for (uint32_t i = 0; i < mipmaps_required; i++) { + RenderBuffers::Blur::Mipmap mm; + mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, l, i); - mm.width = base_width; - mm.height = base_height; + mm.width = base_width; + mm.height = base_height; - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); - - mm.fb = RD::get_singleton()->framebuffer_create(fb); - } + if (!_render_buffers_can_be_storage()) { + Vector<RID> fb; + fb.push_back(mm.texture); - if (!_render_buffers_can_be_storage()) { - // and half texture, this is an intermediate result so just allocate a texture, is this good enough? - tf.width = MAX(1, base_width >> 1); - tf.height = base_height; - tf.mipmaps = 1; // 1 or 0? + mm.fb = RD::get_singleton()->framebuffer_create(fb); + } - mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + if (!_render_buffers_can_be_storage()) { + // and half texture, this is an intermediate result so just allocate a texture, is this good enough? + tf.width = MAX(1, base_width >> 1); + tf.height = base_height; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; + tf.mipmaps = 1; + + mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + Vector<RID> half_fb; + half_fb.push_back(mm.half_texture); + mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb); + } - Vector<RID> half_fb; - half_fb.push_back(mm.half_texture); - mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb); - } + ll[0].mipmaps.push_back(mm); - rb->blur[0].mipmaps.push_back(mm); + if (i > 0) { + mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, l, i - 1); - if (i > 0) { - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1); + if (!_render_buffers_can_be_storage()) { + Vector<RID> fb; + fb.push_back(mm.texture); - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(mm.texture); + mm.fb = RD::get_singleton()->framebuffer_create(fb); - mm.fb = RD::get_singleton()->framebuffer_create(fb); + // We can re-use the half texture here as it is an intermediate result + } - // We can re-use the half texture here as it is an intermediate result + ll[1].mipmaps.push_back(mm); } - rb->blur[1].mipmaps.push_back(mm); + base_width = MAX(1, base_width >> 1); + base_height = MAX(1, base_height >> 1); } - base_width = MAX(1, base_width >> 1); - base_height = MAX(1, base_height >> 1); + rb->blur[0].layers.push_back(ll[0]); + rb->blur[1].layers.push_back(ll[1]); } if (!_render_buffers_can_be_storage()) { // create 4 weight textures, 2 full size, 2 half size tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP - tf.width = rb->width; - tf.height = rb->height; - tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; - tf.array_layers = rb->view_count; + tf.width = rb->internal_width; + tf.height = rb->internal_height; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.array_layers = 1; // Our DOF effect handles one eye per turn tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; tf.mipmaps = 1; for (uint32_t i = 0; i < 4; i++) { // associated blur texture RID texture; - if (i == 0) { - texture = rb->texture; - } else if (i == 1) { - texture = rb->blur[0].mipmaps[0].texture; + if (i == 1) { + texture = rb->blur[0].layers[0].mipmaps[0].texture; } else if (i == 2) { - texture = rb->blur[1].mipmaps[0].texture; + texture = rb->blur[1].layers[0].mipmaps[0].texture; } else if (i == 3) { - texture = rb->blur[0].mipmaps[1].texture; + texture = rb->blur[0].layers[0].mipmaps[1].texture; } // create weight texture @@ -1576,23 +1388,18 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { // create frame buffer Vector<RID> fb; - fb.push_back(texture); + if (i != 0) { + fb.push_back(texture); + } fb.push_back(rb->weight_buffers[i].weight); rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb); if (i == 1) { // next 2 are half size - tf.width = MAX(1, tf.width >> 1); - tf.height = MAX(1, tf.height >> 1); + tf.width = MAX(1u, tf.width >> 1); + tf.height = MAX(1u, tf.height >> 1); } } - - { - // and finally an FB for just our base weights - Vector<RID> fb; - fb.push_back(rb->weight_buffers[0].weight); - rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb); - } } } @@ -1631,8 +1438,8 @@ void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *r void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { ERR_FAIL_COND(!rb->luminance.current.is_null()); - int w = rb->width; - int h = rb->height; + int w = rb->internal_width; + int h = rb->internal_height; while (true) { w = MAX(w / 8, 1); @@ -1679,14 +1486,46 @@ void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { } void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { + if (rb->views.size() > 1) { // if 1 these are copies ofs rb->internal_texture, rb->depth_texture and rb->texture_fb + for (int i = 0; i < rb->views.size(); i++) { + if (rb->views[i].view_fb.is_valid()) { + RD::get_singleton()->free(rb->views[i].view_fb); + } + if (rb->views[i].view_texture.is_valid()) { + RD::get_singleton()->free(rb->views[i].view_texture); + } + if (rb->views[i].view_depth.is_valid()) { + RD::get_singleton()->free(rb->views[i].view_depth); + } + } + } + rb->views.clear(); + if (rb->texture_fb.is_valid()) { RD::get_singleton()->free(rb->texture_fb); rb->texture_fb = RID(); } - if (rb->texture.is_valid()) { - RD::get_singleton()->free(rb->texture); + if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) { + RD::get_singleton()->free(rb->internal_texture); rb->texture = RID(); + rb->internal_texture = RID(); + rb->upscale_texture = RID(); + } else { + if (rb->texture.is_valid()) { + RD::get_singleton()->free(rb->texture); + rb->texture = RID(); + } + + if (rb->internal_texture.is_valid()) { + RD::get_singleton()->free(rb->internal_texture); + rb->internal_texture = RID(); + } + + if (rb->upscale_texture.is_valid()) { + RD::get_singleton()->free(rb->upscale_texture); + rb->upscale_texture = RID(); + } } if (rb->depth_texture.is_valid()) { @@ -1704,22 +1543,42 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->depth_back_texture = RID(); } + if (rb->sss_texture.is_valid()) { + RD::get_singleton()->free(rb->sss_texture); + rb->sss_texture = RID(); + } + + if (rb->vrs_fb.is_valid()) { + RD::get_singleton()->free(rb->vrs_fb); + rb->vrs_fb = RID(); + } + + if (rb->vrs_texture.is_valid()) { + RD::get_singleton()->free(rb->vrs_texture); + rb->vrs_texture = RID(); + } + for (int i = 0; i < 2; i++) { - for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) { - // do we free the texture slice here? or is it enough to free the main texture? + for (int l = 0; l < rb->blur[i].layers.size(); l++) { + for (int m = 0; m < rb->blur[i].layers[l].mipmaps.size(); m++) { + // do we free the texture slice here? or is it enough to free the main texture? - // do free the mobile extra stuff - if (rb->blur[i].mipmaps[m].fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb); - } - if (rb->blur[i].mipmaps[m].half_fb.is_valid()) { - RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb); - } - if (rb->blur[i].mipmaps[m].half_texture.is_valid()) { - RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture); + // do free the mobile extra stuff + if (rb->blur[i].layers[l].mipmaps[m].fb.is_valid()) { + RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].fb); + } + // texture and framebuffer in both blur mipmaps are shared, so only free from the first one + if (i == 0) { + if (rb->blur[i].layers[l].mipmaps[m].half_fb.is_valid()) { + RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_fb); + } + if (rb->blur[i].layers[l].mipmaps[m].half_texture.is_valid()) { + RD::get_singleton()->free(rb->blur[i].layers[l].mipmaps[m].half_texture); + } + } } } - rb->blur[i].mipmaps.clear(); + rb->blur[i].layers.clear(); if (rb->blur[i].texture.is_valid()) { RD::get_singleton()->free(rb->blur[i].texture); @@ -1747,53 +1606,39 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->luminance.current = RID(); } - if (rb->ssao.depth.is_valid()) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); + if (rb->ss_effects.linear_depth.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.linear_depth); + rb->ss_effects.linear_depth = RID(); + rb->ss_effects.linear_depth_slices.clear(); + } - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); + ss_effects->ssao_free(rb->ss_effects.ssao); + ss_effects->ssil_free(rb->ss_effects.ssil); + ss_effects->ssr_free(rb->ssr); - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); + if (rb->taa.history.is_valid()) { + RD::get_singleton()->free(rb->taa.history); + rb->taa.history = RID(); } - if (rb->ssr.blur_radius[0].is_valid()) { - RD::get_singleton()->free(rb->ssr.blur_radius[0]); - RD::get_singleton()->free(rb->ssr.blur_radius[1]); - rb->ssr.blur_radius[0] = RID(); - rb->ssr.blur_radius[1] = RID(); + if (rb->taa.temp.is_valid()) { + RD::get_singleton()->free(rb->taa.temp); + rb->taa.temp = RID(); } - if (rb->ssr.depth_scaled.is_valid()) { - RD::get_singleton()->free(rb->ssr.depth_scaled); - rb->ssr.depth_scaled = RID(); - RD::get_singleton()->free(rb->ssr.normal_scaled); - rb->ssr.normal_scaled = RID(); + if (rb->taa.prev_velocity.is_valid()) { + RD::get_singleton()->free(rb->taa.prev_velocity); + rb->taa.prev_velocity = RID(); } - if (rb->ambient_buffer.is_valid()) { - RD::get_singleton()->free(rb->ambient_buffer); - RD::get_singleton()->free(rb->reflection_buffer); - rb->ambient_buffer = RID(); - rb->reflection_buffer = RID(); - } + rb->rbgi.free(); } -void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); +void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; if (!can_use_effects) { //just copy @@ -1804,208 +1649,162 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri _allocate_blur_textures(rb); } - storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality); + RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality); } -void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); +void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) { + ERR_FAIL_NULL(ss_effects); + + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; if (!can_use_effects) { //just copy - storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID()); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID(), rb->view_count); return; } - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment); - ERR_FAIL_COND(!env); + ERR_FAIL_COND(p_environment.is_null()); - ERR_FAIL_COND(!env->ssr_enabled); + ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment)); - if (rb->ssr.depth_scaled.is_null()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - tf.width = rb->width / 2; - tf.height = rb->height / 2; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + Size2i half_size = Size2i(rb->internal_width / 2, rb->internal_height / 2); + if (rb->ssr.output.is_null()) { + ss_effects->ssr_allocate_buffers(rb->ssr, _render_buffers_get_color_format(), ssr_roughness_quality, half_size, rb->view_count); + } + RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS]; + for (uint32_t v = 0; v < rb->view_count; v++) { + texture_slices[v] = rb->views[v].view_texture; + depth_slices[v] = rb->views[v].view_depth; + } + ss_effects->screen_space_reflection(rb->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, p_metallic_mask, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), rb->view_count, p_projections, p_eye_offsets); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count); +} - rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); +void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) { + ERR_FAIL_NULL(ss_effects); - tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); - rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } + ERR_FAIL_COND(p_environment.is_null()); - if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->width / 2; - tf.height = rb->height / 2; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + RENDER_TIMESTAMP("Process SSAO"); - rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } + RendererRD::SSEffects::SSAOSettings settings; + settings.radius = environment_get_ssao_radius(p_environment); + settings.intensity = environment_get_ssao_intensity(p_environment); + settings.power = environment_get_ssao_power(p_environment); + settings.detail = environment_get_ssao_detail(p_environment); + settings.horizon = environment_get_ssao_horizon(p_environment); + settings.sharpness = environment_get_ssao_sharpness(p_environment); - if (rb->blur[0].texture.is_null()) { - _allocate_blur_textures(rb); - } + settings.quality = ssao_quality; + settings.half_size = ssao_half_size; + settings.adaptive_target = ssao_adaptive_target; + settings.blur_passes = ssao_blur_passes; + settings.fadeout_from = ssao_fadeout_from; + settings.fadeout_to = ssao_fadeout_to; + settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height); - storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection); - storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture); + ss_effects->ssao_allocate_buffers(rb->ss_effects.ssao, settings, rb->ss_effects.linear_depth); + ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings); } -void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); +void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) { + ERR_FAIL_NULL(ss_effects); + + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment); - ERR_FAIL_COND(!env); + ERR_FAIL_COND(p_environment.is_null()); - RENDER_TIMESTAMP("Process SSAO"); + RENDER_TIMESTAMP("Process SSIL"); - if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); - - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); - - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); - } - - int buffer_width; - int buffer_height; - int half_width; - int half_height; - if (ssao_half_size) { - buffer_width = (rb->width + 3) / 4; - buffer_height = (rb->height + 3) / 4; - half_width = (rb->width + 7) / 8; - half_height = (rb->height + 7) / 8; - } else { - buffer_width = (rb->width + 1) / 2; - buffer_height = (rb->height + 1) / 2; - half_width = (rb->width + 3) / 4; - half_height = (rb->height + 3) / 4; - } - bool uniform_sets_are_invalid = false; - if (rb->ssao.depth.is_null()) { - //allocate depth slices + RendererRD::SSEffects::SSILSettings settings; + settings.radius = environment_get_ssil_radius(p_environment); + settings.intensity = environment_get_ssil_intensity(p_environment); + settings.sharpness = environment_get_ssil_sharpness(p_environment); + settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment); - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.mipmaps = 4; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth"); - for (uint32_t i = 0; i < tf.mipmaps; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY); - rb->ssao.depth_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " "); - } - } + settings.quality = ssil_quality; + settings.half_size = ssil_half_size; + settings.adaptive_target = ssil_adaptive_target; + settings.blur_passes = ssil_blur_passes; + settings.fadeout_from = ssil_fadeout_from; + settings.fadeout_to = ssil_fadeout_to; + settings.full_screen_size = Size2i(rb->width, rb->height); - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0); - rb->ssao.ao_deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " "); - } + Projection correction; + correction.set_depth_correction(true); + Projection projection = correction * p_projection; + Transform3D transform = p_transform; + transform.set_origin(Vector3(0.0, 0.0, 0.0)); + Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); + + ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth); + ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings); + rb->ss_effects.last_frame_projection = projection; + rb->ss_effects.last_frame_transform = transform; +} + +void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + if (rb->ss_effects.ssil.last_frame.is_valid()) { + copy_effects->copy_to_rect(rb->texture, rb->ss_effects.ssil.last_frame, Rect2i(0, 0, rb->width, rb->height)); + + int width = rb->width; + int height = rb->height; + for (int i = 0; i < rb->ss_effects.ssil.last_frame_slices.size() - 1; i++) { + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + copy_effects->make_mipmap(rb->ss_effects.ssil.last_frame_slices[i], rb->ss_effects.ssil.last_frame_slices[i + 1], Size2i(width, height)); } + } +} - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; +void RendererSceneRenderRD::_process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + bool just_allocated = false; + if (rb->taa.history.is_null()) { + RD::TextureFormat tf; + if (rb->view_count > 1) { tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0); - rb->ssao.ao_pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); - } } + tf.format = _render_buffers_get_color_format(); + tf.width = rb->internal_width; + tf.height = rb->internal_height; + tf.array_layers = rb->view_count; // create a layer for every view + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0); - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = half_width; - tf.height = half_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map"); - rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong"); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->width; - tf.height = rb->height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final"); - } - ssao_using_half_size = ssao_half_size; - uniform_sets_are_invalid = true; - } + rb->taa.history = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->taa.temp = RD::get_singleton()->texture_create(tf, RD::TextureView()); - EffectsRD::SSAOSettings settings; - settings.radius = env->ssao_radius; - settings.intensity = env->ssao_intensity; - settings.power = env->ssao_power; - settings.detail = env->ssao_detail; - settings.horizon = env->ssao_horizon; - settings.sharpness = env->ssao_sharpness; + tf.format = RD::DATA_FORMAT_R16G16_SFLOAT; + rb->taa.prev_velocity = RD::get_singleton()->texture_create(tf, RD::TextureView()); + just_allocated = true; + } - settings.quality = ssao_quality; - settings.half_size = ssao_half_size; - settings.adaptive_target = ssao_adaptive_target; - settings.blur_passes = ssao_blur_passes; - settings.fadeout_from = ssao_fadeout_from; - settings.fadeout_to = ssao_fadeout_to; - settings.full_screen_size = Size2i(rb->width, rb->height); - settings.half_screen_size = Size2i(buffer_width, buffer_height); - settings.quarter_screen_size = Size2i(half_width, half_height); + RD::get_singleton()->draw_command_begin_label("TAA"); + if (!just_allocated) { + RendererCompositorRD::singleton->get_effects()->taa_resolve(rb->internal_texture, rb->taa.temp, rb->depth_texture, p_velocity_buffer, rb->taa.prev_velocity, rb->taa.history, Size2(rb->internal_width, rb->internal_height), p_z_near, p_z_far); + copy_effects->copy_to_rect(rb->taa.temp, rb->internal_texture, Rect2(0, 0, rb->internal_width, rb->internal_height)); + } - storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set); + copy_effects->copy_to_rect(rb->internal_texture, rb->taa.history, Rect2(0, 0, rb->internal_width, rb->internal_height)); + copy_effects->copy_to_rect(p_velocity_buffer, rb->taa.prev_velocity, Rect2(0, 0, rb->width, rb->height)); + RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); RD::get_singleton()->draw_command_begin_label("Copy screen texture"); @@ -2014,19 +1813,19 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData _allocate_blur_textures(rb); } - // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye - bool can_use_storage = _render_buffers_can_be_storage(); - if (can_use_storage) { - storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) { - storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height)); - } - } else { - storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height)); - for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) { - storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height)); + for (uint32_t v = 0; v < rb->view_count; v++) { + if (can_use_storage) { + copy_effects->copy_to_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height)); + for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { + copy_effects->make_mipmap(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].texture, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); + } + } else { + copy_effects->copy_to_fb_rect(rb->views[v].view_texture, rb->blur[0].layers[v].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height)); + for (int i = 1; i < rb->blur[0].layers[v].mipmaps.size(); i++) { + copy_effects->make_mipmap_raster(rb->blur[0].layers[v].mipmaps[i - 1].texture, rb->blur[0].layers[v].mipmaps[i].fb, Size2i(rb->blur[0].layers[v].mipmaps[i].width, rb->blur[0].layers[v].mipmaps[i].height)); + } } } @@ -2034,7 +1833,7 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData } void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); RD::get_singleton()->draw_command_begin_label("Copy depth texture"); @@ -2048,49 +1847,53 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR bool can_use_storage = _render_buffers_can_be_storage(); if (can_use_storage) { - storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height)); + copy_effects->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height)); } else { - storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height)); + copy_effects->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height)); } RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment); - //glow (if enabled) - CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects); + // Glow and override exposure (if enabled). + CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); bool can_use_effects = rb->width >= 8 && rb->height >= 8; bool can_use_storage = _render_buffers_can_be_storage(); - // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye - if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) { + RENDER_TIMESTAMP("Depth of Field"); RD::get_singleton()->draw_command_begin_label("DOF"); if (rb->blur[0].texture.is_null()) { _allocate_blur_textures(rb); } - EffectsRD::BokehBuffers buffers; + RendererRD::BokehDOF::BokehBuffers buffers; - // textures we use - buffers.base_texture_size = Size2i(rb->width, rb->height); - buffers.base_texture = rb->texture; - buffers.depth_texture = rb->depth_texture; - buffers.secondary_texture = rb->blur[0].mipmaps[0].texture; - buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture; - buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture; + // Textures we use + buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height); + buffers.secondary_texture = rb->blur[0].layers[0].mipmaps[0].texture; + buffers.half_texture[0] = rb->blur[1].layers[0].mipmaps[0].texture; + buffers.half_texture[1] = rb->blur[0].layers[0].mipmaps[1].texture; float bokeh_size = camfx->dof_blur_amount * 64.0; if (can_use_storage) { - storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal); + for (uint32_t i = 0; i < rb->view_count; i++) { + buffers.base_texture = rb->views[i].view_texture; + buffers.depth_texture = rb->views[i].view_depth; + + // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum + float z_near = p_render_data->view_projection[i].get_z_near(); + float z_far = p_render_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_compute(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, z_near, z_far, p_render_data->cam_orthogonal); + }; } else { - // set framebuffers - buffers.base_fb = rb->texture_fb; + // Set framebuffers. buffers.secondary_fb = rb->weight_buffers[1].fb; buffers.half_fb[0] = rb->weight_buffers[2].fb; buffers.half_fb[1] = rb->weight_buffers[3].fb; @@ -2099,42 +1902,53 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.weight_texture[2] = rb->weight_buffers[2].weight; buffers.weight_texture[3] = rb->weight_buffers[3].weight; - // set weight buffers - buffers.base_weight_fb = rb->base_weight_fb; + // Set weight buffers. + buffers.base_weight_fb = rb->weight_buffers[0].fb; + + for (uint32_t i = 0; i < rb->view_count; i++) { + buffers.base_texture = rb->views[i].view_texture; + buffers.depth_texture = rb->views[i].view_depth; + buffers.base_fb = rb->views[i].view_fb; - storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal); + // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum + float z_near = p_render_data->view_projection[i].get_z_near(); + float z_far = p_render_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, z_near, z_far, p_render_data->cam_orthogonal); + } } RD::get_singleton()->draw_command_end_label(); } - if (can_use_effects && env && env->auto_exposure) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) { + RENDER_TIMESTAMP("Auto exposure"); RD::get_singleton()->draw_command_begin_label("Auto exposure"); if (rb->luminance.current.is_null()) { _allocate_luminance_textures(rb); } - bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version; - rb->auto_exposure_version = env->auto_exposure_version; + bool set_immediate = environment_get_auto_exposure_version(p_render_data->environment) != rb->auto_exposure_version; + rb->auto_exposure_version = environment_get_auto_exposure_version(p_render_data->environment); - double step = env->auto_exp_speed * time_step; + double step = environment_get_auto_exp_speed(p_render_data->environment) * time_step; if (can_use_storage) { - storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate); } else { - storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); + RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, environment_get_min_luminance(p_render_data->environment), environment_get_max_luminance(p_render_data->environment), step, set_immediate); } - //swap final reduce with prev luminance + // Swap final reduce with prev luminance. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]); if (!can_use_storage) { SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]); } - RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on + RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on. RD::get_singleton()->draw_command_end_label(); } int max_glow_level = -1; - if (can_use_effects && env && env->glow_enabled) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { + RENDER_TIMESTAMP("Glow"); RD::get_singleton()->draw_command_begin_label("Gaussian Glow"); /* see that blur textures are allocated */ @@ -2144,34 +1958,37 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { - if (env->glow_levels[i] > 0.0) { - if (i >= rb->blur[1].mipmaps.size()) { - max_glow_level = rb->blur[1].mipmaps.size() - 1; + if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) { + if (i >= rb->blur[1].layers[0].mipmaps.size()) { + max_glow_level = rb->blur[1].layers[0].mipmaps.size() - 1; } else { max_glow_level = i; } } } - for (int i = 0; i < (max_glow_level + 1); i++) { - int vp_w = rb->blur[1].mipmaps[i].width; - int vp_h = rb->blur[1].mipmaps[i].height; + float luminance_multiplier = _render_buffers_get_luminance_multiplier(); + for (uint32_t l = 0; l < rb->view_count; l++) { + for (int i = 0; i < (max_glow_level + 1); i++) { + int vp_w = rb->blur[1].layers[l].mipmaps[i].width; + int vp_h = rb->blur[1].layers[l].mipmaps[i].height; - if (i == 0) { - RID luminance_texture; - if (env->auto_exposure && rb->luminance.current.is_valid()) { - luminance_texture = rb->luminance.current; - } - if (can_use_storage) { - storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); - } else { - storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); - } - } else { - if (can_use_storage) { - storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality); + if (i == 0) { + RID luminance_texture; + if (environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) { + luminance_texture = rb->luminance.current; + } + if (can_use_storage) { + copy_effects->gaussian_glow(rb->views[l].view_texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment)); + } else { + copy_effects->gaussian_glow_raster(rb->views[l].view_texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, environment_get_auto_exp_scale(p_render_data->environment)); + } } else { - storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality); + if (can_use_storage) { + copy_effects->gaussian_glow(rb->blur[1].layers[l].mipmaps[i - 1].texture, rb->blur[1].layers[l].mipmaps[i].texture, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality); + } else { + copy_effects->gaussian_glow_raster(rb->blur[1].layers[l].mipmaps[i - 1].texture, luminance_multiplier, rb->blur[1].layers[l].mipmaps[i].half_fb, rb->blur[1].layers[l].mipmaps[i].half_texture, rb->blur[1].layers[l].mipmaps[i].fb, Size2i(vp_w, vp_h), environment_get_glow_strength(p_render_data->environment), glow_high_quality); + } } } } @@ -2180,32 +1997,41 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } { + RENDER_TIMESTAMP("Tonemap"); RD::get_singleton()->draw_command_begin_label("Tonemap"); - //tonemap - EffectsRD::TonemapSettings tonemap; + RendererRD::ToneMapper::TonemapSettings tonemap; - if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment) && rb->luminance.current.is_valid()) { tonemap.use_auto_exposure = true; tonemap.exposure_texture = rb->luminance.current; - tonemap.auto_exposure_grey = env->auto_exp_scale; + tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment); } else { - tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } - if (can_use_effects && env && env->glow_enabled) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { tonemap.use_glow = true; - tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode); - tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity; + tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment)); + tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment); for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { - tonemap.glow_levels[i] = env->glow_levels[i]; + tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i]; } - tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width; - tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height; + tonemap.glow_texture_size.x = rb->blur[1].layers[0].mipmaps[0].width; + tonemap.glow_texture_size.y = rb->blur[1].layers[0].mipmaps[0].height; tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale; tonemap.glow_texture = rb->blur[1].texture; + if (environment_get_glow_map(p_render_data->environment).is_valid()) { + tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment); + tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment)); + } else { + tonemap.glow_map_strength = 0.0f; + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); + } + } else { - tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); } if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) { @@ -2213,89 +2039,108 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->width, rb->height); + tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height); + + if (p_render_data->environment.is_valid()) { + tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment); + tonemap.white = environment_get_white(p_render_data->environment); + tonemap.exposure = environment_get_exposure(p_render_data->environment); + } - if (env) { - tonemap.tonemap_mode = env->tone_mapper; - tonemap.white = env->white; - tonemap.exposure = env->exposure; + if (camfx && camfx->override_exposure_enabled) { + tonemap.exposure = camfx->override_exposure; } tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; - tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); - - if (can_use_effects && env) { - tonemap.use_bcs = env->adjustments_enabled; - tonemap.brightness = env->adjustments_brightness; - tonemap.contrast = env->adjustments_contrast; - tonemap.saturation = env->adjustments_saturation; - if (env->adjustments_enabled && env->color_correction.is_valid()) { + tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + + if (can_use_effects && p_render_data->environment.is_valid()) { + tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment); + tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment); + tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment); + tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment); + if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) { tonemap.use_color_correction = true; - tonemap.use_1d_color_correction = env->use_1d_color_correction; - tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction); + tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment); + tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment)); } } tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); tonemap.view_count = p_render_data->view_count; - storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); + tone_mapper->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); RD::get_singleton()->draw_command_end_label(); } - storage->render_target_disable_clear_request(rb->render_target); + if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) { + RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale"); + + RendererCompositorRD::singleton->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness); + + RD::get_singleton()->draw_command_end_label(); + } + + texture_storage->render_target_disable_clear_request(rb->render_target); } void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RD::get_singleton()->draw_command_begin_label("Post Process Subpass"); - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment); + // Override exposure (if enabled). + CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); bool can_use_effects = rb->width >= 8 && rb->height >= 8; RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass(); - EffectsRD::TonemapSettings tonemap; + RendererRD::ToneMapper::TonemapSettings tonemap; - if (env) { - tonemap.tonemap_mode = env->tone_mapper; - tonemap.exposure = env->exposure; - tonemap.white = env->white; + if (p_render_data->environment.is_valid()) { + tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment); + tonemap.exposure = environment_get_exposure(p_render_data->environment); + tonemap.white = environment_get_white(p_render_data->environment); + } + + if (camfx && camfx->override_exposure_enabled) { + tonemap.exposure = camfx->override_exposure; } // We don't support glow or auto exposure here, if they are needed, don't use subpasses! // The problem is that we need to use the result so far and process them before we can // apply this to our results. - if (can_use_effects && env && env->glow_enabled) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) { ERR_FAIL_MSG("Glow is not supported when using subpasses."); } - if (can_use_effects && env && env->auto_exposure) { + if (can_use_effects && p_render_data->environment.is_valid() && environment_get_auto_exposure(p_render_data->environment)) { ERR_FAIL_MSG("Glow is not supported when using subpasses."); } tonemap.use_glow = false; - tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); tonemap.use_auto_exposure = false; - tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; - tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); - - if (can_use_effects && env) { - tonemap.use_bcs = env->adjustments_enabled; - tonemap.brightness = env->adjustments_brightness; - tonemap.contrast = env->adjustments_contrast; - tonemap.saturation = env->adjustments_saturation; - if (env->adjustments_enabled && env->color_correction.is_valid()) { + tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + + if (can_use_effects && p_render_data->environment.is_valid()) { + tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment); + tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment); + tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment); + tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment); + if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) { tonemap.use_color_correction = true; - tonemap.use_1d_color_correction = env->use_1d_color_correction; - tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction); + tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment); + tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment)); } } @@ -2305,100 +2150,102 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); tonemap.view_count = p_render_data->view_count; - storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap); + tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap); RD::get_singleton()->draw_command_end_label(); } void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(!rb); - storage->render_target_disable_clear_request(rb->render_target); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + texture_storage->render_target_disable_clear_request(rb->render_target); } void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) { - EffectsRD *effects = storage->get_effects(); + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) { if (p_shadow_atlas.is_valid()) { RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas); - Size2 rtsize = storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + if (shadow_atlas_texture.is_null()) { + shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + } + + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) { if (directional_shadow_get_texture().is_valid()) { RID shadow_atlas_texture = directional_shadow_get_texture(); - Size2 rtsize = storage->render_target_get_size(rb->render_target); + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); + copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) { - RID decal_atlas = storage->decal_atlas_get_texture(); + RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); if (decal_atlas.is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); + copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true); } } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) { if (rb->luminance.current.is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true); + copy_effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true); } } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); - RID ao_buf = rb->ssao.ao_final; - effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + } + + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); - RID ambient_texture = rb->ambient_buffer; - RID reflection_texture = rb->reflection_buffer; - effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture); + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + RID ambient_texture = rb->rbgi.ambient_buffer; + RID reflection_texture = rb->rbgi.reflection_buffer; + copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) { if (p_occlusion_buffer.is_valid()) { - Size2 rtsize = storage->render_target_get_size(rb->render_target); - effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false); + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false); } } -} -void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) { - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->adjustments_enabled = p_enable; - env->adjustments_brightness = p_brightness; - env->adjustments_contrast = p_contrast; - env->adjustments_saturation = p_saturation; - env->use_1d_color_correction = p_use_1d_color_correction; - env->color_correction = p_color_correction; + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) { + Size2 rtsize = texture_storage->render_target_get_size(rb->render_target); + copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); + } } RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); if (!rb->blur[0].texture.is_valid()) { return RID(); //not valid at the moment @@ -2407,7 +2254,7 @@ RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_b } RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); if (!rb->depth_back_texture.is_valid()) { return RID(); //not valid at the moment @@ -2415,20 +2262,33 @@ RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_bu return rb->depth_back_texture; } +RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND_V(!rb, RID()); + + return rb->depth_texture; +} + RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND_V(!rb, RID()); + + return rb->ss_effects.ssao.ao_final; +} +RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - return rb->ssao.ao_final; + return rb->ss_effects.ssil.ssil_final; } RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - if (rb->gi.voxel_gi_buffer.is_null()) { - rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES); + if (rb->rbgi.voxel_gi_buffer.is_null()) { + rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES); } - return rb->gi.voxel_gi_buffer; + return rb->rbgi.voxel_gi_buffer; } RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() { @@ -2436,31 +2296,32 @@ RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() { } RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - return rb->ambient_buffer; + + return rb->rbgi.ambient_buffer; } RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - return rb->reflection_buffer; + return rb->rbgi.reflection_buffer; } uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0); ERR_FAIL_COND_V(!rb->sdfgi, 0); return rb->sdfgi->cascades.size(); } bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, false); return rb->sdfgi != nullptr; } RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); ERR_FAIL_COND_V(!rb->sdfgi, RID()); @@ -2468,7 +2329,7 @@ RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_rend } Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, Vector3()); ERR_FAIL_COND_V(!rb->sdfgi, Vector3()); ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3()); @@ -2477,24 +2338,24 @@ Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_ren } Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, Vector3i()); ERR_FAIL_COND_V(!rb->sdfgi, Vector3i()); ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i()); - int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR; + int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR; return rb->sdfgi->cascades[p_cascade].position / probe_divisor; } float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0); ERR_FAIL_COND_V(!rb->sdfgi, 0); return rb->sdfgi->normal_bias; } float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0); ERR_FAIL_COND_V(!rb->sdfgi, 0); ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0); @@ -2502,7 +2363,7 @@ float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_r return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1); } uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0); ERR_FAIL_COND_V(!rb->sdfgi, 0); @@ -2510,7 +2371,7 @@ uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID } uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0); ERR_FAIL_COND_V(!rb->sdfgi, 0); @@ -2518,7 +2379,7 @@ uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_rend } bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, false); ERR_FAIL_COND_V(!rb->sdfgi, false); @@ -2526,14 +2387,14 @@ bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render } float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, 0.0); ERR_FAIL_COND_V(!rb->sdfgi, 0.0); return rb->sdfgi->energy; } RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); ERR_FAIL_COND_V(!rb->sdfgi, RID()); @@ -2541,20 +2402,20 @@ RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_rend } bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, false); return rb->volumetric_fog != nullptr; } RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID()); return rb->volumetric_fog->fog_map; } RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); if (!rb->volumetric_fog) { @@ -2565,12 +2426,12 @@ RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID } float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); return rb->volumetric_fog->length; } float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) { - const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0); return rb->volumetric_fog->spread; } @@ -2587,17 +2448,32 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() { return true; } -void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) { +void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); + ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + if (!_render_buffers_can_be_storage()) { + p_internal_height = p_height; + p_internal_width = p_width; + } + + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); + update_uniform_sets(); + + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); // Should we add an overrule per viewport? + rb->internal_width = p_internal_width; + rb->internal_height = p_internal_height; rb->width = p_width; rb->height = p_height; + rb->fsr_sharpness = p_fsr_sharpness; rb->render_target = p_render_target; rb->msaa = p_msaa; rb->screen_space_aa = p_screen_space_aa; + rb->use_taa = p_use_taa; rb->use_debanding = p_use_debanding; rb->view_count = p_view_count; @@ -2616,8 +2492,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; } tf.format = _render_buffers_get_color_format(); - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; // If set to rb->width, msaa won't crash + tf.height = rb->internal_height; // If set to rb->width, msaa won't crash tf.array_layers = rb->view_count; // create a layer for every view tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { @@ -2625,7 +2501,17 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p } tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer - rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + if ((p_internal_width != p_width || p_internal_height != p_height)) { + tf.width = rb->width; + tf.height = rb->height; + rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } else { + rb->texture = rb->internal_texture; + rb->upscale_texture = rb->internal_texture; + } } { @@ -2634,13 +2520,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; } if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) { - tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; } else { tf.format = RD::DATA_FORMAT_R32_SFLOAT; } - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; tf.array_layers = rb->view_count; // create a layer for every view @@ -2653,19 +2539,50 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); } - if (!_render_buffers_can_be_storage()) { - // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS! - Vector<RID> fb; - fb.push_back(rb->texture); + { + if (!_render_buffers_can_be_storage()) { + // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS! + Vector<RID> fb; + fb.push_back(rb->internal_texture); + + rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count); + } - rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count); + rb->views.clear(); // JIC + if (rb->view_count == 1) { + // copy as a convenience + RenderBuffers::View view; + view.view_texture = rb->texture; + view.view_depth = rb->depth_texture; + view.view_fb = rb->texture_fb; + rb->views.push_back(view); + } else { + for (uint32_t i = 0; i < rb->view_count; i++) { + RenderBuffers::View view; + view.view_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->texture, i, 0); + view.view_depth = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->depth_texture, i, 0); + + if (!_render_buffers_can_be_storage()) { + Vector<RID> fb; + fb.push_back(view.view_texture); + view.view_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, 1); + } + + rb->views.push_back(view); + } + } + } + + RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(rb->render_target); + if (is_vrs_supported() && vrs_mode != RS::VIEWPORT_VRS_DISABLED) { + vrs->create_vrs_texture(p_internal_width, p_internal_height, p_view_count, rb->vrs_texture, rb->vrs_fb); } - RID target_texture = storage->render_target_get_rd_texture(rb->render_target); - rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count); + RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target); + rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_use_taa, p_view_count, rb->vrs_texture); if (is_clustered_enabled()) { - rb->cluster_builder->setup(Size2i(rb->width, rb->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); + rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture); } } @@ -2686,7 +2603,7 @@ void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, floa sss_depth_scale = p_depth_scale; } -void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { +void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum"); if (shadows_quality != p_quality) { @@ -2695,9 +2612,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { switch (shadows_quality) { case RS::SHADOW_QUALITY_HARD: { penumbra_shadow_samples = 4; - soft_shadow_samples = 1; + soft_shadow_samples = 0; shadows_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + penumbra_shadow_samples = 4; + soft_shadow_samples = 1; + shadows_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { penumbra_shadow_samples = 8; soft_shadow_samples = 4; @@ -2728,7 +2650,7 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { _update_shader_quality_settings(); } -void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) { +void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum"); if (directional_shadow_quality != p_quality) { @@ -2737,9 +2659,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q switch (directional_shadow_quality) { case RS::SHADOW_QUALITY_HARD: { directional_penumbra_shadow_samples = 4; - directional_soft_shadow_samples = 1; + directional_soft_shadow_samples = 0; directional_shadow_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + directional_penumbra_shadow_samples = 4; + directional_soft_shadow_samples = 1; + directional_shadow_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { directional_penumbra_shadow_samples = 8; directional_soft_shadow_samples = 4; @@ -2794,12 +2721,13 @@ bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const { } RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, nullptr); return rb->data; } void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) { + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); cluster.reflection_count = 0; for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) { @@ -2807,7 +2735,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti break; } - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflections[i]); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]); if (!rpi) { continue; } @@ -2834,37 +2762,37 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti Cluster::ReflectionData &reflection_ubo = cluster.reflections[i]; - Vector3 extents = storage->reflection_probe_get_extents(base_probe); + Vector3 extents = light_storage->reflection_probe_get_extents(base_probe); - rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe); + rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe); reflection_ubo.box_extents[0] = extents.x; reflection_ubo.box_extents[1] = extents.y; reflection_ubo.box_extents[2] = extents.z; reflection_ubo.index = rpi->atlas_index; - Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe); + Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe); reflection_ubo.box_offset[0] = origin_offset.x; reflection_ubo.box_offset[1] = origin_offset.y; reflection_ubo.box_offset[2] = origin_offset.z; - reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe); + reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe); - reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe); - reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe); + reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe); + reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe); - reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe); - reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe); + reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe); + reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe); - Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear(); - float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe); + Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear(); + float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe); reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy; reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy; reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy; Transform3D transform = rpi->transform; Transform3D proj = (p_camera_inverse_transform * transform).inverse(); - RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix); + RendererRD::MaterialStorage::store_transform(proj, reflection_ubo.local_matrix); if (current_cluster_builder != nullptr) { current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents); @@ -2879,13 +2807,15 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti } void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); + Transform3D inverse_transform = p_camera_transform.affine_inverse(); r_directional_light_count = 0; r_positional_light_count = 0; - sky.sky_scene_state.ubo.directional_light_count = 0; - Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized()); + Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); cluster.omni_light_count = 0; cluster.spot_light_count = 0; @@ -2893,7 +2823,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const r_directional_light_soft_shadows = false; for (int i = 0; i < (int)p_lights.size(); i++) { - LightInstance *li = light_instance_owner.getornull(p_lights[i]); + LightInstance *li = light_instance_owner.get_or_null(p_lights[i]); if (!li) { continue; } @@ -2901,46 +2831,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const ERR_CONTINUE(base.is_null()); - RS::LightType type = storage->light_get_type(base); + RS::LightType type = light_storage->light_get_type(base); switch (type) { case RS::LIGHT_DIRECTIONAL: { - // Copy to SkyDirectionalLightData - if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) { - RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count]; - Transform3D light_transform = li->transform; - Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); - - sky_light_data.direction[0] = world_direction.x; - sky_light_data.direction[1] = world_direction.y; - sky_light_data.direction[2] = -world_direction.z; - - float sign = storage->light_is_negative(base) ? -1 : 1; - sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); - - Color linear_col = storage->light_get_color(base).to_linear(); - sky_light_data.color[0] = linear_col.r; - sky_light_data.color[1] = linear_col.g; - sky_light_data.color[2] = linear_col.b; - - sky_light_data.enabled = true; - - float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - if (angular_diameter > 0.0) { - // I know tan(0) is 0, but let's not risk it with numerical precision. - // technically this will keep expanding until reaching the sun, but all we care - // is expand until we reach the radius of the near plane (there can't be more occluders than that) - angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); - if (storage->light_has_shadow(base)) { - r_directional_light_soft_shadows = true; - } - } else { - angular_diameter = 0.0; - } - sky_light_data.size = angular_diameter; - sky.sky_scene_state.ubo.directional_light_count++; - } - - if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) { + if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } @@ -2954,99 +2848,69 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.direction[1] = direction.y; light_data.direction[2] = direction.z; - float sign = storage->light_is_negative(base) ? -1 : 1; + float sign = light_storage->light_is_negative(base) ? -1 : 1; - light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; + light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; - Color linear_col = storage->light_get_color(base).to_linear(); + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); light_data.color[0] = linear_col.r; light_data.color[1] = linear_col.g; light_data.color[2] = linear_col.b; - light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); - light_data.mask = storage->light_get_cull_mask(base); + light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); + light_data.mask = light_storage->light_get_cull_mask(base); - float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset - Color shadow_col = storage->light_get_shadow_color(base).to_linear(); - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { - light_data.shadow_color1[0] = 1.0; - light_data.shadow_color1[1] = 0.0; - light_data.shadow_color1[2] = 0.0; - light_data.shadow_color1[3] = 1.0; - light_data.shadow_color2[0] = 0.0; - light_data.shadow_color2[1] = 1.0; - light_data.shadow_color2[2] = 0.0; - light_data.shadow_color2[3] = 1.0; - light_data.shadow_color3[0] = 0.0; - light_data.shadow_color3[1] = 0.0; - light_data.shadow_color3[2] = 1.0; - light_data.shadow_color3[3] = 1.0; - light_data.shadow_color4[0] = 1.0; - light_data.shadow_color4[1] = 1.0; - light_data.shadow_color4[2] = 0.0; - light_data.shadow_color4[3] = 1.0; - - } else { - light_data.shadow_color1[0] = shadow_col.r; - light_data.shadow_color1[1] = shadow_col.g; - light_data.shadow_color1[2] = shadow_col.b; - light_data.shadow_color1[3] = 1.0; - light_data.shadow_color2[0] = shadow_col.r; - light_data.shadow_color2[1] = shadow_col.g; - light_data.shadow_color2[2] = shadow_col.b; - light_data.shadow_color2[3] = 1.0; - light_data.shadow_color3[0] = shadow_col.r; - light_data.shadow_color3[1] = shadow_col.g; - light_data.shadow_color3[2] = shadow_col.b; - light_data.shadow_color3[3] = 1.0; - light_data.shadow_color4[0] = shadow_col.r; - light_data.shadow_color4[1] = shadow_col.g; - light_data.shadow_color4[2] = shadow_col.b; - light_data.shadow_color4[3] = 1.0; + WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet."); } - light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base); + light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0; - float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); if (angular_diameter > 0.0) { // I know tan(0) is 0, but let's not risk it with numerical precision. // technically this will keep expanding until reaching the sun, but all we care // is expand until we reach the radius of the near plane (there can't be more occluders than that) angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. + r_directional_light_soft_shadows = true; + } } else { angular_diameter = 0.0; } - if (light_data.shadow_enabled) { - RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); + if (light_data.shadow_opacity > 0.001) { + RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base); int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); - light_data.blend_splits = storage->light_directional_get_blend_splits(base); + light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base); for (int j = 0; j < 4; j++) { Rect2 atlas_rect = li->shadow_transform[j].atlas_rect; - CameraMatrix matrix = li->shadow_transform[j].camera; + Projection matrix = li->shadow_transform[j].camera; float split = li->shadow_transform[MIN(limit, j)].split; - CameraMatrix bias; + Projection bias; bias.set_light_bias(); - CameraMatrix rectm; + Projection rectm; rectm.set_light_atlas_rect(atlas_rect); Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse(); - CameraMatrix shadow_mtx = rectm * bias * matrix * modelview; + Projection shadow_mtx = rectm * bias * matrix * modelview; light_data.shadow_split_offsets[j] = split; float bias_scale = li->shadow_transform[j].bias_scale; - light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale; - light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size; - light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale; + light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale; + light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size; + light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale; light_data.shadow_z_range[j] = li->shadow_transform[j].farplane; light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin; - RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]); + RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]); Vector2 uv_scale = li->shadow_transform[j].uv_scale; uv_scale *= atlas_rect.size; //adapt to atlas size @@ -3070,14 +2934,14 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const } } - float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START); + float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START); light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep light_data.fade_to = -light_data.shadow_split_offsets[3]; - light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base); + light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base); - light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); + light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); light_data.softshadow_angle = angular_diameter; - light_data.bake_mode = storage->light_get_bake_mode(base); + light_data.bake_mode = light_storage->light_get_bake_mode(base); if (angular_diameter <= 0.0) { light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF @@ -3091,8 +2955,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const continue; } + const real_t distance = camera_plane.distance_to(li->transform.origin); + + if (light_storage->light_is_distance_fade_enabled(li->light)) { + const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); + const float fade_length = light_storage->light_get_distance_fade_length(li->light); + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + cluster.omni_light_sort[cluster.omni_light_count].instance = li; - cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin); + cluster.omni_light_sort[cluster.omni_light_count].depth = distance; cluster.omni_light_count++; } break; case RS::LIGHT_SPOT: { @@ -3100,8 +2978,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const continue; } + const real_t distance = camera_plane.distance_to(li->transform.origin); + + if (light_storage->light_is_distance_fade_enabled(li->light)) { + const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); + const float fade_length = light_storage->light_get_distance_fade_length(li->light); + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + cluster.spot_light_sort[cluster.spot_light_count].instance = li; - cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin); + cluster.spot_light_sort[cluster.spot_light_count].depth = distance; cluster.spot_light_count++; } break; } @@ -3122,7 +3014,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const ShadowAtlas *shadow_atlas = nullptr; if (p_shadow_atlas.is_valid() && p_using_shadows) { - shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); } bool using_forward_ids = _uses_forward_ids(); @@ -3140,20 +3032,44 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D light_transform = li->transform; - float sign = storage->light_is_negative(base) ? -1 : 1; - Color linear_col = storage->light_get_color(base).to_linear(); + float sign = light_storage->light_is_negative(base) ? -1 : 1; + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); + + light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION); - light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION); + // Reuse fade begin, fade length and distance for shadow LOD determination later. + float fade_begin = 0.0; + float fade_shadow = 0.0; + float fade_length = 0.0; + real_t distance = 0.0; - float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; + float fade = 1.0; + float shadow_opacity_fade = 1.0; + if (light_storage->light_is_distance_fade_enabled(li->light)) { + fade_begin = light_storage->light_get_distance_fade_begin(li->light); + fade_shadow = light_storage->light_get_distance_fade_shadow(li->light); + fade_length = light_storage->light_get_distance_fade_length(li->light); + distance = camera_plane.distance_to(li->transform.origin); + + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + if (distance > fade_begin) { + fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); + } + + if (distance > fade_shadow) { + shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length); + } + } + + float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade; light_data.color[0] = linear_col.r * energy; light_data.color[1] = linear_col.g * energy; light_data.color[2] = linear_col.b * energy; - light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0; - light_data.bake_mode = storage->light_get_bake_mode(base); + light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0; + light_data.bake_mode = light_storage->light_get_bake_mode(base); - float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); + float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); light_data.inv_radius = 1.0 / radius; Vector3 pos = inverse_transform.xform(light_transform.origin); @@ -3168,25 +3084,25 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.direction[1] = direction.y; light_data.direction[2] = direction.z; - float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); light_data.size = size; - light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION); - float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); + light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION); + float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle)); - light_data.mask = storage->light_get_cull_mask(base); + light_data.mask = light_storage->light_get_cull_mask(base); light_data.atlas_rect[0] = 0; light_data.atlas_rect[1] = 0; light_data.atlas_rect[2] = 0; light_data.atlas_rect[3] = 0; - RID projector = storage->light_get_projector(base); + RID projector = light_storage->light_get_projector(base); if (projector.is_valid()) { - Rect2 rect = storage->decal_atlas_get_texture_rect(projector); + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector); if (type == RS::LIGHT_SPOT) { light_data.projector_rect[0] = rect.position.x; @@ -3206,21 +3122,31 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.projector_rect[3] = 0; } - if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { + const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self); + + bool in_shadow_range = true; + if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) { + if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) { + // Out of range, don't draw shadows to improve performance. + in_shadow_range = false; + } + } + + if (needs_shadow && in_shadow_range) { // fill in the shadow information - light_data.shadow_enabled = true; + light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade; float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas); - light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0; + light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0; if (type == RS::LIGHT_SPOT) { - light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0; + light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0; } else { //omni - light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS); + light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS); } - light_data.transmittance_bias = storage->light_get_transmittance_bias(base); + light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base); Vector2i omni_offset; Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset); @@ -3230,15 +3156,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.atlas_rect[2] = rect.size.width; light_data.atlas_rect[3] = rect.size.height; - light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); - light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base); + light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); + light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base); if (type == RS::LIGHT_OMNI) { Transform3D proj = (inverse_transform * light_transform).inverse(); - RendererStorageRD::store_transform(proj, light_data.shadow_matrix); + RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix); - if (size > 0.0) { + if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. light_data.soft_shadow_size = size; } else { light_data.soft_shadow_size = 0.0; @@ -3249,14 +3177,16 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const light_data.direction[1] = omni_offset.y * float(rect.size.height); } else if (type == RS::LIGHT_SPOT) { Transform3D modelview = (inverse_transform * light_transform).inverse(); - CameraMatrix bias; + Projection bias; bias.set_light_bias(); - CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview; - RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix); + Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview; + RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix); - if (size > 0.0) { - CameraMatrix cm = li->shadow_transform[0].camera; + if (size > 0.0 && light_data.soft_shadow_scale > 0.0) { + // Only enable PCSS-like soft shadows if blurring is enabled. + // Otherwise, performance would decrease with no visual difference. + Projection cm = li->shadow_transform[0].camera; float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle)); light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width; } else { @@ -3265,10 +3195,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const } } } else { - light_data.shadow_enabled = false; + light_data.shadow_opacity = 0.0; } - li->cull_mask = storage->light_get_cull_mask(base); + li->cull_mask = light_storage->light_get_cull_mask(base); if (current_cluster_builder != nullptr) { current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle); @@ -3292,6 +3222,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const } void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + Transform3D uv_xform; uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0)); uv_xform.origin = Vector3(-1.0, 0.0, -1.0); @@ -3305,7 +3237,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const break; } - DecalInstance *di = decal_instance_owner.getornull(p_decals[i]); + DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]); if (!di) { continue; } @@ -3315,9 +3247,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; - if (storage->decal_is_distance_fade_enabled(decal)) { - float fade_begin = storage->decal_get_distance_fade_begin(decal); - float fade_length = storage->decal_get_distance_fade_length(decal); + if (texture_storage->decal_is_distance_fade_enabled(decal)) { + float fade_begin = texture_storage->decal_get_distance_fade_begin(decal); + float fade_length = texture_storage->decal_get_distance_fade_length(decal); if (distance > fade_begin) { if (distance > fade_begin + fade_length) { @@ -3345,42 +3277,43 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i); } - di->cull_mask = storage->decal_get_cull_mask(decal); + di->cull_mask = texture_storage->decal_get_cull_mask(decal); Transform3D xform = di->transform; float fade = 1.0; - if (storage->decal_is_distance_fade_enabled(decal)) { - real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; - float fade_begin = storage->decal_get_distance_fade_begin(decal); - float fade_length = storage->decal_get_distance_fade_length(decal); + if (texture_storage->decal_is_distance_fade_enabled(decal)) { + const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; + const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal); + const float fade_length = texture_storage->decal_get_distance_fade_length(decal); if (distance > fade_begin) { - fade = 1.0 - (distance - fade_begin) / fade_length; + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); } } Cluster::DecalData &dd = cluster.decals[i]; - Vector3 decal_extents = storage->decal_get_extents(decal); + Vector3 decal_extents = texture_storage->decal_get_extents(decal); Transform3D scale_xform; - scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z)); + scale_xform.basis.scale(decal_extents); Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse(); - RendererStorageRD::store_transform(to_decal_xform, dd.xform); + RendererRD::MaterialStorage::store_transform(to_decal_xform, dd.xform); - Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized(); + Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized(); normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine dd.normal[0] = normal.x; dd.normal[1] = normal.y; dd.normal[2] = normal.z; - dd.normal_fade = storage->decal_get_normal_fade(decal); + dd.normal_fade = texture_storage->decal_get_normal_fade(decal); - RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO); - RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION); + RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO); + RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION); if (albedo_tex.is_valid()) { - Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex); + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex); dd.albedo_rect[0] = rect.position.x; dd.albedo_rect[1] = rect.position.y; dd.albedo_rect[2] = rect.size.x; @@ -3395,17 +3328,17 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const dd.albedo_rect[3] = 0; } - RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL); + RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL); if (normal_tex.is_valid()) { - Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex); + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex); dd.normal_rect[0] = rect.position.x; dd.normal_rect[1] = rect.position.y; dd.normal_rect[2] = rect.size.x; dd.normal_rect[3] = rect.size.y; Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized(); - RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform); + RendererRD::MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform); } else { dd.normal_rect[0] = 0; dd.normal_rect[1] = 0; @@ -3413,9 +3346,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const dd.normal_rect[3] = 0; } - RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM); + RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM); if (orm_tex.is_valid()) { - Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex); + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex); dd.orm_rect[0] = rect.position.x; dd.orm_rect[1] = rect.position.y; dd.orm_rect[2] = rect.size.x; @@ -3428,7 +3361,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const } if (emission_tex.is_valid()) { - Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex); + Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex); dd.emission_rect[0] = rect.position.x; dd.emission_rect[1] = rect.position.y; dd.emission_rect[2] = rect.size.x; @@ -3440,16 +3373,16 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const dd.emission_rect[3] = 0; } - Color modulate = storage->decal_get_modulate(decal); + Color modulate = texture_storage->decal_get_modulate(decal); dd.modulate[0] = modulate.r; dd.modulate[1] = modulate.g; dd.modulate[2] = modulate.b; dd.modulate[3] = modulate.a * fade; - dd.emission_energy = storage->decal_get_emission_energy(decal) * fade; - dd.albedo_mix = storage->decal_get_albedo_mix(decal); - dd.mask = storage->decal_get_cull_mask(decal); - dd.upper_fade = storage->decal_get_upper_fade(decal); - dd.lower_fade = storage->decal_get_lower_fade(decal); + dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade; + dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal); + dd.mask = texture_storage->decal_get_cull_mask(decal); + dd.upper_fade = texture_storage->decal_get_upper_fade(decal); + dd.lower_fade = texture_storage->decal_get_lower_fade(decal); if (current_cluster_builder != nullptr) { current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents); @@ -3461,36 +3394,13 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const } } -void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { - ERR_FAIL_COND(!rb->volumetric_fog); - - RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map); - RD::get_singleton()->free(rb->volumetric_fog->light_density_map); - RD::get_singleton()->free(rb->volumetric_fog->fog_map); - - if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->uniform_set); - } - if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) { - RD::get_singleton()->free(rb->volumetric_fog->uniform_set2); - } - if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set); - } - if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set); - } +//////////////////////////////////////////////////////////////////////////////// +// FOG SHADER - memdelete(rb->volumetric_fog); - - rb->volumetric_fog = nullptr; -} - -void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) { +void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered - RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment); float ratio = float(rb->width) / float((rb->width + rb->height) / 2); uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio); @@ -3498,390 +3408,54 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e if (rb->volumetric_fog) { //validate - if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) { - _volumetric_fog_erase(rb); + if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment) || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) { + memdelete(rb->volumetric_fog); + rb->volumetric_fog = nullptr; } } - if (!env || !env->volumetric_fog_enabled) { + if (p_environment.is_null() || !environment_get_volumetric_fog_enabled(p_environment)) { //no reason to enable or update, bye return; } - RENDER_TIMESTAMP(">Volumetric Fog"); - - if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) { + if (p_environment.is_valid() && environment_get_volumetric_fog_enabled(p_environment) && !rb->volumetric_fog) { //required volumetric fog but not existing, create - rb->volumetric_fog = memnew(VolumetricFog); - rb->volumetric_fog->width = target_width; - rb->volumetric_fog->height = target_height; - rb->volumetric_fog->depth = volumetric_fog_depth; - - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = target_width; - tf.height = target_height; - tf.depth = volumetric_fog_depth; - tf.texture_type = RD::TEXTURE_TYPE_3D; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - - rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - - rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); - - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - - rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(rb->volumetric_fog->fog_map); - uniforms.push_back(u); - } - - rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG); + rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd)); } - //update volumetric fog - - if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { - //re create uniform set if needed - - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK)); - } else { - u.ids.push_back(shadow_atlas->depth); - } - - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 2; - if (directional_shadow.depth.is_valid()) { - u.ids.push_back(directional_shadow.depth); - } else { - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK)); - } - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 3; - u.ids.push_back(get_omni_light_buffer()); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 4; - u.ids.push_back(get_spot_light_buffer()); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 5; - u.ids.push_back(get_directional_light_buffer()); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 6; - u.ids.push_back(rb->cluster_builder->get_cluster_buffer()); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 7; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 8; - u.ids.push_back(rb->volumetric_fog->light_density_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; - u.ids.push_back(rb->volumetric_fog->fog_map); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 10; - u.ids.push_back(shadow_sampler); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 11; - u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers)); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 12; - for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) { - u.ids.push_back(rb->gi.voxel_gi_textures[i]); - } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 13; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 14; - u.ids.push_back(volumetric_fog.params_ubo); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 15; - u.ids.push_back(rb->volumetric_fog->prev_light_density_map); - uniforms.push_back(u); - } - - rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0); - - SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]); - - rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0); - } - - bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr); - - if (using_sdfgi) { - if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 0; - u.ids.push_back(gi.sdfgi_ubo); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - u.ids.push_back(rb->sdfgi->ambient_texture); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 2; - u.ids.push_back(rb->sdfgi->occlusion_texture); - uniforms.push_back(u); - } - - rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1); - } - } - - rb->volumetric_fog->length = env->volumetric_fog_length; - rb->volumetric_fog->spread = env->volumetric_fog_detail_spread; - - VolumetricFogShader::ParamsUBO params; - - Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); - Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); - float z_near = p_cam_projection.get_z_near(); - float z_far = p_cam_projection.get_z_far(); - float fog_end = env->volumetric_fog_length; - - Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); - Vector2 fog_near_size; - if (p_cam_projection.is_orthogonal()) { - fog_near_size = fog_far_size; - } else { - fog_near_size = Vector2(); - } - - params.fog_frustum_size_begin[0] = fog_near_size.x; - params.fog_frustum_size_begin[1] = fog_near_size.y; - - params.fog_frustum_size_end[0] = fog_far_size.x; - params.fog_frustum_size_end[1] = fog_far_size.y; - - params.z_near = z_near; - params.z_far = z_far; - - params.fog_frustum_end = fog_end; - - params.fog_volume_size[0] = rb->volumetric_fog->width; - params.fog_volume_size[1] = rb->volumetric_fog->height; - params.fog_volume_size[2] = rb->volumetric_fog->depth; - - params.directional_light_count = p_directional_light_count; - - Color light = env->volumetric_fog_light.to_linear(); - params.light_energy[0] = light.r * env->volumetric_fog_light_energy; - params.light_energy[1] = light.g * env->volumetric_fog_light_energy; - params.light_energy[2] = light.b * env->volumetric_fog_light_energy; - params.base_density = env->volumetric_fog_density; - - params.detail_spread = env->volumetric_fog_detail_spread; - params.gi_inject = env->volumetric_fog_gi_inject; - - params.cam_rotation[0] = p_cam_transform.basis[0][0]; - params.cam_rotation[1] = p_cam_transform.basis[1][0]; - params.cam_rotation[2] = p_cam_transform.basis[2][0]; - params.cam_rotation[3] = 0; - params.cam_rotation[4] = p_cam_transform.basis[0][1]; - params.cam_rotation[5] = p_cam_transform.basis[1][1]; - params.cam_rotation[6] = p_cam_transform.basis[2][1]; - params.cam_rotation[7] = 0; - params.cam_rotation[8] = p_cam_transform.basis[0][2]; - params.cam_rotation[9] = p_cam_transform.basis[1][2]; - params.cam_rotation[10] = p_cam_transform.basis[2][2]; - params.cam_rotation[11] = 0; - params.filter_axis = 0; - params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0; - params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; - - Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform; - storage->store_transform(to_prev_cam_view, params.to_prev_view); - - params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection; - params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount; - - { - uint32_t cluster_size = rb->cluster_builder->get_cluster_size(); - params.cluster_shift = get_shift_from_power_of_2(cluster_size); - - uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1; - uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1; - params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32); - params.cluster_width = cluster_screen_width; - params.max_cluster_element_count_div_32 = max_cluster_elements / 32; - - params.screen_size[0] = rb->width; - params.screen_size[1] = rb->height; - } - - /* Vector2 dssize = directional_shadow_get_size(); - push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x; - push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y; -*/ - - RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); - - RENDER_TIMESTAMP("Render Fog"); - RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - bool use_filter = volumetric_fog_filter_active; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); - - if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1); - } - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - - RD::get_singleton()->draw_command_end_label(); - - RD::get_singleton()->compute_list_end(); - - RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0); - - compute_list = RD::get_singleton()->compute_list_begin(); - - if (use_filter) { - RD::get_singleton()->draw_command_begin_label("Filter Fog"); - - RENDER_TIMESTAMP("Filter Fog"); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - - RD::get_singleton()->compute_list_end(); - //need restart for buffer update - - params.filter_axis = 1; - RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); - - compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0); - if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1); - } - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); + if (rb->volumetric_fog) { + RendererRD::Fog::VolumetricFogSettings settings; + settings.rb_size = Vector2i(rb->width, rb->height); + settings.time = time; + settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array(); + settings.max_cluster_elements = max_cluster_elements; + settings.volumetric_fog_filter_active = volumetric_fog_filter_active; + + settings.shadow_sampler = shadow_sampler; + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); + settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID(); + settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers); + settings.omni_light_buffer = get_omni_light_buffer(); + settings.spot_light_buffer = get_spot_light_buffer(); + settings.directional_shadow_depth = directional_shadow.depth; + settings.directional_light_buffer = get_directional_light_buffer(); + + settings.vfog = rb->volumetric_fog; + settings.cluster_builder = rb->cluster_builder; + settings.rbgi = &rb->rbgi; + settings.sdfgi = rb->sdfgi; + settings.env = p_environment; + settings.sky = &sky; + settings.gi = &gi; + + RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes); } - - RENDER_TIMESTAMP("Integrate Fog"); - RD::get_singleton()->draw_command_begin_label("Integrate Fog"); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1); - - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); - - RENDER_TIMESTAMP("<Volumetric Fog"); - RD::get_singleton()->draw_command_end_label(); - - rb->volumetric_fog->prev_cam_transform = p_cam_transform; } bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { if (p_render_data->render_buffers.is_valid()) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); if (rb->sdfgi != nullptr) { return true; } @@ -3892,14 +3466,13 @@ bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_da void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { if (p_render_data->render_buffers.is_valid()) { if (p_use_gi) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(rb == nullptr); if (rb->sdfgi == nullptr) { return; } - RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment); - rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky)); + rb->sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment))); } } } @@ -3912,11 +3485,12 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo } } -void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) { +void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices) { // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time + RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); if (p_render_data->render_buffers.is_valid() && p_use_gi) { - RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); ERR_FAIL_COND(rb == nullptr); if (rb->sdfgi != nullptr) { rb->sdfgi->store_probes(); @@ -3927,15 +3501,15 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool render_state.shadows.clear(); render_state.directional_shadows.clear(); - Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier(); { for (int i = 0; i < render_state.render_shadow_count; i++) { - LightInstance *li = light_instance_owner.getornull(render_state.render_shadows[i].light); + LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light); - if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) { + if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) { render_state.directional_shadows.push_back(i); - } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { + } else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { render_state.cube_shadows.push_back(i); } else { render_state.shadows.push_back(i); @@ -3944,7 +3518,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //cube shadows are rendered in their own way for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (render_state.directional_shadows.size()) { @@ -3961,7 +3535,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi; if (render_shadows && render_gi) { - RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)"); + RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)"); } else if (render_shadows) { RENDER_TIMESTAMP("Render Shadows"); } else if (render_gi) { @@ -3974,11 +3548,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //render directional shadows for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); } //render positional shadows for (uint32_t i = 0; i < render_state.shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); } _render_shadow_process(); @@ -3986,7 +3560,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //start GI if (render_gi) { - gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this); + gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_vrs_slices, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this); } //Do shadow rendering (in parallel with GI) @@ -3998,9 +3572,42 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier } - if (p_render_data->render_buffers.is_valid()) { + if (p_render_data->render_buffers.is_valid() && ss_effects) { + if (p_use_ssao || p_use_ssil) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); + ERR_FAIL_COND(!rb); + + bool invalidate_uniform_set = false; + if (rb->ss_effects.linear_depth.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = (rb->width + 1) / 2; + tf.height = (rb->height + 1) / 2; + tf.mipmaps = 5; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth"); + for (uint32_t i = 0; i < tf.mipmaps; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); + rb->ss_effects.linear_depth_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); + } + invalidate_uniform_set = true; + } + + ss_effects->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection); + } + if (p_use_ssao) { - _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection); + // TODO make these proper stereo + _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection); + } + + if (p_use_ssil) { + // TODO make these proper stereo + _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform); } } @@ -4014,7 +3621,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool bool using_shadows = true; if (p_render_data->reflection_probe.is_valid()) { - if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { + if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { using_shadows = false; } } else { @@ -4036,22 +3643,24 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool if (p_render_data->render_buffers.is_valid()) { bool directional_shadows = false; for (uint32_t i = 0; i < directional_light_count; i++) { - if (cluster.directional_lights[i].shadow_enabled) { + if (cluster.directional_lights[i].shadow_opacity > 0.001) { directional_shadows = true; break; } } if (is_volumetric_supported()) { - _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count); + _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes); } } } -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { +void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + // getting this here now so we can direct call a bunch of things more easily RenderBuffers *rb = nullptr; if (p_render_buffers.is_valid()) { - rb = render_buffers_owner.getornull(p_render_buffers); + rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); } @@ -4063,14 +3672,23 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; render_data.cam_projection = p_camera_data->main_projection; - render_data.view_projection[0] = p_camera_data->main_projection; - render_data.cam_ortogonal = p_camera_data->is_ortogonal; + render_data.cam_orthogonal = p_camera_data->is_orthogonal; + render_data.taa_jitter = p_camera_data->taa_jitter; render_data.view_count = p_camera_data->view_count; for (uint32_t v = 0; v < p_camera_data->view_count; v++) { + render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; render_data.view_projection[v] = p_camera_data->view_projection[v]; } + render_data.prev_cam_transform = p_prev_camera_data->main_transform; + render_data.prev_cam_projection = p_prev_camera_data->main_projection; + render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter; + + for (uint32_t v = 0; v < p_camera_data->view_count; v++) { + render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v]; + } + render_data.z_near = p_camera_data->main_projection.get_z_near(); render_data.z_far = p_camera_data->main_projection.get_z_far(); @@ -4080,6 +3698,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.voxel_gi_instances = &p_voxel_gi_instances; render_data.decals = &p_decals; render_data.lightmaps = &p_lightmaps; + render_data.fog_volumes = &p_fog_volumes; render_data.environment = p_environment; render_data.camera_effects = p_camera_effects; render_data.shadow_atlas = p_shadow_atlas; @@ -4089,12 +3708,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData // this should be the same for all cameras.. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z)); + render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } render_state.render_shadows = p_render_shadows; @@ -4125,15 +3744,15 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData Color clear_color; if (p_render_buffers.is_valid()) { - clear_color = storage->render_target_get_clear_request_color(rb->render_target); + clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target); } else { - clear_color = storage->get_default_clear_color(); + clear_color = RSG::texture_storage->get_default_clear_color(); } //assign render indices to voxel_gi_instances if (is_dynamic_gi_supported()) { for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) { - RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]); + RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]); if (voxel_gi_inst) { voxel_gi_inst->render_index = i; } @@ -4144,8 +3763,8 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData // render_data.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_data.reflection_probe)) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe); - ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas); if (!ra) { ERR_PRINT("reflection probe has no reflection atlas! Bug?"); current_cluster_builder = nullptr; @@ -4177,20 +3796,28 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements(); } + if (rb != nullptr && rb->vrs_fb.is_valid()) { + // vrs_fb will only be valid if vrs is enabled + vrs->update_vrs_texture(rb->vrs_fb, rb->render_target); + } + _render_scene(&render_data, clear_color); if (p_render_buffers.is_valid()) { /* _debug_draw_cluster(p_render_buffers); - - RENDER_TIMESTAMP("Tonemap"); - _render_buffers_post_process_and_tonemap(&render_data); */ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex); if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) { - rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture); + Vector<RID> view_rids; + + for (int v = 0; v < rb->views.size(); v++) { + view_rids.push_back(rb->views[v].view_texture); + } + + rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids); } } } @@ -4222,8 +3849,8 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) { } } -void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { - LightInstance *light_instance = light_instance_owner.getornull(p_light); +void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { + LightInstance *light_instance = light_instance_owner.get_or_null(p_light); ERR_FAIL_COND(!light_instance); Rect2i atlas_rect; @@ -4243,10 +3870,10 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, bool flip_y = false; - CameraMatrix light_projection; + Projection light_projection; Transform3D light_transform; - if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) { + if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) { //set pssm stuff if (light_instance->last_scene_shadow_pass != scene_pass) { light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light); @@ -4254,16 +3881,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, light_instance->last_scene_shadow_pass = scene_pass; } - use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0; + use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0; light_projection = light_instance->shadow_transform[p_pass].camera; light_transform = light_instance->shadow_transform[p_pass].transform; - atlas_rect.position.x = light_instance->directional_rect.position.x; - atlas_rect.position.y = light_instance->directional_rect.position.y; - atlas_rect.size.width = light_instance->directional_rect.size.x; - atlas_rect.size.height = light_instance->directional_rect.size.y; + atlas_rect = light_instance->directional_rect; - if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { atlas_rect.size.width /= 2; atlas_rect.size.height /= 2; @@ -4272,10 +3896,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, } else if (p_pass == 2) { atlas_rect.position.y += atlas_rect.size.height; } else if (p_pass == 3) { - atlas_rect.position.x += atlas_rect.size.width; - atlas_rect.position.y += atlas_rect.size.height; + atlas_rect.position += atlas_rect.size; } - } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + } else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { atlas_rect.size.height /= 2; if (p_pass == 0) { @@ -4289,7 +3912,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size; light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size; - zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); + zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); render_fb = directional_shadow.fb; render_texture = RID(); @@ -4298,7 +3921,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, } else { //set from shadow atlas - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); @@ -4323,13 +3946,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, atlas_rect.size.width = shadow_size; atlas_rect.size.height = shadow_size; - zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); + zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE); - if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) { + if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) { bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0; dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0); - if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { + if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) { ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2); render_fb = cubemap->side_fb[p_pass]; @@ -4364,7 +3987,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, flip_y = true; } - } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) { + } else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) { light_projection = light_instance->shadow_transform[0].camera; light_transform = light_instance->shadow_transform[0].transform; @@ -4376,54 +3999,54 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, if (render_cubemap) { //rendering to cubemap - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); if (finalize_cubemap) { _render_shadow_process(); _render_shadow_end(); //reblit Rect2 atlas_rect_norm = atlas_rect; - atlas_rect_norm.position.x /= float(atlas_size); - atlas_rect_norm.position.y /= float(atlas_size); - atlas_rect_norm.size.x /= float(atlas_size); - atlas_rect_norm.size.y /= float(atlas_size); - storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); + atlas_rect_norm.position /= float(atlas_size); + atlas_rect_norm.size /= float(atlas_size); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size; - storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); //restore transform so it can be properly used - light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0); + light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0); } } else { //render shadow - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); } } -void RendererSceneRenderRD::render_material(const Transform3D &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_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region); +void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { + _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region); } -void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) { - ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider)); - Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale(); - CameraMatrix cm; +void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) { + RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); + + ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider)); + Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale(); + Projection cm; cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0); Vector3 cam_pos = p_transform.origin; cam_pos.y += extents.y; Transform3D cam_xform; - cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized()); + cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized()); - RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider); + RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider); _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances); } bool RendererSceneRenderRD::free(RID p_rid) { if (render_buffers_owner.owns(p_rid)) { - RenderBuffers *rb = render_buffers_owner.getornull(p_rid); + RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid); _free_render_buffer_data(rb); memdelete(rb->data); if (rb->sdfgi) { @@ -4432,58 +4055,47 @@ bool RendererSceneRenderRD::free(RID p_rid) { rb->sdfgi = nullptr; } if (rb->volumetric_fog) { - _volumetric_fog_erase(rb); + memdelete(rb->volumetric_fog); + rb->volumetric_fog = nullptr; } if (rb->cluster_builder) { memdelete(rb->cluster_builder); } render_buffers_owner.free(p_rid); - } else if (environment_owner.owns(p_rid)) { - //not much to delete, just free it - environment_owner.free(p_rid); + } else if (is_environment(p_rid)) { + environment_free(p_rid); } else if (camera_effects_owner.owns(p_rid)) { //not much to delete, just free it camera_effects_owner.free(p_rid); } else if (reflection_atlas_owner.owns(p_rid)) { reflection_atlas_set_size(p_rid, 0, 0); - ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_rid); + ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid); if (ra->cluster_builder) { memdelete(ra->cluster_builder); } reflection_atlas_owner.free(p_rid); } else if (reflection_probe_instance_owner.owns(p_rid)) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid); _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id); reflection_probe_release_atlas_index(p_rid); reflection_probe_instance_owner.free(p_rid); } else if (decal_instance_owner.owns(p_rid)) { - DecalInstance *di = decal_instance_owner.getornull(p_rid); + DecalInstance *di = decal_instance_owner.get_or_null(p_rid); _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id); decal_instance_owner.free(p_rid); } else if (lightmap_instance_owner.owns(p_rid)) { lightmap_instance_owner.free(p_rid); - } else if (gi.voxel_gi_instance_owner.owns(p_rid)) { - RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid); - if (voxel_gi->texture.is_valid()) { - RD::get_singleton()->free(voxel_gi->texture); - RD::get_singleton()->free(voxel_gi->write_buffer); - } - - for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) { - RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture); - RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth); - } - - gi.voxel_gi_instance_owner.free(p_rid); + } else if (gi.voxel_gi_instance_owns(p_rid)) { + gi.voxel_gi_instance_free(p_rid); } else if (sky.sky_owner.owns(p_rid)) { sky.update_dirty_skys(); sky.free_sky(p_rid); } else if (light_instance_owner.owns(p_rid)) { - LightInstance *light_instance = light_instance_owner.getornull(p_rid); + LightInstance *light_instance = light_instance_owner.get_or_null(p_rid); //remove from shadow atlases.. - for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get()); + for (const RID &E : light_instance->shadow_atlases) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E); ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); uint32_t key = shadow_atlas->shadow_owners[p_rid]; uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; @@ -4507,7 +4119,8 @@ bool RendererSceneRenderRD::free(RID p_rid) { } else if (shadow_atlas_owner.owns(p_rid)) { shadow_atlas_set_size(p_rid, 0); shadow_atlas_owner.free(p_rid); - + } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) { + RendererRD::Fog::get_singleton()->fog_instance_free(p_rid); } else { return false; } @@ -4579,9 +4192,9 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto //RID sampled_light; - GeometryInstance *gi = geometry_instance_create(p_base); + RenderGeometryInstance *gi = geometry_instance_create(p_base); - uint32_t sc = RSG::storage->mesh_get_surface_count(p_base); + uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base); Vector<RID> materials; materials.resize(sc); @@ -4591,7 +4204,7 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto } } - geometry_instance_set_surface_materials(gi, materials); + gi->set_surface_materials(materials); if (cull_argument.size() == 0) { cull_argument.push_back(nullptr); @@ -4673,6 +4286,10 @@ int RendererSceneRenderRD::get_max_directional_lights() const { return cluster.max_directional_lights; } +bool RendererSceneRenderRD::is_vrs_supported() const { + return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS); +} + bool RendererSceneRenderRD::is_dynamic_gi_supported() const { // usable by default (unless low end = true) return true; @@ -4692,8 +4309,7 @@ uint32_t RendererSceneRenderRD::get_max_elements() const { return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements"); } -RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { - storage = p_storage; +RendererSceneRenderRD::RendererSceneRenderRD() { singleton = this; } @@ -4705,12 +4321,12 @@ void RendererSceneRenderRD::init() { /* SKY SHADER */ - sky.init(storage); + sky.init(); /* GI */ if (is_dynamic_gi_supported()) { - gi.init(storage, &sky); + gi.init(&sky); } { //decals @@ -4748,18 +4364,7 @@ void RendererSceneRenderRD::init() { } if (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"); - volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); - volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); - volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); - volumetric_fog.shader.initialize(volumetric_fog_modes, defines); - volumetric_fog.shader_version = volumetric_fog.shader.version_create(); - for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) { - volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i)); - } - volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); + RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array()); } { @@ -4783,12 +4388,15 @@ void RendererSceneRenderRD::init() { sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality"))); sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale"); sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale"); + + environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to")); + directional_penumbra_shadow_kernel = memnew_arr(float, 128); directional_soft_shadow_kernel = memnew_arr(float, 128); penumbra_shadow_kernel = memnew_arr(float, 128); soft_shadow_kernel = memnew_arr(float, 128); - shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality")))); - directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality")))); + positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality")))); + directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality")))); environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth")); environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")); @@ -4797,11 +4405,36 @@ void RendererSceneRenderRD::init() { light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter")))); cull_argument.set_page_pool(&cull_argument_pool); + + bool can_use_storage = _render_buffers_can_be_storage(); + bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage)); + copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage)); + tone_mapper = memnew(RendererRD::ToneMapper); + vrs = memnew(RendererRD::VRS); + if (can_use_storage) { + ss_effects = memnew(RendererRD::SSEffects); + } } RendererSceneRenderRD::~RendererSceneRenderRD() { - for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) { - RD::get_singleton()->free(E->get().cubemap); + if (bokeh_dof) { + memdelete(bokeh_dof); + } + if (copy_effects) { + memdelete(copy_effects); + } + if (tone_mapper) { + memdelete(tone_mapper); + } + if (vrs) { + memdelete(vrs); + } + if (ss_effects) { + memdelete(ss_effects); + } + + for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) { + RD::get_singleton()->free(E.value.cubemap); } if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) { @@ -4810,21 +4443,12 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { if (is_dynamic_gi_supported()) { gi.free(); + } - volumetric_fog.shader.version_free(volumetric_fog.shader_version); - RD::get_singleton()->free(volumetric_fog.params_ubo); + if (is_volumetric_supported()) { + RendererRD::Fog::get_singleton()->free_fog_shader(); } - RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); - sky.sky_shader.shader.version_free(md->shader_data->version); - RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer); - RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer); - memdelete_arr(sky.sky_scene_state.directional_lights); - memdelete_arr(sky.sky_scene_state.last_frame_directional_lights); - storage->free(sky.sky_shader.default_shader); - storage->free(sky.sky_shader.default_material); - storage->free(sky.sky_scene_state.fog_shader); - storage->free(sky.sky_scene_state.fog_material); memdelete_arr(directional_penumbra_shadow_kernel); memdelete_arr(directional_soft_shadow_kernel); memdelete_arr(penumbra_shadow_kernel); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index eb61af517a..22e9ead243 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,54 +28,65 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H -#define RENDERING_SERVER_SCENE_RENDER_RD_H +#ifndef RENDERER_SCENE_RENDER_RD_H +#define RENDERER_SCENE_RENDER_RD_H #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/cluster_builder_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h" -#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" -#include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h" +#include "servers/rendering/renderer_rd/effects/bokeh_dof.h" +#include "servers/rendering/renderer_rd/effects/copy_effects.h" +#include "servers/rendering/renderer_rd/effects/ss_effects.h" +#include "servers/rendering/renderer_rd/effects/tone_mapper.h" +#include "servers/rendering/renderer_rd/effects/vrs.h" +#include "servers/rendering/renderer_rd/environment/fog.h" +#include "servers/rendering/renderer_rd/environment/gi.h" +#include "servers/rendering/renderer_rd/environment/sky.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" struct RenderDataRD { - RID render_buffers = RID(); + RID render_buffers; - Transform3D cam_transform = Transform3D(); - CameraMatrix cam_projection = CameraMatrix(); - bool cam_ortogonal = false; + Transform3D cam_transform; + Projection cam_projection; + Vector2 taa_jitter; + bool cam_orthogonal = false; // For stereo rendering uint32_t view_count = 1; - CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; + Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + + Transform3D prev_cam_transform; + Projection prev_cam_projection; + Vector2 prev_taa_jitter; + Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; float z_near = 0.0; float z_far = 0.0; - const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr; + const PagedArray<RenderGeometryInstance *> *instances = nullptr; const PagedArray<RID> *lights = nullptr; const PagedArray<RID> *reflection_probes = nullptr; const PagedArray<RID> *voxel_gi_instances = nullptr; const PagedArray<RID> *decals = nullptr; const PagedArray<RID> *lightmaps = nullptr; - RID environment = RID(); - RID camera_effects = RID(); - RID shadow_atlas = RID(); - RID reflection_atlas = RID(); - RID reflection_probe = RID(); + const PagedArray<RID> *fog_volumes = nullptr; + RID environment; + RID camera_effects; + RID shadow_atlas; + RID reflection_atlas; + RID reflection_probe; int reflection_probe_pass = 0; float lod_distance_multiplier = 0.0; - Plane lod_camera_plane = Plane(); - float screen_lod_threshold = 0.0; + Plane lod_camera_plane; + float screen_mesh_lod_threshold = 0.0; - RID cluster_buffer = RID(); + RID cluster_buffer; uint32_t cluster_size = 0; uint32_t cluster_max_elements = 0; @@ -86,16 +97,19 @@ struct RenderDataRD { }; class RendererSceneRenderRD : public RendererSceneRender { - friend RendererSceneSkyRD; - friend RendererSceneGIRD; + friend RendererRD::SkyRD; + friend RendererRD::GI; protected: - RendererStorageRD *storage; - double time; - double time_step = 0; + RendererRD::BokehDOF *bokeh_dof = nullptr; + RendererRD::CopyEffects *copy_effects = nullptr; + RendererRD::ToneMapper *tone_mapper = nullptr; + RendererRD::VRS *vrs = nullptr; + double time = 0.0; + double time_step = 0.0; struct RenderBufferData { - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0; + virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0; virtual ~RenderBufferData() {} }; virtual RenderBufferData *_create_render_buffer_data() = 0; @@ -107,32 +121,37 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; virtual void _render_shadow_begin() = 0; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; virtual void _render_shadow_process() = 0; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0; - virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; - virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; - virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0; - virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0; + virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; + virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; + virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0; + virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0; - void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform); + void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); void _debug_draw_cluster(RID p_render_buffers); RenderBufferData *render_buffers_get_data(RID p_render_buffers); virtual void _base_uniforms_changed() = 0; virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0; + virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0; + + void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection); + void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive); + void _process_sss(RID p_render_buffers, const Projection &p_camera); + void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform); - void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection); - void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive); - void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera); + void _copy_framebuffer_to_ssil(RID p_render_buffers); + void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far); bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); - void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer); + void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices); void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); @@ -141,19 +160,12 @@ protected: void _disable_clear_request(const RenderDataRD *p_render_data); // needed for a single argument calls (material and uv2) - PagedArrayPool<GeometryInstance *> cull_argument_pool; - PagedArray<GeometryInstance *> cull_argument; //need this to exist - - RendererSceneGIRD gi; - RendererSceneSkyRD sky; + PagedArrayPool<RenderGeometryInstance *> cull_argument_pool; + PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist - RendererSceneEnvironmentRD *get_environment(RID p_environment) { - if (p_environment.is_valid()) { - return environment_owner.getornull(p_environment); - } else { - return nullptr; - } - }; + RendererRD::SSEffects *ss_effects = nullptr; + RendererRD::GI gi; + RendererRD::SkyRD sky; //used for mobile renderer mostly @@ -190,7 +202,7 @@ private: struct Reflection { RID owner; - RendererSceneSkyRD::ReflectionData data; + RendererRD::SkyRD::ReflectionData data; RID fbs[6]; }; @@ -229,7 +241,7 @@ private: struct DecalInstance { RID decal; Transform3D transform; - uint32_t cull_mask; + uint32_t cull_mask = 0; ForwardID forward_id = -1; }; @@ -249,7 +261,7 @@ private: struct ShadowShrinkStage { RID texture; RID filter_texture; - uint32_t size; + uint32_t size = 0; }; struct ShadowAtlas { @@ -261,39 +273,32 @@ private: }; struct Quadrant { - uint32_t subdivision; + uint32_t subdivision = 0; struct Shadow { RID owner; - uint64_t version; - uint64_t fog_version; // used for fog - uint64_t alloc_tick; - - Shadow() { - version = 0; - fog_version = 0; - alloc_tick = 0; - } + uint64_t version = 0; + uint64_t fog_version = 0; // used for fog + uint64_t alloc_tick = 0; + + Shadow() {} }; Vector<Shadow> shadows; - Quadrant() { - subdivision = 0; //not in use - } - + Quadrant() {} } quadrants[4]; int size_order[4] = { 0, 1, 2, 3 }; uint32_t smallest_subdiv = 0; int size = 0; - bool use_16_bits = false; + bool use_16_bits = true; RID depth; RID fb; //for copying - Map<RID, uint32_t> shadow_owners; + HashMap<RID, uint32_t> shadow_owners; }; RID_Owner<ShadowAtlas> shadow_atlas_owner; @@ -309,10 +314,10 @@ private: float shadows_quality_radius = 1.0; float directional_shadow_quality_radius = 1.0; - float *directional_penumbra_shadow_kernel; - float *directional_soft_shadow_kernel; - float *penumbra_shadow_kernel; - float *soft_shadow_kernel; + float *directional_penumbra_shadow_kernel = nullptr; + float *directional_soft_shadow_kernel = nullptr; + float *penumbra_shadow_kernel = nullptr; + float *soft_shadow_kernel = nullptr; int directional_penumbra_shadow_samples = 0; int directional_soft_shadow_samples = 0; int penumbra_shadow_samples = 0; @@ -328,9 +333,8 @@ private: int light_count = 0; int size = 0; - bool use_16_bits = false; + bool use_16_bits = true; int current_light = 0; - } directional_shadow; void _update_directional_shadow_atlas(); @@ -342,7 +346,7 @@ private: RID side_fb[6]; }; - Map<int, ShadowCubemap> shadow_cubemaps; + HashMap<int, ShadowCubemap> shadow_cubemaps; ShadowCubemap *_get_shadow_cubemap(int p_size); void _create_shadow_cubemaps(); @@ -351,7 +355,7 @@ private: struct LightInstance { struct ShadowTransform { - CameraMatrix camera; + Projection camera; Transform3D transform; float farplane; float split; @@ -384,7 +388,7 @@ private: Rect2 directional_rect; - Set<RID> shadow_atlases; //shadow atlases where this light is registered + HashSet<RID> shadow_atlases; //shadow atlases where this light is registered ForwardID forward_id = -1; @@ -397,17 +401,22 @@ private: RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; bool ssao_half_size = false; - bool ssao_using_half_size = false; float ssao_adaptive_target = 0.5; int ssao_blur_passes = 2; float ssao_fadeout_from = 50.0; float ssao_fadeout_to = 300.0; + RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool ssil_half_size = false; + bool ssil_using_half_size = false; + float ssil_adaptive_target = 0.5; + int ssil_blur_passes = 4; + float ssil_fadeout_from = 50.0; + float ssil_fadeout_to = 300.0; + bool glow_bicubic_upscale = false; bool glow_high_quality = false; - RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW; - - mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner; + RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; /* CAMERA EFFECTS */ @@ -440,13 +449,16 @@ private: ClusterBuilderSharedDataRD cluster_builder_shared; ClusterBuilderRD *current_cluster_builder = nullptr; - struct VolumetricFog; - struct RenderBuffers { RenderBufferData *data = nullptr; - int width = 0, height = 0; + int internal_width = 0; + int internal_height = 0; + int width = 0; + int height = 0; + float fsr_sharpness = 0.2f; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; + bool use_taa = false; bool use_debanding = false; uint32_t view_count = 1; @@ -454,13 +466,26 @@ private: uint64_t auto_exposure_version = 1; - RID texture; //main texture for rendering to, must be filled after done rendering + RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0] + RID internal_texture; //main texture for rendering to, must be filled after done rendering + RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling) RID depth_texture; //main depth texture RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! + RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling) + RID vrs_texture; // texture for vrs. + RID vrs_fb; // framebuffer to write to our vrs texture + + // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images) + struct View { + RID view_texture; // texture slice for this view/layer + RID view_depth; // depth slice for this view/layer + RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! + }; + Vector<View> views; - RendererSceneGIRD::SDFGI *sdfgi = nullptr; - VolumetricFog *volumetric_fog = nullptr; - RendererSceneGIRD::RenderBuffersGI gi; + RendererRD::GI::SDFGI *sdfgi = nullptr; + RendererRD::GI::RenderBuffersGI rbgi; + RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr; ClusterBuilderRD *cluster_builder = nullptr; @@ -479,19 +504,22 @@ private: RID half_fb; }; - Vector<Mipmap> mipmaps; + struct Layer { + Vector<Mipmap> mipmaps; + }; + + Vector<Layer> layers; }; Blur blur[2]; //the second one starts from the first mipmap struct WeightBuffers { RID weight; - RID fb; // FB with both texture and weight + RID fb; // FB with both texture and weight writing into one level lower }; // 2 full size, 2 half size WeightBuffers weight_buffers[4]; // Only used in raster - RID base_weight_fb; // base buffer for weight RID depth_back_texture; RID depth_back_fb; // only used on mobile @@ -505,29 +533,26 @@ private: RID current_fb; } luminance; - struct SSAO { - RID depth; - Vector<RID> depth_slices; - RID ao_deinterleaved; - Vector<RID> ao_deinterleaved_slices; - RID ao_pong; - Vector<RID> ao_pong_slices; - RID ao_final; - RID importance_map[2]; + struct SSEffects { + RID linear_depth; + Vector<RID> linear_depth_slices; RID downsample_uniform_set; - RID gather_uniform_set; - RID importance_map_uniform_set; - } ssao; - struct SSR { - RID normal_scaled; - RID depth_scaled; - RID blur_radius[2]; - } ssr; + Projection last_frame_projection; + Transform3D last_frame_transform; - RID ambient_buffer; - RID reflection_buffer; + RendererRD::SSEffects::SSAORenderBuffers ssao; + RendererRD::SSEffects::SSILRenderBuffers ssil; + } ss_effects; + + RendererRD::SSEffects::SSRRenderBuffers ssr; + + struct TAA { + RID history; + RID temp; + RID prev_velocity; // Last frame velocity buffer + } taa; }; /* GI */ @@ -583,7 +608,7 @@ private: float inv_spot_attenuation; float cos_spot_angle; float specular_amount; - uint32_t shadow_enabled; + float shadow_opacity; float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv float shadow_matrix[16]; @@ -608,7 +633,7 @@ private: float softshadow_angle; float soft_shadow_scale; uint32_t blend_splits; - uint32_t shadow_enabled; + float shadow_opacity; float fade_from; float fade_to; uint32_t pad[2]; @@ -621,10 +646,6 @@ private: float shadow_range_begin[4]; float shadow_split_offsets[4]; float shadow_matrices[4][16]; - float shadow_color1[4]; - float shadow_color2[4]; - float shadow_color3[4]; - float shadow_color4[4]; float uv_scale1[2]; float uv_scale2[2]; float uv_scale3[2]; @@ -652,27 +673,27 @@ private: template <class T> struct InstanceSort { float depth; - T *instance; + T *instance = nullptr; bool operator<(const InstanceSort &p_sort) const { return depth < p_sort.depth; } }; - ReflectionData *reflections; + ReflectionData *reflections = nullptr; InstanceSort<ReflectionProbeInstance> *reflection_sort; uint32_t max_reflections; RID reflection_buffer; uint32_t max_reflection_probes_per_instance; uint32_t reflection_count = 0; - DecalData *decals; + DecalData *decals = nullptr; InstanceSort<DecalInstance> *decal_sort; uint32_t max_decals; RID decal_buffer; uint32_t decal_count; - LightData *omni_lights; - LightData *spot_lights; + LightData *omni_lights = nullptr; + LightData *spot_lights = nullptr; InstanceSort<LightInstance> *omni_light_sort; InstanceSort<LightInstance> *spot_light_sort; @@ -682,7 +703,7 @@ private: uint32_t omni_light_count = 0; uint32_t spot_light_count = 0; - DirectionalLightData *directional_lights; + DirectionalLightData *directional_lights = nullptr; uint32_t max_directional_lights; RID directional_light_buffer; @@ -704,89 +725,6 @@ private: bool depth_prepass_used; // this does not seem used anywhere... } render_state; - struct VolumetricFog { - enum { - MAX_TEMPORAL_FRAMES = 16 - }; - - uint32_t width = 0; - uint32_t height = 0; - uint32_t depth = 0; - - float length; - float spread; - - RID light_density_map; - RID prev_light_density_map; - - RID fog_map; - RID uniform_set; - RID uniform_set2; - RID sdfgi_uniform_set; - RID sky_uniform_set; - - int last_shadow_filter = -1; - - Transform3D prev_cam_transform; - }; - - enum { - VOLUMETRIC_FOG_SHADER_DENSITY, - VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI, - VOLUMETRIC_FOG_SHADER_FILTER, - VOLUMETRIC_FOG_SHADER_FOG, - VOLUMETRIC_FOG_SHADER_MAX, - }; - - struct VolumetricFogShader { - struct ParamsUBO { - float fog_frustum_size_begin[2]; - float fog_frustum_size_end[2]; - - float fog_frustum_end; - float z_near; - float z_far; - uint32_t filter_axis; - - int32_t fog_volume_size[3]; - uint32_t directional_light_count; - - float light_energy[3]; - float base_density; - - float detail_spread; - float gi_inject; - uint32_t max_voxel_gi_instances; - uint32_t cluster_type_size; - - float screen_size[2]; - uint32_t cluster_shift; - uint32_t cluster_width; - - uint32_t max_cluster_element_count_div_32; - uint32_t use_temporal_reprojection; - uint32_t temporal_frame; - float temporal_blend; - - float cam_rotation[12]; - float to_prev_view[16]; - }; - - VolumetricFogShaderRD shader; - - RID params_ubo; - RID shader_version; - RID pipelines[VOLUMETRIC_FOG_SHADER_MAX]; - - } volumetric_fog; - - uint32_t volumetric_fog_depth = 128; - uint32_t volumetric_fog_size = 128; - bool volumetric_fog_filter_active = true; - - void _volumetric_fog_erase(RenderBuffers *rb); - void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count); - RID shadow_sampler; uint64_t scene_pass = 0; @@ -801,37 +739,48 @@ private: uint32_t max_cluster_elements = 512; - 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, RendererScene::RenderInfo *p_render_info = nullptr); + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); + + /* Volumetric Fog */ + + uint32_t volumetric_fog_size = 128; + uint32_t volumetric_fog_depth = 128; + bool volumetric_fog_filter_active = true; + + void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); public: - virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0; - virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0; + static RendererSceneRenderRD *get_singleton() { return singleton; } + + /* GI */ + + RendererRD::GI *get_gi() { return &gi; } /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() override; - virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override; + virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; - virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override; + virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override; _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) { - ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND_V(!atlas, false); return atlas->shadow_owners.has(p_light_intance); } _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) { - ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND_V(!atlas, RID()); return atlas->depth; } _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) { - ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas); ERR_FAIL_COND_V(!atlas, Size2i()); return Size2(atlas->size, atlas->size); } - virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override; + virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; virtual int get_directional_light_shadow_size(RID p_light_intance) override; virtual void set_directional_shadow_count(int p_count) override; @@ -863,63 +812,16 @@ public: /* ENVIRONMENT API */ - virtual RID environment_allocate() override; - virtual void environment_initialize(RID p_rid) override; - - virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override; - virtual void environment_set_sky(RID p_env, RID p_sky) override; - virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override; - virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override; - virtual void environment_set_bg_color(RID p_env, const Color &p_color) override; - virtual void environment_set_bg_energy(RID p_env, float p_energy) override; - virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override; - virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override; - - virtual RS::EnvironmentBG environment_get_background(RID p_env) const override; - RID environment_get_sky(RID p_env) const; - float environment_get_sky_custom_fov(RID p_env) const; - Basis environment_get_sky_orientation(RID p_env) const; - Color environment_get_bg_color(RID p_env) const; - float environment_get_bg_energy(RID p_env) const; - virtual int environment_get_canvas_max_layer(RID p_env) const override; - Color environment_get_ambient_light_color(RID p_env) const; - RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const; - float environment_get_ambient_light_energy(RID p_env) const; - float environment_get_ambient_sky_contribution(RID p_env) const; - RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const; - Color environment_get_ao_color(RID p_env) const; - - virtual bool is_environment(RID p_env) const override; - - virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override; virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override; virtual void environment_glow_set_use_high_quality(bool p_enable) override; - virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override; - bool environment_is_fog_enabled(RID p_env) const; - Color environment_get_fog_light_color(RID p_env) const; - float environment_get_fog_light_energy(RID p_env) const; - float environment_get_fog_sun_scatter(RID p_env) const; - float environment_get_fog_density(RID p_env) const; - float environment_get_fog_height(RID p_env) const; - float environment_get_fog_height_density(RID p_env) const; - float environment_get_fog_aerial_perspective(RID p_env) const; - - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override; - virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override; - virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override; - virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override; virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; - bool environment_is_ssao_enabled(RID p_env) const; - float environment_get_ssao_ao_affect(RID p_env) const; - float environment_get_ssao_light_affect(RID p_env) const; - bool environment_is_ssr_enabled(RID p_env) const; - bool environment_is_sdfgi_enabled(RID p_env) const; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; + virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; @@ -927,11 +829,10 @@ public: virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override; RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const; - virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override; - virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override; - virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; + /* CAMERA EFFECTS */ + virtual RID camera_effects_allocate() override; virtual void camera_effects_initialize(RID p_rid) override; @@ -942,30 +843,32 @@ public: virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override; bool camera_effects_uses_dof(RID p_camera_effects) { - CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects); + CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects); return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0; } + /* LIGHT INSTANCE API */ + virtual RID light_instance_create(RID p_light) override; virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override; virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override; - virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override; + virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override; virtual void light_instance_mark_visible(RID p_light_instance) override; _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->light; } _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->transform; } _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - LightInstance *li = light_instance_owner.getornull(p_light_instance); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); uint32_t key = shadow_atlas->shadow_owners[li->self]; uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; @@ -999,17 +902,17 @@ public: return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size)); } - _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].camera; } _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) { #ifdef DEBUG_ENABLED - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0); #endif - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas); ERR_FAIL_COND_V(!shadow_atlas, 0); #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0); @@ -1027,68 +930,76 @@ public: _FORCE_INLINE_ Transform3D light_instance_get_shadow_transform(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].transform; } _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].bias_scale; } _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].farplane; } _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].range_begin; } _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].uv_scale; } _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].atlas_rect; } _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].split; } _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->shadow_transform[p_index].shadow_texel_size; } _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); li->last_pass = p_pass; } _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->last_pass; } _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->forward_id; } _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) { - LightInstance *li = light_instance_owner.getornull(p_light_instance); + LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->light_type; } + /* FOG VOLUMES */ + + virtual RID fog_volume_instance_create(RID p_fog_volume) override; + virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; + virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; + virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; + virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; + virtual RID reflection_atlas_create() override; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override; virtual int reflection_atlas_get_size(RID p_ref_atlas) const override; _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) { - ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas); + ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas); ERR_FAIL_COND_V(!atlas, RID()); return atlas->reflection; } @@ -1107,41 +1018,41 @@ public: RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index); _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, RID()); return rpi->probe; } _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, 0); return rpi->forward_id; } _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!rpi); rpi->last_pass = p_render_pass; } _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, 0); return rpi->last_pass; } _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, Transform3D()); return rpi->transform; } _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!rpi, -1); return rpi->atlas_index; @@ -1151,32 +1062,32 @@ public: virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override; _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.getornull(p_decal); + DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); return decal->decal; } _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.getornull(p_decal); + DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); return decal->forward_id; } _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const { - DecalInstance *decal = decal_instance_owner.getornull(p_decal); + DecalInstance *decal = decal_instance_owner.get_or_null(p_decal); return decal->transform; } virtual RID lightmap_instance_create(RID p_lightmap) override; virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override; _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) { - return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr; + return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr; } _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) { - LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance); + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); return li->lightmap; } _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) { - LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance); + LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance); return li->transform; } @@ -1185,7 +1096,7 @@ public: virtual RID voxel_gi_instance_create(RID p_base) override; virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override; virtual bool voxel_gi_needs_update(RID p_probe) const override; - virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override; + virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override; virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; } /* render buffers */ @@ -1194,10 +1105,12 @@ public: virtual RD::DataFormat _render_buffers_get_color_format(); virtual bool _render_buffers_can_be_storage(); virtual RID render_buffers_create() override; - virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override; + virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; virtual void gi_set_use_half_resolution(bool p_enable) override; + RID render_buffers_get_depth_texture(RID p_render_buffers); RID render_buffers_get_ao_texture(RID p_render_buffers); + RID render_buffers_get_ssil_texture(RID p_render_buffers); RID render_buffers_get_back_buffer_texture(RID p_render_buffers); RID render_buffers_get_back_depth_texture(RID p_render_buffers); RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers); @@ -1224,11 +1137,13 @@ public: float render_buffers_get_volumetric_fog_end(RID p_render_buffers); float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers); - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; + virtual void update_uniform_sets(){}; + + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; - virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; + virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; - virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override; + virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override; virtual void set_scene_pass(uint64_t p_pass) override { scene_pass = p_pass; @@ -1246,8 +1161,8 @@ public: RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const; virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; - virtual void shadows_quality_set(RS::ShadowQuality p_quality) override; - virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override; + virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; + virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void decals_set_filter(RS::DecalFilter p_filter) override; virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; @@ -1295,6 +1210,7 @@ public: virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; + virtual bool is_vrs_supported() const; virtual bool is_dynamic_gi_supported() const; virtual bool is_clustered_enabled() const; virtual bool is_volumetric_supported() const; @@ -1302,8 +1218,8 @@ public: void init(); - RendererSceneRenderRD(RendererStorageRD *p_storage); + RendererSceneRenderRD(); ~RendererSceneRenderRD(); }; -#endif // RASTERIZER_SCENE_RD_H +#endif // RENDERER_SCENE_RENDER_RD_H diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp deleted file mode 100644 index 14a5a01054..0000000000 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ /dev/null @@ -1,9556 +0,0 @@ -/*************************************************************************/ -/* renderer_storage_rd.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 "renderer_storage_rd.h" - -#include "core/config/engine.h" -#include "core/config/project_settings.h" -#include "core/io/resource_loader.h" -#include "core/math/math_defs.h" -#include "renderer_compositor_rd.h" -#include "servers/rendering/rendering_server_globals.h" -#include "servers/rendering/shader_language.h" - -bool RendererStorageRD::can_create_resources_async() const { - return true; -} - -Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) { - Ref<Image> image = p_image->duplicate(); - - switch (p_image->get_format()) { - case Image::FORMAT_L8: { - r_format.format = RD::DATA_FORMAT_R8_UNORM; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; //luminance - case Image::FORMAT_LA8: { - r_format.format = RD::DATA_FORMAT_R8G8_UNORM; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_G; - } break; //luminance-alpha - case Image::FORMAT_R8: { - r_format.format = RD::DATA_FORMAT_R8_UNORM; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_RG8: { - r_format.format = RD::DATA_FORMAT_R8G8_UNORM; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_RGB8: { - //this format is not mandatory for specification, check if supported first - if (false && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT) && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_SRGB, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_R8G8B8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8_SRGB; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; - case Image::FORMAT_RGBA8: { - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_RGBA4444: { - r_format.format = RD::DATA_FORMAT_B4G4R4A4_UNORM_PACK16; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; //needs swizzle - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_RGB565: { - r_format.format = RD::DATA_FORMAT_B5G6R5_UNORM_PACK16; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_RF: { - r_format.format = RD::DATA_FORMAT_R32_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; //float - case Image::FORMAT_RGF: { - r_format.format = RD::DATA_FORMAT_R32G32_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_RGBF: { - //this format is not mandatory for specification, check if supported first - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; - image->convert(Image::FORMAT_RGBAF); - } - - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_RGBAF: { - r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - - } break; - case Image::FORMAT_RH: { - r_format.format = RD::DATA_FORMAT_R16_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //half float - case Image::FORMAT_RGH: { - r_format.format = RD::DATA_FORMAT_R16G16_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; - case Image::FORMAT_RGBH: { - //this format is not mandatory for specification, check if supported first - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R16G16B16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_R16G16B16_SFLOAT; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - image->convert(Image::FORMAT_RGBAH); - } - - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_RGBAH: { - r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - - } break; - case Image::FORMAT_RGBE9995: { - r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; -#ifndef _MSC_VER -#warning TODO need to make a function in Image to swap bits for this -#endif - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_IDENTITY; - } break; - case Image::FORMAT_DXT1: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_BC1_RGB_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //s3tc bc1 - case Image::FORMAT_DXT3: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC2_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC2_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_BC2_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - - } break; //bc2 - case Image::FORMAT_DXT5: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; //bc3 - case Image::FORMAT_RGTC_R: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC4_UNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8_UNORM; - image->decompress(); - image->convert(Image::FORMAT_R8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; - case Image::FORMAT_RGTC_RG: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC5_UNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8_UNORM; - image->decompress(); - image->convert(Image::FORMAT_RG8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; - case Image::FORMAT_BPTC_RGBA: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC7_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_BC7_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - - } break; //btpc bc7 - case Image::FORMAT_BPTC_RGBF: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - image->decompress(); - image->convert(Image::FORMAT_RGBAH); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; //float bc6h - case Image::FORMAT_BPTC_RGBFU: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - image->decompress(); - image->convert(Image::FORMAT_RGBAH); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; //unsigned float bc6hu - case Image::FORMAT_PVRTC1_2: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //pvrtc - case Image::FORMAT_PVRTC1_2A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_PVRTC1_4: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_PVRTC1_4A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_ETC2_R11: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8_UNORM; - image->decompress(); - image->convert(Image::FORMAT_R8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //etc2 - case Image::FORMAT_ETC2_R11S: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8_SNORM; - image->decompress(); - image->convert(Image::FORMAT_R8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; //signed: {} break; NOT srgb. - case Image::FORMAT_ETC2_RG11: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8_UNORM; - image->decompress(); - image->convert(Image::FORMAT_RG8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_ETC2_RG11S: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8_SNORM; - image->decompress(); - image->convert(Image::FORMAT_RG8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_ETC: - case Image::FORMAT_ETC2_RGB8: { - //ETC2 is backwards compatible with ETC1, and all modern platforms support it - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; - case Image::FORMAT_ETC2_RGBA8: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_ETC2_RGB8A1: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_ETC2_RA_AS_RG: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_DXT5_RA_AS_RG: { - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK; - r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - - default: { - } - } - - return image; -} - -RID RendererStorageRD::texture_allocate() { - return texture_owner.allocate_rid(); -} - -void RendererStorageRD::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) { - ERR_FAIL_COND(p_image.is_null()); - ERR_FAIL_COND(p_image->is_empty()); - - TextureToRDFormat ret_format; - Ref<Image> image = _validate_texture_format(p_image, ret_format); - - Texture texture; - - texture.type = Texture::TYPE_2D; - - texture.width = p_image->get_width(); - texture.height = p_image->get_height(); - texture.layers = 1; - texture.mipmaps = p_image->get_mipmap_count() + 1; - texture.depth = 1; - texture.format = p_image->get_format(); - texture.validated_format = image->get_format(); - - texture.rd_type = RD::TEXTURE_TYPE_2D; - texture.rd_format = ret_format.format; - texture.rd_format_srgb = ret_format.format_srgb; - - RD::TextureFormat rd_format; - RD::TextureView rd_view; - { //attempt register - rd_format.format = texture.rd_format; - rd_format.width = texture.width; - rd_format.height = texture.height; - rd_format.depth = 1; - rd_format.array_layers = 1; - rd_format.mipmaps = texture.mipmaps; - rd_format.texture_type = texture.rd_type; - rd_format.samples = RD::TEXTURE_SAMPLES_1; - rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_format.shareable_formats.push_back(texture.rd_format); - rd_format.shareable_formats.push_back(texture.rd_format_srgb); - } - } - { - rd_view.swizzle_r = ret_format.swizzle_r; - rd_view.swizzle_g = ret_format.swizzle_g; - rd_view.swizzle_b = ret_format.swizzle_b; - rd_view.swizzle_a = ret_format.swizzle_a; - } - Vector<uint8_t> data = image->get_data(); //use image data - Vector<Vector<uint8_t>> data_slices; - data_slices.push_back(data); - texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); - ERR_FAIL_COND(texture.rd_texture.is_null()); - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_view.format_override = texture.rd_format_srgb; - texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); - if (texture.rd_texture_srgb.is_null()) { - RD::get_singleton()->free(texture.rd_texture); - ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); - } - } - - //used for 2D, overridable - texture.width_2d = texture.width; - texture.height_2d = texture.height; - texture.is_render_target = false; - texture.rd_view = rd_view; - texture.is_proxy = false; - - texture_owner.initialize_rid(p_texture, texture); -} - -void RendererStorageRD::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { - ERR_FAIL_COND(p_layers.size() == 0); - - ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6); - ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0)); - - TextureToRDFormat ret_format; - Vector<Ref<Image>> images; - { - int valid_width = 0; - int valid_height = 0; - bool valid_mipmaps = false; - Image::Format valid_format = Image::FORMAT_MAX; - - for (int i = 0; i < p_layers.size(); i++) { - ERR_FAIL_COND(p_layers[i]->is_empty()); - - if (i == 0) { - valid_width = p_layers[i]->get_width(); - valid_height = p_layers[i]->get_height(); - valid_format = p_layers[i]->get_format(); - valid_mipmaps = p_layers[i]->has_mipmaps(); - } else { - ERR_FAIL_COND(p_layers[i]->get_width() != valid_width); - ERR_FAIL_COND(p_layers[i]->get_height() != valid_height); - ERR_FAIL_COND(p_layers[i]->get_format() != valid_format); - ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps); - } - - images.push_back(_validate_texture_format(p_layers[i], ret_format)); - } - } - - Texture texture; - - texture.type = Texture::TYPE_LAYERED; - texture.layered_type = p_layered_type; - - texture.width = p_layers[0]->get_width(); - texture.height = p_layers[0]->get_height(); - texture.layers = p_layers.size(); - texture.mipmaps = p_layers[0]->get_mipmap_count() + 1; - texture.depth = 1; - texture.format = p_layers[0]->get_format(); - texture.validated_format = images[0]->get_format(); - - switch (p_layered_type) { - case RS::TEXTURE_LAYERED_2D_ARRAY: { - texture.rd_type = RD::TEXTURE_TYPE_2D_ARRAY; - } break; - case RS::TEXTURE_LAYERED_CUBEMAP: { - texture.rd_type = RD::TEXTURE_TYPE_CUBE; - } break; - case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: { - texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY; - } break; - } - - texture.rd_format = ret_format.format; - texture.rd_format_srgb = ret_format.format_srgb; - - RD::TextureFormat rd_format; - RD::TextureView rd_view; - { //attempt register - rd_format.format = texture.rd_format; - rd_format.width = texture.width; - rd_format.height = texture.height; - rd_format.depth = 1; - rd_format.array_layers = texture.layers; - rd_format.mipmaps = texture.mipmaps; - rd_format.texture_type = texture.rd_type; - rd_format.samples = RD::TEXTURE_SAMPLES_1; - rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_format.shareable_formats.push_back(texture.rd_format); - rd_format.shareable_formats.push_back(texture.rd_format_srgb); - } - } - { - rd_view.swizzle_r = ret_format.swizzle_r; - rd_view.swizzle_g = ret_format.swizzle_g; - rd_view.swizzle_b = ret_format.swizzle_b; - rd_view.swizzle_a = ret_format.swizzle_a; - } - Vector<Vector<uint8_t>> data_slices; - for (int i = 0; i < images.size(); i++) { - Vector<uint8_t> data = images[i]->get_data(); //use image data - data_slices.push_back(data); - } - texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); - ERR_FAIL_COND(texture.rd_texture.is_null()); - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_view.format_override = texture.rd_format_srgb; - texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); - if (texture.rd_texture_srgb.is_null()) { - RD::get_singleton()->free(texture.rd_texture); - ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); - } - } - - //used for 2D, overridable - texture.width_2d = texture.width; - texture.height_2d = texture.height; - texture.is_render_target = false; - texture.rd_view = rd_view; - texture.is_proxy = false; - - texture_owner.initialize_rid(p_texture, texture); -} - -void RendererStorageRD::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { - ERR_FAIL_COND(p_data.size() == 0); - Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); - if (verr != Image::VALIDATE_3D_OK) { - ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr)); - } - - TextureToRDFormat ret_format; - Image::Format validated_format = Image::FORMAT_MAX; - Vector<uint8_t> all_data; - uint32_t mipmap_count = 0; - Vector<Texture::BufferSlice3D> slices; - { - Vector<Ref<Image>> images; - uint32_t all_data_size = 0; - images.resize(p_data.size()); - for (int i = 0; i < p_data.size(); i++) { - TextureToRDFormat f; - images.write[i] = _validate_texture_format(p_data[i], f); - if (i == 0) { - ret_format = f; - validated_format = images[0]->get_format(); - } - - all_data_size += images[i]->get_data().size(); - } - - all_data.resize(all_data_size); //consolidate all data here - uint32_t offset = 0; - Size2i prev_size; - for (int i = 0; i < p_data.size(); i++) { - uint32_t s = images[i]->get_data().size(); - - memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s); - { - Texture::BufferSlice3D slice; - slice.size.width = images[i]->get_width(); - slice.size.height = images[i]->get_height(); - slice.offset = offset; - slice.buffer_size = s; - slices.push_back(slice); - } - offset += s; - - Size2i img_size(images[i]->get_width(), images[i]->get_height()); - if (img_size != prev_size) { - mipmap_count++; - } - prev_size = img_size; - } - } - - Texture texture; - - texture.type = Texture::TYPE_3D; - texture.width = p_width; - texture.height = p_height; - texture.depth = p_depth; - texture.mipmaps = mipmap_count; - texture.format = p_data[0]->get_format(); - texture.validated_format = validated_format; - - texture.buffer_size_3d = all_data.size(); - texture.buffer_slices_3d = slices; - - texture.rd_type = RD::TEXTURE_TYPE_3D; - texture.rd_format = ret_format.format; - texture.rd_format_srgb = ret_format.format_srgb; - - RD::TextureFormat rd_format; - RD::TextureView rd_view; - { //attempt register - rd_format.format = texture.rd_format; - rd_format.width = texture.width; - rd_format.height = texture.height; - rd_format.depth = texture.depth; - rd_format.array_layers = 1; - rd_format.mipmaps = texture.mipmaps; - rd_format.texture_type = texture.rd_type; - rd_format.samples = RD::TEXTURE_SAMPLES_1; - rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_format.shareable_formats.push_back(texture.rd_format); - rd_format.shareable_formats.push_back(texture.rd_format_srgb); - } - } - { - rd_view.swizzle_r = ret_format.swizzle_r; - rd_view.swizzle_g = ret_format.swizzle_g; - rd_view.swizzle_b = ret_format.swizzle_b; - rd_view.swizzle_a = ret_format.swizzle_a; - } - Vector<Vector<uint8_t>> data_slices; - data_slices.push_back(all_data); //one slice - - texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); - ERR_FAIL_COND(texture.rd_texture.is_null()); - if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { - rd_view.format_override = texture.rd_format_srgb; - texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); - if (texture.rd_texture_srgb.is_null()) { - RD::get_singleton()->free(texture.rd_texture); - ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); - } - } - - //used for 2D, overridable - texture.width_2d = texture.width; - texture.height_2d = texture.height; - texture.is_render_target = false; - texture.rd_view = rd_view; - texture.is_proxy = false; - - texture_owner.initialize_rid(p_texture, texture); -} - -void RendererStorageRD::texture_proxy_initialize(RID p_texture, RID p_base) { - Texture *tex = texture_owner.getornull(p_base); - ERR_FAIL_COND(!tex); - Texture proxy_tex = *tex; - - proxy_tex.rd_view.format_override = tex->rd_format; - proxy_tex.rd_texture = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture); - if (proxy_tex.rd_texture_srgb.is_valid()) { - proxy_tex.rd_view.format_override = tex->rd_format_srgb; - proxy_tex.rd_texture_srgb = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture); - } - proxy_tex.proxy_to = p_base; - proxy_tex.is_render_target = false; - proxy_tex.is_proxy = true; - proxy_tex.proxies.clear(); - - texture_owner.initialize_rid(p_texture, proxy_tex); - - tex->proxies.push_back(p_texture); -} - -void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) { - ERR_FAIL_COND(p_image.is_null() || p_image->is_empty()); - - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->is_render_target); - ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height); - ERR_FAIL_COND(p_image->get_format() != tex->format); - - if (tex->type == Texture::TYPE_LAYERED) { - ERR_FAIL_INDEX(p_layer, tex->layers); - } - -#ifdef TOOLS_ENABLED - tex->image_cache_2d.unref(); -#endif - TextureToRDFormat f; - Ref<Image> validated = _validate_texture_format(p_image, f); - - RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data()); -} - -void RendererStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) { - _texture_2d_update(p_texture, p_image, p_layer, false); -} - -void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->type != Texture::TYPE_3D); - Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data); - if (verr != Image::VALIDATE_3D_OK) { - ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr)); - } - - Vector<uint8_t> all_data; - { - Vector<Ref<Image>> images; - uint32_t all_data_size = 0; - images.resize(p_data.size()); - for (int i = 0; i < p_data.size(); i++) { - Ref<Image> image = p_data[i]; - if (image->get_format() != tex->validated_format) { - image = image->duplicate(); - image->convert(tex->validated_format); - } - all_data_size += images[i]->get_data().size(); - images.push_back(image); - } - - all_data.resize(all_data_size); //consolidate all data here - uint32_t offset = 0; - - for (int i = 0; i < p_data.size(); i++) { - uint32_t s = images[i]->get_data().size(); - memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s); - offset += s; - } - } - - RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data); -} - -void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - ERR_FAIL_COND(!tex->is_proxy); - Texture *proxy_to = texture_owner.getornull(p_proxy_to); - ERR_FAIL_COND(!proxy_to); - ERR_FAIL_COND(proxy_to->is_proxy); - - if (tex->proxy_to.is_valid()) { - //unlink proxy - if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) { - RD::get_singleton()->free(tex->rd_texture); - tex->rd_texture = RID(); - } - if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) { - RD::get_singleton()->free(tex->rd_texture_srgb); - tex->rd_texture_srgb = RID(); - } - Texture *prev_tex = texture_owner.getornull(tex->proxy_to); - ERR_FAIL_COND(!prev_tex); - prev_tex->proxies.erase(p_texture); - } - - *tex = *proxy_to; - - tex->proxy_to = p_proxy_to; - tex->is_render_target = false; - tex->is_proxy = true; - tex->proxies.clear(); - proxy_to->proxies.push_back(p_texture); - - tex->rd_view.format_override = tex->rd_format; - tex->rd_texture = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture); - if (tex->rd_texture_srgb.is_valid()) { - tex->rd_view.format_override = tex->rd_format_srgb; - tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture); - } -} - -//these two APIs can be used together or in combination with the others. -void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) { - //this could be better optimized to reuse an existing image , done this way - //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } - - texture_2d_initialize(p_texture, image); -} - -void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) { - //this could be better optimized to reuse an existing image , done this way - //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } - - Vector<Ref<Image>> images; - if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { - images.push_back(image); - } else { - //cube - for (int i = 0; i < 6; i++) { - images.push_back(image); - } - } - - texture_2d_layered_initialize(p_texture, images, p_layered_type); -} - -void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) { - //this could be better optimized to reuse an existing image , done this way - //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } - - Vector<Ref<Image>> images; - //cube - for (int i = 0; i < 4; i++) { - images.push_back(image); - } - - texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images); -} - -Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND_V(!tex, Ref<Image>()); - -#ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid()) { - return tex->image_cache_2d; - } -#endif - Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); - ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); - Ref<Image> image; - image.instantiate(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); - if (tex->format != tex->validated_format) { - image->convert(tex->format); - } - -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - tex->image_cache_2d = image; - } -#endif - - return image; -} - -Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND_V(!tex, Ref<Image>()); - - Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer); - ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); - Ref<Image> image; - image.instantiate(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); - if (tex->format != tex->validated_format) { - image->convert(tex->format); - } - - return image; -} - -Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>()); - ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>()); - - Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); - - ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>()); - - Vector<Ref<Image>> ret; - - for (int i = 0; i < tex->buffer_slices_3d.size(); i++) { - const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i]; - ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>()); - ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>()); - Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1); - - Ref<Image> img; - img.instantiate(); - img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region); - ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>()); - if (tex->format != tex->validated_format) { - img->convert(tex->format); - } - - ret.push_back(img); - } - - return ret; -} - -void RendererStorageRD::texture_replace(RID p_texture, RID p_by_texture) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->proxy_to.is_valid()); //can't replace proxy - Texture *by_tex = texture_owner.getornull(p_by_texture); - ERR_FAIL_COND(!by_tex); - ERR_FAIL_COND(by_tex->proxy_to.is_valid()); //can't replace proxy - - if (tex == by_tex) { - return; - } - - if (tex->rd_texture_srgb.is_valid()) { - RD::get_singleton()->free(tex->rd_texture_srgb); - } - RD::get_singleton()->free(tex->rd_texture); - - if (tex->canvas_texture) { - memdelete(tex->canvas_texture); - tex->canvas_texture = nullptr; - } - - Vector<RID> proxies_to_update = tex->proxies; - Vector<RID> proxies_to_redirect = by_tex->proxies; - - *tex = *by_tex; - - tex->proxies = proxies_to_update; //restore proxies, so they can be updated - - if (tex->canvas_texture) { - tex->canvas_texture->diffuse = p_texture; //update - } - - for (int i = 0; i < proxies_to_update.size(); i++) { - texture_proxy_update(proxies_to_update[i], p_texture); - } - for (int i = 0; i < proxies_to_redirect.size(); i++) { - texture_proxy_update(proxies_to_redirect[i], p_texture); - } - //delete last, so proxies can be updated - texture_owner.free(p_by_texture); - - if (decal_atlas.textures.has(p_texture)) { - //belongs to decal atlas.. - - decal_atlas.dirty = true; //mark it dirty since it was most likely modified - } -} - -void RendererStorageRD::texture_set_size_override(RID p_texture, int p_width, int p_height) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - ERR_FAIL_COND(tex->type != Texture::TYPE_2D); - tex->width_2d = p_width; - tex->height_2d = p_height; -} - -void RendererStorageRD::texture_set_path(RID p_texture, const String &p_path) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - tex->path = p_path; -} - -String RendererStorageRD::texture_get_path(RID p_texture) const { - return String(); -} - -void RendererStorageRD::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - tex->detect_3d_callback_ud = p_userdata; - tex->detect_3d_callback = p_callback; -} - -void RendererStorageRD::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - tex->detect_normal_callback_ud = p_userdata; - tex->detect_normal_callback = p_callback; -} - -void RendererStorageRD::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { - Texture *tex = texture_owner.getornull(p_texture); - ERR_FAIL_COND(!tex); - tex->detect_roughness_callback_ud = p_userdata; - tex->detect_roughness_callback = p_callback; -} - -void RendererStorageRD::texture_debug_usage(List<RS::TextureInfo> *r_info) { -} - -void RendererStorageRD::texture_set_proxy(RID p_proxy, RID p_base) { -} - -void RendererStorageRD::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { -} - -Size2 RendererStorageRD::texture_size_with_proxy(RID p_proxy) { - return texture_2d_get_size(p_proxy); -} - -/* CANVAS TEXTURE */ - -void RendererStorageRD::CanvasTexture::clear_sets() { - if (cleared_cache) { - return; - } - for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { - for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { - if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) { - RD::get_singleton()->free(uniform_sets[i][j]); - uniform_sets[i][j] = RID(); - } - } - } - cleared_cache = true; -} - -RendererStorageRD::CanvasTexture::~CanvasTexture() { - clear_sets(); -} - -RID RendererStorageRD::canvas_texture_allocate() { - return canvas_texture_owner.allocate_rid(); -} -void RendererStorageRD::canvas_texture_initialize(RID p_rid) { - canvas_texture_owner.initialize_rid(p_rid); -} - -void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { - CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture); - switch (p_channel) { - case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { - ct->diffuse = p_texture; - } break; - case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { - ct->normal_map = p_texture; - } break; - case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { - ct->specular = p_texture; - } break; - } - - ct->clear_sets(); -} - -void RendererStorageRD::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { - CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture); - ct->specular_color.r = p_specular_color.r; - ct->specular_color.g = p_specular_color.g; - ct->specular_color.b = p_specular_color.b; - ct->specular_color.a = p_shininess; - ct->clear_sets(); -} - -void RendererStorageRD::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { - CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture); - ct->texture_filter = p_filter; - ct->clear_sets(); -} - -void RendererStorageRD::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { - CanvasTexture *ct = canvas_texture_owner.getornull(p_canvas_texture); - ct->texture_repeat = p_repeat; - ct->clear_sets(); -} - -bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) { - CanvasTexture *ct = nullptr; - - Texture *t = texture_owner.getornull(p_texture); - - if (t) { - //regular texture - if (!t->canvas_texture) { - t->canvas_texture = memnew(CanvasTexture); - t->canvas_texture->diffuse = p_texture; - } - - ct = t->canvas_texture; - } else { - ct = canvas_texture_owner.getornull(p_texture); - } - - if (!ct) { - return false; //invalid texture RID - } - - RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter; - ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false); - - RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat; - ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false); - - RID uniform_set = ct->uniform_sets[filter][repeat]; - if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - //create and update - Vector<RD::Uniform> uniforms; - { //diffuse - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 0; - - t = texture_owner.getornull(ct->diffuse); - if (!t) { - u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE)); - ct->size_cache = Size2i(1, 1); - } else { - u.ids.push_back(t->rd_texture); - ct->size_cache = Size2i(t->width_2d, t->height_2d); - } - uniforms.push_back(u); - } - { //normal - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - - t = texture_owner.getornull(ct->normal_map); - if (!t) { - u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL)); - ct->use_normal_cache = false; - } else { - u.ids.push_back(t->rd_texture); - ct->use_normal_cache = true; - } - uniforms.push_back(u); - } - { //specular - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 2; - - t = texture_owner.getornull(ct->specular); - if (!t) { - u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE)); - ct->use_specular_cache = false; - } else { - u.ids.push_back(t->rd_texture); - ct->use_specular_cache = true; - } - uniforms.push_back(u); - } - { //sampler - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 3; - u.ids.push_back(sampler_rd_get_default(filter, repeat)); - uniforms.push_back(u); - } - - uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set); - ct->uniform_sets[filter][repeat] = uniform_set; - ct->cleared_cache = false; - } - - r_uniform_set = uniform_set; - r_size = ct->size_cache; - r_specular_shininess = ct->specular_color; - r_use_normal = ct->use_normal_cache; - r_use_specular = ct->use_specular_cache; - - return true; -} - -/* SHADER API */ - -RID RendererStorageRD::shader_allocate() { - return shader_owner.allocate_rid(); -} -void RendererStorageRD::shader_initialize(RID p_rid) { - Shader shader; - shader.data = nullptr; - shader.type = SHADER_TYPE_MAX; - - shader_owner.initialize_rid(p_rid, shader); -} - -void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND(!shader); - - shader->code = p_code; - String mode_string = ShaderLanguage::get_shader_type(p_code); - - ShaderType new_type; - if (mode_string == "canvas_item") { - new_type = SHADER_TYPE_2D; - } else if (mode_string == "particles") { - new_type = SHADER_TYPE_PARTICLES; - } else if (mode_string == "spatial") { - new_type = SHADER_TYPE_3D; - } else if (mode_string == "sky") { - new_type = SHADER_TYPE_SKY; - } else { - new_type = SHADER_TYPE_MAX; - } - - if (new_type != shader->type) { - if (shader->data) { - memdelete(shader->data); - shader->data = nullptr; - } - - for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { - Material *material = E->get(); - material->shader_type = new_type; - if (material->data) { - memdelete(material->data); - material->data = nullptr; - } - } - - shader->type = new_type; - - if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) { - shader->data = shader_data_request_func[new_type](); - } else { - shader->type = SHADER_TYPE_MAX; //invalid - } - - for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { - Material *material = E->get(); - if (shader->data) { - material->data = material_data_request_func[new_type](shader->data); - material->data->self = material->self; - material->data->set_next_pass(material->next_pass); - material->data->set_render_priority(material->priority); - } - material->shader_type = new_type; - } - - if (shader->data) { - for (Map<StringName, RID>::Element *E = shader->default_texture_parameter.front(); E; E = E->next()) { - shader->data->set_default_texture_param(E->key(), E->get()); - } - } - } - - if (shader->data) { - shader->data->set_code(p_code); - } - - for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { - Material *material = E->get(); - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - _material_queue_update(material, true, true); - } -} - -String RendererStorageRD::shader_get_code(RID p_shader) const { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND_V(!shader, String()); - return shader->code; -} - -void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND(!shader); - if (shader->data) { - return shader->data->get_param_list(p_param_list); - } -} - -void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND(!shader); - - if (p_texture.is_valid() && texture_owner.owns(p_texture)) { - shader->default_texture_parameter[p_name] = p_texture; - } else { - shader->default_texture_parameter.erase(p_name); - } - if (shader->data) { - shader->data->set_default_texture_param(p_name, p_texture); - } - for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { - Material *material = E->get(); - _material_queue_update(material, false, true); - } -} - -RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND_V(!shader, RID()); - if (shader->default_texture_parameter.has(p_name)) { - return shader->default_texture_parameter[p_name]; - } - - return RID(); -} - -Variant RendererStorageRD::shader_get_param_default(RID p_shader, const StringName &p_param) const { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND_V(!shader, Variant()); - if (shader->data) { - return shader->data->get_default_parameter(p_param); - } - return Variant(); -} - -void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) { - ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); - shader_data_request_func[p_shader_type] = p_function; -} - -RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const { - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode()); - if (shader->data) { - return shader->data->get_native_source_code(); - } - return RS::ShaderNativeSourceCode(); -} - -/* COMMON MATERIAL API */ - -RID RendererStorageRD::material_allocate() { - return material_owner.allocate_rid(); -} -void RendererStorageRD::material_initialize(RID p_rid) { - material_owner.initialize_rid(p_rid); - Material *material = material_owner.getornull(p_rid); - material->self = p_rid; -} - -void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) { - if (material->update_element.in_list()) { - return; - } - - material_update_list.add(&material->update_element); - - material->uniform_dirty = material->uniform_dirty || p_uniform; - material->texture_dirty = material->texture_dirty || p_texture; -} - -void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - - if (material->data) { - memdelete(material->data); - material->data = nullptr; - } - - if (material->shader) { - material->shader->owners.erase(material); - material->shader = nullptr; - material->shader_type = SHADER_TYPE_MAX; - } - - if (p_shader.is_null()) { - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - material->shader_id = 0; - return; - } - - Shader *shader = shader_owner.getornull(p_shader); - ERR_FAIL_COND(!shader); - material->shader = shader; - material->shader_type = shader->type; - material->shader_id = p_shader.get_local_index(); - shader->owners.insert(material); - - if (shader->type == SHADER_TYPE_MAX) { - return; - } - - ERR_FAIL_COND(shader->data == nullptr); - - material->data = material_data_request_func[shader->type](shader->data); - material->data->self = p_material; - material->data->set_next_pass(material->next_pass); - material->data->set_render_priority(material->priority); - //updating happens later - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - _material_queue_update(material, true, true); -} - -void RendererStorageRD::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - - if (p_value.get_type() == Variant::NIL) { - material->params.erase(p_param); - } else { - ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed - material->params[p_param] = p_value; - } - - if (material->shader && material->shader->data) { //shader is valid - bool is_texture = material->shader->data->is_param_texture(p_param); - _material_queue_update(material, !is_texture, is_texture); - } else { - _material_queue_update(material, true, true); - } -} - -Variant RendererStorageRD::material_get_param(RID p_material, const StringName &p_param) const { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND_V(!material, Variant()); - if (material->params.has(p_param)) { - return material->params[p_param]; - } else { - return Variant(); - } -} - -void RendererStorageRD::material_set_next_pass(RID p_material, RID p_next_material) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - - if (material->next_pass == p_next_material) { - return; - } - - material->next_pass = p_next_material; - if (material->data) { - material->data->set_next_pass(p_next_material); - } - - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); -} - -void RendererStorageRD::material_set_render_priority(RID p_material, int priority) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - material->priority = priority; - if (material->data) { - material->data->set_render_priority(priority); - } -} - -bool RendererStorageRD::material_is_animated(RID p_material) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND_V(!material, false); - if (material->shader && material->shader->data) { - if (material->shader->data->is_animated()) { - return true; - } else if (material->next_pass.is_valid()) { - return material_is_animated(material->next_pass); - } - } - return false; //by default nothing is animated -} - -bool RendererStorageRD::material_casts_shadows(RID p_material) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND_V(!material, true); - if (material->shader && material->shader->data) { - if (material->shader->data->casts_shadows()) { - return true; - } else if (material->next_pass.is_valid()) { - return material_casts_shadows(material->next_pass); - } - } - return true; //by default everything casts shadows -} - -void RendererStorageRD::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - if (material->shader && material->shader->data) { - material->shader->data->get_instance_param_list(r_parameters); - - if (material->next_pass.is_valid()) { - material_get_instance_shader_parameters(material->next_pass, r_parameters); - } - } -} - -void RendererStorageRD::material_update_dependency(RID p_material, DependencyTracker *p_instance) { - Material *material = material_owner.getornull(p_material); - ERR_FAIL_COND(!material); - p_instance->update_dependency(&material->dependency); - if (material->next_pass.is_valid()) { - material_update_dependency(material->next_pass, p_instance); - } -} - -void RendererStorageRD::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) { - ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); - material_data_request_func[p_shader_type] = p_function; -} - -_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) { - switch (type) { - case ShaderLanguage::TYPE_BOOL: { - bool v = value; - - uint32_t *gui = (uint32_t *)data; - *gui = v ? 1 : 0; - } break; - case ShaderLanguage::TYPE_BVEC2: { - int v = value; - uint32_t *gui = (uint32_t *)data; - gui[0] = v & 1 ? 1 : 0; - gui[1] = v & 2 ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_BVEC3: { - int v = value; - uint32_t *gui = (uint32_t *)data; - gui[0] = (v & 1) ? 1 : 0; - gui[1] = (v & 2) ? 1 : 0; - gui[2] = (v & 4) ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_BVEC4: { - int v = value; - uint32_t *gui = (uint32_t *)data; - gui[0] = (v & 1) ? 1 : 0; - gui[1] = (v & 2) ? 1 : 0; - gui[2] = (v & 4) ? 1 : 0; - gui[3] = (v & 8) ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_INT: { - int v = value; - int32_t *gui = (int32_t *)data; - gui[0] = v; - - } break; - case ShaderLanguage::TYPE_IVEC2: { - Vector<int> iv = value; - int s = iv.size(); - int32_t *gui = (int32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 2; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - - } break; - case ShaderLanguage::TYPE_IVEC3: { - Vector<int> iv = value; - int s = iv.size(); - int32_t *gui = (int32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 3; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - } break; - case ShaderLanguage::TYPE_IVEC4: { - Vector<int> iv = value; - int s = iv.size(); - int32_t *gui = (int32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 4; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - } break; - case ShaderLanguage::TYPE_UINT: { - int v = value; - uint32_t *gui = (uint32_t *)data; - gui[0] = v; - - } break; - case ShaderLanguage::TYPE_UVEC2: { - Vector<int> iv = value; - int s = iv.size(); - uint32_t *gui = (uint32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 2; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - } break; - case ShaderLanguage::TYPE_UVEC3: { - Vector<int> iv = value; - int s = iv.size(); - uint32_t *gui = (uint32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 3; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - - } break; - case ShaderLanguage::TYPE_UVEC4: { - Vector<int> iv = value; - int s = iv.size(); - uint32_t *gui = (uint32_t *)data; - - const int *r = iv.ptr(); - - for (int i = 0; i < 4; i++) { - if (i < s) { - gui[i] = r[i]; - } else { - gui[i] = 0; - } - } - } break; - case ShaderLanguage::TYPE_FLOAT: { - float v = value; - float *gui = (float *)data; - gui[0] = v; - - } break; - case ShaderLanguage::TYPE_VEC2: { - Vector2 v = value; - float *gui = (float *)data; - gui[0] = v.x; - gui[1] = v.y; - - } break; - case ShaderLanguage::TYPE_VEC3: { - Vector3 v = value; - float *gui = (float *)data; - gui[0] = v.x; - gui[1] = v.y; - gui[2] = v.z; - - } break; - case ShaderLanguage::TYPE_VEC4: { - float *gui = (float *)data; - - if (value.get_type() == Variant::COLOR) { - Color v = value; - - if (p_linear_color) { - v = v.to_linear(); - } - - gui[0] = v.r; - gui[1] = v.g; - gui[2] = v.b; - gui[3] = v.a; - } else if (value.get_type() == Variant::RECT2) { - Rect2 v = value; - - gui[0] = v.position.x; - gui[1] = v.position.y; - gui[2] = v.size.x; - gui[3] = v.size.y; - } else if (value.get_type() == Variant::QUATERNION) { - Quaternion v = value; - - gui[0] = v.x; - gui[1] = v.y; - gui[2] = v.z; - gui[3] = v.w; - } else { - Plane v = value; - - gui[0] = v.normal.x; - gui[1] = v.normal.y; - gui[2] = v.normal.z; - gui[3] = v.d; - } - } break; - case ShaderLanguage::TYPE_MAT2: { - Transform2D v = value; - float *gui = (float *)data; - - //in std140 members of mat2 are treated as vec4s - gui[0] = v.elements[0][0]; - gui[1] = v.elements[0][1]; - gui[2] = 0; - gui[3] = 0; - gui[4] = v.elements[1][0]; - gui[5] = v.elements[1][1]; - gui[6] = 0; - gui[7] = 0; - } break; - case ShaderLanguage::TYPE_MAT3: { - Basis v = value; - float *gui = (float *)data; - - gui[0] = v.elements[0][0]; - gui[1] = v.elements[1][0]; - gui[2] = v.elements[2][0]; - gui[3] = 0; - gui[4] = v.elements[0][1]; - gui[5] = v.elements[1][1]; - gui[6] = v.elements[2][1]; - gui[7] = 0; - gui[8] = v.elements[0][2]; - gui[9] = v.elements[1][2]; - gui[10] = v.elements[2][2]; - gui[11] = 0; - } break; - case ShaderLanguage::TYPE_MAT4: { - Transform3D v = value; - float *gui = (float *)data; - - gui[0] = v.basis.elements[0][0]; - gui[1] = v.basis.elements[1][0]; - gui[2] = v.basis.elements[2][0]; - gui[3] = 0; - gui[4] = v.basis.elements[0][1]; - gui[5] = v.basis.elements[1][1]; - gui[6] = v.basis.elements[2][1]; - gui[7] = 0; - gui[8] = v.basis.elements[0][2]; - gui[9] = v.basis.elements[1][2]; - gui[10] = v.basis.elements[2][2]; - gui[11] = 0; - gui[12] = v.origin.x; - gui[13] = v.origin.y; - gui[14] = v.origin.z; - gui[15] = 1; - } break; - default: { - } - } -} - -_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) { - switch (type) { - case ShaderLanguage::TYPE_BOOL: { - uint32_t *gui = (uint32_t *)data; - *gui = value[0].boolean ? 1 : 0; - } break; - case ShaderLanguage::TYPE_BVEC2: { - uint32_t *gui = (uint32_t *)data; - gui[0] = value[0].boolean ? 1 : 0; - gui[1] = value[1].boolean ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_BVEC3: { - uint32_t *gui = (uint32_t *)data; - gui[0] = value[0].boolean ? 1 : 0; - gui[1] = value[1].boolean ? 1 : 0; - gui[2] = value[2].boolean ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_BVEC4: { - uint32_t *gui = (uint32_t *)data; - gui[0] = value[0].boolean ? 1 : 0; - gui[1] = value[1].boolean ? 1 : 0; - gui[2] = value[2].boolean ? 1 : 0; - gui[3] = value[3].boolean ? 1 : 0; - - } break; - case ShaderLanguage::TYPE_INT: { - int32_t *gui = (int32_t *)data; - gui[0] = value[0].sint; - - } break; - case ShaderLanguage::TYPE_IVEC2: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 2; i++) { - gui[i] = value[i].sint; - } - - } break; - case ShaderLanguage::TYPE_IVEC3: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 3; i++) { - gui[i] = value[i].sint; - } - - } break; - case ShaderLanguage::TYPE_IVEC4: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 4; i++) { - gui[i] = value[i].sint; - } - - } break; - case ShaderLanguage::TYPE_UINT: { - uint32_t *gui = (uint32_t *)data; - gui[0] = value[0].uint; - - } break; - case ShaderLanguage::TYPE_UVEC2: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 2; i++) { - gui[i] = value[i].uint; - } - } break; - case ShaderLanguage::TYPE_UVEC3: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 3; i++) { - gui[i] = value[i].uint; - } - - } break; - case ShaderLanguage::TYPE_UVEC4: { - int32_t *gui = (int32_t *)data; - - for (int i = 0; i < 4; i++) { - gui[i] = value[i].uint; - } - } break; - case ShaderLanguage::TYPE_FLOAT: { - float *gui = (float *)data; - gui[0] = value[0].real; - - } break; - case ShaderLanguage::TYPE_VEC2: { - float *gui = (float *)data; - - for (int i = 0; i < 2; i++) { - gui[i] = value[i].real; - } - - } break; - case ShaderLanguage::TYPE_VEC3: { - float *gui = (float *)data; - - for (int i = 0; i < 3; i++) { - gui[i] = value[i].real; - } - - } break; - case ShaderLanguage::TYPE_VEC4: { - float *gui = (float *)data; - - for (int i = 0; i < 4; i++) { - gui[i] = value[i].real; - } - } break; - case ShaderLanguage::TYPE_MAT2: { - float *gui = (float *)data; - - //in std140 members of mat2 are treated as vec4s - gui[0] = value[0].real; - gui[1] = value[1].real; - gui[2] = 0; - gui[3] = 0; - gui[4] = value[2].real; - gui[5] = value[3].real; - gui[6] = 0; - gui[7] = 0; - } break; - case ShaderLanguage::TYPE_MAT3: { - float *gui = (float *)data; - - gui[0] = value[0].real; - gui[1] = value[1].real; - gui[2] = value[2].real; - gui[3] = 0; - gui[4] = value[3].real; - gui[5] = value[4].real; - gui[6] = value[5].real; - gui[7] = 0; - gui[8] = value[6].real; - gui[9] = value[7].real; - gui[10] = value[8].real; - gui[11] = 0; - } break; - case ShaderLanguage::TYPE_MAT4: { - float *gui = (float *)data; - - for (int i = 0; i < 16; i++) { - gui[i] = value[i].real; - } - } break; - default: { - } - } -} - -_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) { - switch (type) { - case ShaderLanguage::TYPE_BOOL: - case ShaderLanguage::TYPE_INT: - case ShaderLanguage::TYPE_UINT: - case ShaderLanguage::TYPE_FLOAT: { - memset(data, 0, 4); - } break; - case ShaderLanguage::TYPE_BVEC2: - case ShaderLanguage::TYPE_IVEC2: - case ShaderLanguage::TYPE_UVEC2: - case ShaderLanguage::TYPE_VEC2: { - memset(data, 0, 8); - } break; - case ShaderLanguage::TYPE_BVEC3: - case ShaderLanguage::TYPE_IVEC3: - case ShaderLanguage::TYPE_UVEC3: - case ShaderLanguage::TYPE_VEC3: - case ShaderLanguage::TYPE_BVEC4: - case ShaderLanguage::TYPE_IVEC4: - case ShaderLanguage::TYPE_UVEC4: - case ShaderLanguage::TYPE_VEC4: { - memset(data, 0, 16); - } break; - case ShaderLanguage::TYPE_MAT2: { - memset(data, 0, 32); - } break; - case ShaderLanguage::TYPE_MAT3: { - memset(data, 0, 48); - } break; - case ShaderLanguage::TYPE_MAT4: { - memset(data, 0, 64); - } break; - - default: { - } - } -} - -void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) { - bool uses_global_buffer = false; - - for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_uniforms.front(); E; E = E->next()) { - if (E->get().order < 0) { - continue; // texture, does not go here - } - - if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; //instance uniforms don't appear in the bufferr - } - - if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { - //this is a global variable, get the index to it - RendererStorageRD *rs = base_singleton; - - GlobalVariables::Variable *gv = rs->global_variables.variables.getptr(E->key()); - uint32_t index = 0; - if (gv) { - index = gv->buffer_index; - } else { - WARN_PRINT("Shader uses global uniform '" + E->key() + "', but it was removed at some point. Material will not display correctly."); - } - - uint32_t offset = p_uniform_offsets[E->get().order]; - uint32_t *intptr = (uint32_t *)&p_buffer[offset]; - *intptr = index; - uses_global_buffer = true; - continue; - } - - //regular uniform - uint32_t offset = p_uniform_offsets[E->get().order]; -#ifdef DEBUG_ENABLED - uint32_t size = ShaderLanguage::get_type_size(E->get().type); - ERR_CONTINUE(offset + size > p_buffer_size); -#endif - uint8_t *data = &p_buffer[offset]; - const Map<StringName, Variant>::Element *V = p_parameters.find(E->key()); - - if (V) { - //user provided - _fill_std140_variant_ubo_value(E->get().type, V->get(), data, p_use_linear_color); - - } else if (E->get().default_value.size()) { - //default value - _fill_std140_ubo_value(E->get().type, E->get().default_value, data); - //value=E->get().default_value; - } else { - //zero because it was not provided - if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { - //colors must be set as black, with alpha as 1.0 - _fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, p_use_linear_color); - } else { - //else just zero it out - _fill_std140_ubo_empty(E->get().type, data); - } - } - } - - if (uses_global_buffer != (global_buffer_E != nullptr)) { - RendererStorageRD *rs = base_singleton; - if (uses_global_buffer) { - global_buffer_E = rs->global_variables.materials_using_buffer.push_back(self); - } else { - rs->global_variables.materials_using_buffer.erase(global_buffer_E); - global_buffer_E = nullptr; - } - } -} - -RendererStorageRD::MaterialData::~MaterialData() { - if (global_buffer_E) { - //unregister global buffers - RendererStorageRD *rs = base_singleton; - rs->global_variables.materials_using_buffer.erase(global_buffer_E); - } - - if (global_texture_E) { - //unregister global textures - RendererStorageRD *rs = base_singleton; - - for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) { - GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E->key()); - if (v) { - v->texture_materials.erase(self); - } - } - //unregister material from those using global textures - rs->global_variables.materials_using_texture.erase(global_texture_E); - } - - if (uniform_buffer.is_valid()) { - RD::get_singleton()->free(uniform_buffer); - } -} - -void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { - RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton; -#ifdef TOOLS_ENABLED - Texture *roughness_detect_texture = nullptr; - RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R; - Texture *normal_detect_texture = nullptr; -#endif - - bool uses_global_textures = false; - global_textures_pass++; - - for (int i = 0; i < p_texture_uniforms.size(); i++) { - const StringName &uniform_name = p_texture_uniforms[i].name; - - RID texture; - - if (p_texture_uniforms[i].global) { - RendererStorageRD *rs = base_singleton; - - uses_global_textures = true; - - GlobalVariables::Variable *v = rs->global_variables.variables.getptr(uniform_name); - if (v) { - if (v->buffer_index >= 0) { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); - - } else { - Map<StringName, uint64_t>::Element *E = used_global_textures.find(uniform_name); - if (!E) { - E = used_global_textures.insert(uniform_name, global_textures_pass); - v->texture_materials.insert(self); - } else { - E->get() = global_textures_pass; - } - - texture = v->override.get_type() != Variant::NIL ? v->override : v->value; - } - - } else { - WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); - } - } else { - if (!texture.is_valid()) { - const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name); - if (V) { - texture = V->get(); - } - } - - if (!texture.is_valid()) { - const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name); - if (W) { - texture = W->get(); - } - } - } - - RID rd_texture; - - if (texture.is_null()) { - //check default usage - switch (p_texture_uniforms[i].hint) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); - } break; - default: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); - } break; - } - } else { - bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO); - - Texture *tex = singleton->texture_owner.getornull(texture); - - if (tex) { - rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; -#ifdef TOOLS_ENABLED - if (tex->detect_3d_callback && p_use_linear_color) { - tex->detect_3d_callback(tex->detect_3d_callback_ud); - } - if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) { - if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) { - normal_detect_texture = tex; - } - tex->detect_normal_callback(tex->detect_normal_callback_ud); - } - if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) { - //find the normal texture - roughness_detect_texture = tex; - roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R); - } - -#endif - } - - if (rd_texture.is_null()) { - //wtf - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); - } - } - - p_textures[i] = rd_texture; - } -#ifdef TOOLS_ENABLED - if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) { - roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); - } -#endif - { - //for textures no longer used, unregister them - List<Map<StringName, uint64_t>::Element *> to_delete; - RendererStorageRD *rs = base_singleton; - - for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) { - if (E->get() != global_textures_pass) { - to_delete.push_back(E); - - GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E->key()); - if (v) { - v->texture_materials.erase(self); - } - } - } - - while (to_delete.front()) { - used_global_textures.erase(to_delete.front()->get()); - to_delete.pop_front(); - } - //handle registering/unregistering global textures - if (uses_global_textures != (global_texture_E != nullptr)) { - if (uses_global_textures) { - global_texture_E = rs->global_variables.materials_using_texture.push_back(self); - } else { - rs->global_variables.materials_using_texture.erase(global_texture_E); - global_texture_E = nullptr; - } - } - } -} - -void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_set) { - if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { - RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr); - RD::get_singleton()->free(p_uniform_set); - } -} - -bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { - if ((uint32_t)ubo_data.size() != p_ubo_size) { - p_uniform_dirty = true; - if (uniform_buffer.is_valid()) { - RD::get_singleton()->free(uniform_buffer); - uniform_buffer = RID(); - } - - ubo_data.resize(p_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()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr); - RD::get_singleton()->free(uniform_set); - uniform_set = RID(); - } - } - - //check whether buffer changed - if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false); - RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); - } - - uint32_t tex_uniform_count = p_texture_uniforms.size(); - - if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) { - 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()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr); - RD::get_singleton()->free(uniform_set); - uniform_set = RID(); - } - } - - if (p_textures_dirty && tex_uniform_count) { - update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true); - } - - if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) { - // This material does not require an uniform set, so don't create it. - return false; - } - - 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 false; - } - - Vector<RD::Uniform> uniforms; - - { - if (p_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, p_shader, p_shader_uniform_set); - - RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, _material_uniform_set_erased, &self); - - return true; -} - -void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) { - RID rid = *(RID *)p_material; - Material *material = base_singleton->material_owner.getornull(rid); - if (material) { - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - } -} - -void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) { - Material *material = material_owner.getornull(p_material); - if (material->shader_type != p_shader_type) { - return; - } - if (material->data) { - material->data->update_parameters(material->params, false, true); - } -} - -void RendererStorageRD::_update_queued_materials() { - while (material_update_list.first()) { - Material *material = material_update_list.first()->self(); - bool uniforms_changed = false; - - if (material->data) { - uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty); - } - material->texture_dirty = false; - material->uniform_dirty = false; - - material_update_list.remove(&material->update_element); - - if (uniforms_changed) { - //some implementations such as 3D renderer cache the matreial uniform set, so update is required - material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - } - } -} - -/* MESH API */ - -RID RendererStorageRD::mesh_allocate() { - return mesh_owner.allocate_rid(); -} -void RendererStorageRD::mesh_initialize(RID p_rid) { - mesh_owner.initialize_rid(p_rid, Mesh()); -} - -void RendererStorageRD::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) { - ERR_FAIL_COND(p_blend_shape_count < 0); - - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - - ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist - - mesh->blend_shape_count = p_blend_shape_count; -} - -/// Returns stride -void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - - ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES); - -#ifdef DEBUG_ENABLED - //do a validation, to catch errors first - { - uint32_t stride = 0; - uint32_t attrib_stride = 0; - uint32_t skin_stride = 0; - - for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) { - if ((p_surface.format & (1 << i))) { - switch (i) { - case RS::ARRAY_VERTEX: { - if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) { - stride += sizeof(float) * 2; - } else { - stride += sizeof(float) * 3; - } - - } break; - case RS::ARRAY_NORMAL: { - stride += sizeof(int32_t); - - } break; - case RS::ARRAY_TANGENT: { - stride += sizeof(int32_t); - - } break; - case RS::ARRAY_COLOR: { - attrib_stride += sizeof(uint32_t); - } break; - case RS::ARRAY_TEX_UV: { - attrib_stride += sizeof(float) * 2; - - } break; - case RS::ARRAY_TEX_UV2: { - attrib_stride += sizeof(float) * 2; - - } break; - case RS::ARRAY_CUSTOM0: - case RS::ARRAY_CUSTOM1: - case RS::ARRAY_CUSTOM2: - case RS::ARRAY_CUSTOM3: { - int idx = i - RS::ARRAY_CUSTOM0; - uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT }; - uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK; - uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 }; - attrib_stride += fmtsize[fmt]; - - } break; - case RS::ARRAY_WEIGHTS: - case RS::ARRAY_BONES: { - //uses a separate array - bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS; - skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8); - } break; - } - } - } - - int expected_size = stride * p_surface.vertex_count; - ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")"); - - int bs_expected_size = expected_size * mesh->blend_shape_count; - - ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")"); - - int expected_attrib_size = attrib_stride * p_surface.vertex_count; - ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")"); - - if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) { - expected_size = skin_stride * p_surface.vertex_count; - ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")"); - } - } - -#endif - - Mesh::Surface *s = memnew(Mesh::Surface); - - s->format = p_surface.format; - s->primitive = p_surface.primitive; - - bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0); - - s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage); - s->vertex_buffer_size = p_surface.vertex_data.size(); - - if (p_surface.attribute_data.size()) { - s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data); - } - if (p_surface.skin_data.size()) { - s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage); - s->skin_buffer_size = p_surface.skin_data.size(); - } - - s->vertex_count = p_surface.vertex_count; - - if (p_surface.format & RS::ARRAY_FORMAT_BONES) { - mesh->has_bone_weights = true; - } - - if (p_surface.index_count) { - bool is_index_16 = p_surface.vertex_count <= 65536; - - s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false); - s->index_count = p_surface.index_count; - s->index_array = RD::get_singleton()->index_array_create(s->index_buffer, 0, s->index_count); - if (p_surface.lods.size()) { - s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size()); - s->lod_count = p_surface.lods.size(); - - for (int i = 0; i < p_surface.lods.size(); i++) { - uint32_t indices = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4); - s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data); - s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices); - s->lods[i].edge_length = p_surface.lods[i].edge_length; - s->lods[i].index_count = indices; - } - } - } - - s->aabb = p_surface.aabb; - s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them. - - if (mesh->blend_shape_count > 0) { - s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data); - } - - if (use_as_storage) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(s->vertex_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 1; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - if (s->skin_buffer.is_valid()) { - u.ids.push_back(s->skin_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 2; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - if (s->blend_shape_buffer.is_valid()) { - u.ids.push_back(s->blend_shape_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - - s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE); - } - - if (mesh->surface_count == 0) { - mesh->bone_aabbs = p_surface.bone_aabbs; - mesh->aabb = p_surface.aabb; - } else { - if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) { - // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone - // Each surface may affect different numbers of bones. - mesh->bone_aabbs.resize(p_surface.bone_aabbs.size()); - } - for (int i = 0; i < p_surface.bone_aabbs.size(); i++) { - mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]); - } - mesh->aabb.merge_with(p_surface.aabb); - } - - s->material = p_surface.material; - - mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1)); - mesh->surfaces[mesh->surface_count] = s; - mesh->surface_count++; - - for (MeshInstance *mi : mesh->instances) { - _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1); - } - - mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); - - for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) { - Mesh *shadow_owner = E->get(); - shadow_owner->shadow_mesh = RID(); - shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); - } - - mesh->material_cache.clear(); -} - -int RendererStorageRD::mesh_get_blend_shape_count(RID p_mesh) const { - const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, -1); - return mesh->blend_shape_count; -} - -void RendererStorageRD::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - ERR_FAIL_INDEX((int)p_mode, 2); - - mesh->blend_shape_mode = p_mode; -} - -RS::BlendShapeMode RendererStorageRD::mesh_get_blend_shape_mode(RID p_mesh) const { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED); - return mesh->blend_shape_mode; -} - -void RendererStorageRD::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); - ERR_FAIL_COND(p_data.size() == 0); - uint64_t data_size = p_data.size(); - const uint8_t *r = p_data.ptr(); - - RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r); -} - -void RendererStorageRD::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); - ERR_FAIL_COND(p_data.size() == 0); - ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null()); - uint64_t data_size = p_data.size(); - const uint8_t *r = p_data.ptr(); - - RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r); -} - -void RendererStorageRD::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); - ERR_FAIL_COND(p_data.size() == 0); - ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null()); - uint64_t data_size = p_data.size(); - const uint8_t *r = p_data.ptr(); - - RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r); -} - -void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); - mesh->surfaces[p_surface]->material = p_material; - - mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); - mesh->material_cache.clear(); -} - -RID RendererStorageRD::mesh_surface_get_material(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, RID()); - ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID()); - - return mesh->surfaces[p_surface]->material; -} - -RS::SurfaceData RendererStorageRD::mesh_get_surface(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, RS::SurfaceData()); - ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData()); - - Mesh::Surface &s = *mesh->surfaces[p_surface]; - - RS::SurfaceData sd; - sd.format = s.format; - sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer); - if (s.attribute_buffer.is_valid()) { - sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer); - } - if (s.skin_buffer.is_valid()) { - sd.skin_data = RD::get_singleton()->buffer_get_data(s.skin_buffer); - } - sd.vertex_count = s.vertex_count; - sd.index_count = s.index_count; - sd.primitive = s.primitive; - - if (sd.index_count) { - sd.index_data = RD::get_singleton()->buffer_get_data(s.index_buffer); - } - sd.aabb = s.aabb; - for (uint32_t i = 0; i < s.lod_count; i++) { - RS::SurfaceData::LOD lod; - lod.edge_length = s.lods[i].edge_length; - lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer); - sd.lods.push_back(lod); - } - - sd.bone_aabbs = s.bone_aabbs; - - if (s.blend_shape_buffer.is_valid()) { - sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer); - } - - return sd; -} - -int RendererStorageRD::mesh_get_surface_count(RID p_mesh) const { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, 0); - return mesh->surface_count; -} - -void RendererStorageRD::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - mesh->custom_aabb = p_aabb; -} - -AABB RendererStorageRD::mesh_get_custom_aabb(RID p_mesh) const { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, AABB()); - return mesh->custom_aabb; -} - -AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, AABB()); - - if (mesh->custom_aabb != AABB()) { - return mesh->custom_aabb; - } - - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - if (!skeleton || skeleton->size == 0) { - return mesh->aabb; - } - - AABB aabb; - - for (uint32_t i = 0; i < mesh->surface_count; i++) { - AABB laabb; - if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) { - int bs = mesh->surfaces[i]->bone_aabbs.size(); - const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr(); - - int sbs = skeleton->size; - ERR_CONTINUE(bs > sbs); - const float *baseptr = skeleton->data.ptr(); - - bool first = true; - - if (skeleton->use_2d) { - for (int j = 0; j < bs; j++) { - if (skbones[0].size == Vector3()) { - continue; //bone is unused - } - - const float *dataptr = baseptr + j * 8; - - Transform3D mtx; - - mtx.basis.elements[0].x = dataptr[0]; - mtx.basis.elements[1].x = dataptr[1]; - mtx.origin.x = dataptr[3]; - - mtx.basis.elements[0].y = dataptr[4]; - mtx.basis.elements[1].y = dataptr[5]; - mtx.origin.y = dataptr[7]; - - AABB baabb = mtx.xform(skbones[j]); - - if (first) { - laabb = baabb; - first = false; - } else { - laabb.merge_with(baabb); - } - } - } else { - for (int j = 0; j < bs; j++) { - if (skbones[0].size == Vector3()) { - continue; //bone is unused - } - - const float *dataptr = baseptr + j * 12; - - Transform3D mtx; - - mtx.basis.elements[0][0] = dataptr[0]; - mtx.basis.elements[0][1] = dataptr[1]; - mtx.basis.elements[0][2] = dataptr[2]; - mtx.origin.x = dataptr[3]; - mtx.basis.elements[1][0] = dataptr[4]; - mtx.basis.elements[1][1] = dataptr[5]; - mtx.basis.elements[1][2] = dataptr[6]; - mtx.origin.y = dataptr[7]; - mtx.basis.elements[2][0] = dataptr[8]; - mtx.basis.elements[2][1] = dataptr[9]; - mtx.basis.elements[2][2] = dataptr[10]; - mtx.origin.z = dataptr[11]; - - AABB baabb = mtx.xform(skbones[j]); - if (first) { - laabb = baabb; - first = false; - } else { - laabb.merge_with(baabb); - } - } - } - - if (laabb.size == Vector3()) { - laabb = mesh->surfaces[i]->aabb; - } - } else { - laabb = mesh->surfaces[i]->aabb; - } - - if (i == 0) { - aabb = laabb; - } else { - aabb.merge_with(laabb); - } - } - - return aabb; -} - -void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - - Mesh *shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh); - if (shadow_mesh) { - shadow_mesh->shadow_owners.erase(mesh); - } - mesh->shadow_mesh = p_shadow_mesh; - - shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh); - - if (shadow_mesh) { - shadow_mesh->shadow_owners.insert(mesh); - } - - mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); -} - -void RendererStorageRD::mesh_clear(RID p_mesh) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND(!mesh); - for (uint32_t i = 0; i < mesh->surface_count; i++) { - Mesh::Surface &s = *mesh->surfaces[i]; - RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions - if (s.attribute_buffer.is_valid()) { - RD::get_singleton()->free(s.attribute_buffer); - } - if (s.skin_buffer.is_valid()) { - RD::get_singleton()->free(s.skin_buffer); - } - if (s.versions) { - memfree(s.versions); //reallocs, so free with memfree. - } - - if (s.index_buffer.is_valid()) { - RD::get_singleton()->free(s.index_buffer); - } - - if (s.lod_count) { - for (uint32_t j = 0; j < s.lod_count; j++) { - RD::get_singleton()->free(s.lods[j].index_buffer); - } - memdelete_arr(s.lods); - } - - if (s.blend_shape_buffer.is_valid()) { - RD::get_singleton()->free(s.blend_shape_buffer); - } - - memdelete(mesh->surfaces[i]); - } - if (mesh->surfaces) { - memfree(mesh->surfaces); - } - - mesh->surfaces = nullptr; - mesh->surface_count = 0; - mesh->material_cache.clear(); - //clear instance data - for (MeshInstance *mi : mesh->instances) { - _mesh_instance_clear(mi); - } - mesh->has_bone_weights = false; - mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); - - for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) { - Mesh *shadow_owner = E->get(); - shadow_owner->shadow_mesh = RID(); - shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); - } -} - -bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, false); - - return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton); -} - -/* MESH INSTANCE */ - -RID RendererStorageRD::mesh_instance_create(RID p_base) { - Mesh *mesh = mesh_owner.getornull(p_base); - ERR_FAIL_COND_V(!mesh, RID()); - - RID rid = mesh_instance_owner.make_rid(); - MeshInstance *mi = mesh_instance_owner.getornull(rid); - - mi->mesh = mesh; - - for (uint32_t i = 0; i < mesh->surface_count; i++) { - _mesh_instance_add_surface(mi, mesh, i); - } - - mi->I = mesh->instances.push_back(mi); - - mi->dirty = true; - - return rid; -} -void RendererStorageRD::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) { - MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance); - if (mi->skeleton == p_skeleton) { - return; - } - mi->skeleton = p_skeleton; - mi->skeleton_version = 0; - mi->dirty = true; -} - -void RendererStorageRD::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) { - MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance); - ERR_FAIL_COND(!mi); - ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size()); - mi->blend_weights[p_shape] = p_weight; - mi->weights_dirty = true; - //will be eventually updated -} - -void RendererStorageRD::_mesh_instance_clear(MeshInstance *mi) { - for (uint32_t i = 0; i < mi->surfaces.size(); i++) { - if (mi->surfaces[i].vertex_buffer.is_valid()) { - RD::get_singleton()->free(mi->surfaces[i].vertex_buffer); - } - if (mi->surfaces[i].versions) { - for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) { - RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array); - } - memfree(mi->surfaces[i].versions); - } - } - mi->surfaces.clear(); - - if (mi->blend_weights_buffer.is_valid()) { - RD::get_singleton()->free(mi->blend_weights_buffer); - } - mi->blend_weights.clear(); - mi->weights_dirty = false; - mi->skeleton_version = 0; -} - -void RendererStorageRD::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) { - if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) { - mi->blend_weights.resize(mesh->blend_shape_count); - for (uint32_t i = 0; i < mi->blend_weights.size(); i++) { - mi->blend_weights[i] = 0; - } - mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array()); - mi->weights_dirty = true; - } - - MeshInstance::Surface s; - if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) { - //surface warrants transform - s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true); - - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 1; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(s.vertex_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 2; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - if (mi->blend_weights_buffer.is_valid()) { - u.ids.push_back(mi->blend_weights_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE); - } - - mi->surfaces.push_back(s); - mi->dirty = true; -} - -void RendererStorageRD::mesh_instance_check_for_update(RID p_mesh_instance) { - MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance); - - bool needs_update = mi->dirty; - - if (mi->weights_dirty && !mi->weight_update_list.in_list()) { - dirty_mesh_instance_weights.add(&mi->weight_update_list); - needs_update = true; - } - - if (mi->array_update_list.in_list()) { - return; - } - - if (!needs_update && mi->skeleton.is_valid()) { - Skeleton *sk = skeleton_owner.getornull(mi->skeleton); - if (sk && sk->version != mi->skeleton_version) { - needs_update = true; - } - } - - if (needs_update) { - dirty_mesh_instance_arrays.add(&mi->array_update_list); - } -} - -void RendererStorageRD::update_mesh_instances() { - while (dirty_mesh_instance_weights.first()) { - MeshInstance *mi = dirty_mesh_instance_weights.first()->self(); - - if (mi->blend_weights_buffer.is_valid()) { - RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr()); - } - dirty_mesh_instance_weights.remove(&mi->weight_update_list); - mi->weights_dirty = false; - } - if (dirty_mesh_instance_arrays.first() == nullptr) { - return; //nothing to do - } - - //process skeletons and blend shapes - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - while (dirty_mesh_instance_arrays.first()) { - MeshInstance *mi = dirty_mesh_instance_arrays.first()->self(); - - Skeleton *sk = skeleton_owner.getornull(mi->skeleton); - - for (uint32_t i = 0; i < mi->surfaces.size(); i++) { - if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) { - continue; - } - - bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]); - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE); - if (sk && sk->uniform_set_mi.is_valid()) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON); - } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON); - } - - SkeletonShader::PushConstant push_constant; - - push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL; - push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT; - push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES); - push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0; - - push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count; - push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4; - push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4; - push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2; - - push_constant.blend_shape_count = mi->mesh->blend_shape_count; - push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED; - push_constant.pad0 = 0; - push_constant.pad1 = 0; - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant)); - - //dispatch without barrier, so all is done at the same time - RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1); - } - - mi->dirty = false; - if (sk) { - mi->skeleton_version = sk->version; - } - dirty_mesh_instance_arrays.remove(&mi->array_update_list); - } - - RD::get_singleton()->compute_list_end(); -} - -void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) { - Vector<RD::VertexAttribute> attributes; - Vector<RID> buffers; - - uint32_t stride = 0; - uint32_t attribute_stride = 0; - uint32_t skin_stride = 0; - - for (int i = 0; i < RS::ARRAY_INDEX; i++) { - RD::VertexAttribute vd; - RID buffer; - vd.location = i; - - if (!(s->format & (1 << i))) { - // Not supplied by surface, use default value - buffer = mesh_default_rd_buffers[i]; - vd.stride = 0; - switch (i) { - case RS::ARRAY_VERTEX: { - vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; - - } break; - case RS::ARRAY_NORMAL: { - vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; - } break; - case RS::ARRAY_TANGENT: { - vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; - } break; - case RS::ARRAY_COLOR: { - vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; - - } break; - case RS::ARRAY_TEX_UV: { - vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; - - } break; - case RS::ARRAY_TEX_UV2: { - vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; - } break; - case RS::ARRAY_CUSTOM0: - case RS::ARRAY_CUSTOM1: - case RS::ARRAY_CUSTOM2: - case RS::ARRAY_CUSTOM3: { - //assumed weights too - vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; - } break; - case RS::ARRAY_BONES: { - //assumed weights too - vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; - } break; - case RS::ARRAY_WEIGHTS: { - //assumed weights too - vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; - } break; - } - } else { - //Supplied, use it - - vd.stride = 1; //mark that it needs a stride set (default uses 0) - - switch (i) { - case RS::ARRAY_VERTEX: { - vd.offset = stride; - - if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) { - vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; - stride += sizeof(float) * 2; - } else { - vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; - stride += sizeof(float) * 3; - } - - if (mis) { - buffer = mis->vertex_buffer; - } else { - buffer = s->vertex_buffer; - } - - } break; - case RS::ARRAY_NORMAL: { - vd.offset = stride; - - vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; - - stride += sizeof(uint32_t); - if (mis) { - buffer = mis->vertex_buffer; - } else { - buffer = s->vertex_buffer; - } - } break; - case RS::ARRAY_TANGENT: { - vd.offset = stride; - - vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; - stride += sizeof(uint32_t); - if (mis) { - buffer = mis->vertex_buffer; - } else { - buffer = s->vertex_buffer; - } - } break; - case RS::ARRAY_COLOR: { - vd.offset = attribute_stride; - - vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - attribute_stride += sizeof(int8_t) * 4; - buffer = s->attribute_buffer; - } break; - case RS::ARRAY_TEX_UV: { - vd.offset = attribute_stride; - - vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; - attribute_stride += sizeof(float) * 2; - buffer = s->attribute_buffer; - - } break; - case RS::ARRAY_TEX_UV2: { - vd.offset = attribute_stride; - - vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; - attribute_stride += sizeof(float) * 2; - buffer = s->attribute_buffer; - } break; - case RS::ARRAY_CUSTOM0: - case RS::ARRAY_CUSTOM1: - case RS::ARRAY_CUSTOM2: - case RS::ARRAY_CUSTOM3: { - vd.offset = attribute_stride; - - int idx = i - RS::ARRAY_CUSTOM0; - uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT }; - uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK; - uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 }; - RD::DataFormat fmtrd[RS::ARRAY_CUSTOM_MAX] = { RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::DATA_FORMAT_R8G8B8A8_SNORM, RD::DATA_FORMAT_R16G16_SFLOAT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::DATA_FORMAT_R32_SFLOAT, RD::DATA_FORMAT_R32G32_SFLOAT, RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::DATA_FORMAT_R32G32B32A32_SFLOAT }; - vd.format = fmtrd[fmt]; - attribute_stride += fmtsize[fmt]; - buffer = s->attribute_buffer; - } break; - case RS::ARRAY_BONES: { - vd.offset = skin_stride; - - vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT; - skin_stride += sizeof(int16_t) * 4; - buffer = s->skin_buffer; - } break; - case RS::ARRAY_WEIGHTS: { - vd.offset = skin_stride; - - vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM; - skin_stride += sizeof(int16_t) * 4; - buffer = s->skin_buffer; - } break; - } - } - - if (!(p_input_mask & (1 << i))) { - continue; // Shader does not need this, skip it (but computing stride was important anyway) - } - - attributes.push_back(vd); - buffers.push_back(buffer); - } - - //update final stride - for (int i = 0; i < attributes.size(); i++) { - if (attributes[i].stride == 0) { - continue; //default location - } - int loc = attributes[i].location; - - if (loc < RS::ARRAY_COLOR) { - attributes.write[i].stride = stride; - } else if (loc < RS::ARRAY_BONES) { - attributes.write[i].stride = attribute_stride; - } else { - attributes.write[i].stride = skin_stride; - } - } - - v.input_mask = p_input_mask; - v.vertex_format = RD::get_singleton()->vertex_format_create(attributes); - v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers); -} - -////////////////// MULTIMESH - -RID RendererStorageRD::multimesh_allocate() { - return multimesh_owner.allocate_rid(); -} -void RendererStorageRD::multimesh_initialize(RID p_rid) { - multimesh_owner.initialize_rid(p_rid, MultiMesh()); -} - -void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - - if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) { - return; - } - - if (multimesh->buffer.is_valid()) { - RD::get_singleton()->free(multimesh->buffer); - multimesh->buffer = RID(); - multimesh->uniform_set_2d = RID(); //cleared by dependency - multimesh->uniform_set_3d = RID(); //cleared by dependency - } - - if (multimesh->data_cache_dirty_regions) { - memdelete_arr(multimesh->data_cache_dirty_regions); - multimesh->data_cache_dirty_regions = nullptr; - multimesh->data_cache_used_dirty_regions = 0; - } - - multimesh->instances = p_instances; - multimesh->xform_format = p_transform_format; - multimesh->uses_colors = p_use_colors; - multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12; - multimesh->uses_custom_data = p_use_custom_data; - multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0); - multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0); - multimesh->buffer_set = false; - - //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances)); - multimesh->data_cache = Vector<float>(); - multimesh->aabb = AABB(); - multimesh->aabb_dirty = false; - multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances); - - if (multimesh->instances) { - multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4); - } - - multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH); -} - -int RendererStorageRD::multimesh_get_instance_count(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, 0); - return multimesh->instances; -} - -void RendererStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - if (multimesh->mesh == p_mesh) { - return; - } - multimesh->mesh = p_mesh; - - if (multimesh->instances == 0) { - return; - } - - if (multimesh->data_cache.size()) { - //we have a data cache, just mark it dirt - _multimesh_mark_all_dirty(multimesh, false, true); - } else if (multimesh->instances) { - //need to re-create AABB unfortunately, calling this has a penalty - if (multimesh->buffer_set) { - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); - const uint8_t *r = buffer.ptr(); - const float *data = (const float *)r; - _multimesh_re_create_aabb(multimesh, data, multimesh->instances); - } - } - - multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); -} - -#define MULTIMESH_DIRTY_REGION_SIZE 512 - -void RendererStorageRD::_multimesh_make_local(MultiMesh *multimesh) const { - if (multimesh->data_cache.size() > 0) { - return; //already local - } - ERR_FAIL_COND(multimesh->data_cache.size() > 0); - // this means that the user wants to load/save individual elements, - // for this, the data must reside on CPU, so just copy it there. - multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache); - { - float *w = multimesh->data_cache.ptrw(); - - if (multimesh->buffer_set) { - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); - { - const uint8_t *r = buffer.ptr(); - memcpy(w, r, buffer.size()); - } - } else { - memset(w, 0, multimesh->instances * multimesh->stride_cache * sizeof(float)); - } - } - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count); - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; - } - multimesh->data_cache_used_dirty_regions = 0; -} - -void RendererStorageRD::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) { - uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE; -#ifdef DEBUG_ENABLED - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug -#endif - if (!multimesh->data_cache_dirty_regions[region_index]) { - multimesh->data_cache_dirty_regions[region_index] = true; - multimesh->data_cache_used_dirty_regions++; - } - - if (p_aabb) { - multimesh->aabb_dirty = true; - } - - if (!multimesh->dirty) { - multimesh->dirty_list = multimesh_dirty_list; - multimesh_dirty_list = multimesh; - multimesh->dirty = true; - } -} - -void RendererStorageRD::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) { - if (p_data) { - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - if (!multimesh->data_cache_dirty_regions[i]) { - multimesh->data_cache_dirty_regions[i] = true; - multimesh->data_cache_used_dirty_regions++; - } - } - } - - if (p_aabb) { - multimesh->aabb_dirty = true; - } - - if (!multimesh->dirty) { - multimesh->dirty_list = multimesh_dirty_list; - multimesh_dirty_list = multimesh; - multimesh->dirty = true; - } -} - -void RendererStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) { - ERR_FAIL_COND(multimesh->mesh.is_null()); - AABB aabb; - AABB mesh_aabb = mesh_get_aabb(multimesh->mesh); - for (int i = 0; i < p_instances; i++) { - const float *data = p_data + multimesh->stride_cache * i; - Transform3D t; - - if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) { - t.basis.elements[0][0] = data[0]; - t.basis.elements[0][1] = data[1]; - t.basis.elements[0][2] = data[2]; - t.origin.x = data[3]; - t.basis.elements[1][0] = data[4]; - t.basis.elements[1][1] = data[5]; - t.basis.elements[1][2] = data[6]; - t.origin.y = data[7]; - t.basis.elements[2][0] = data[8]; - t.basis.elements[2][1] = data[9]; - t.basis.elements[2][2] = data[10]; - t.origin.z = data[11]; - - } else { - t.basis.elements[0].x = data[0]; - t.basis.elements[1].x = data[1]; - t.origin.x = data[3]; - - t.basis.elements[0].y = data[4]; - t.basis.elements[1].y = data[5]; - t.origin.y = data[7]; - } - - if (i == 0) { - aabb = t.xform(mesh_aabb); - } else { - aabb.merge_with(t.xform(mesh_aabb)); - } - } - - multimesh->aabb = aabb; -} - -void RendererStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_INDEX(p_index, multimesh->instances); - ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D); - - _multimesh_make_local(multimesh); - - { - float *w = multimesh->data_cache.ptrw(); - - float *dataptr = w + p_index * multimesh->stride_cache; - - dataptr[0] = p_transform.basis.elements[0][0]; - dataptr[1] = p_transform.basis.elements[0][1]; - dataptr[2] = p_transform.basis.elements[0][2]; - dataptr[3] = p_transform.origin.x; - dataptr[4] = p_transform.basis.elements[1][0]; - dataptr[5] = p_transform.basis.elements[1][1]; - dataptr[6] = p_transform.basis.elements[1][2]; - dataptr[7] = p_transform.origin.y; - dataptr[8] = p_transform.basis.elements[2][0]; - dataptr[9] = p_transform.basis.elements[2][1]; - dataptr[10] = p_transform.basis.elements[2][2]; - dataptr[11] = p_transform.origin.z; - } - - _multimesh_mark_dirty(multimesh, p_index, true); -} - -void RendererStorageRD::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_INDEX(p_index, multimesh->instances); - ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D); - - _multimesh_make_local(multimesh); - - { - float *w = multimesh->data_cache.ptrw(); - - float *dataptr = w + p_index * multimesh->stride_cache; - - dataptr[0] = p_transform.elements[0][0]; - dataptr[1] = p_transform.elements[1][0]; - dataptr[2] = 0; - dataptr[3] = p_transform.elements[2][0]; - dataptr[4] = p_transform.elements[0][1]; - dataptr[5] = p_transform.elements[1][1]; - dataptr[6] = 0; - dataptr[7] = p_transform.elements[2][1]; - } - - _multimesh_mark_dirty(multimesh, p_index, true); -} - -void RendererStorageRD::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_INDEX(p_index, multimesh->instances); - ERR_FAIL_COND(!multimesh->uses_colors); - - _multimesh_make_local(multimesh); - - { - float *w = multimesh->data_cache.ptrw(); - - float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache; - - dataptr[0] = p_color.r; - dataptr[1] = p_color.g; - dataptr[2] = p_color.b; - dataptr[3] = p_color.a; - } - - _multimesh_mark_dirty(multimesh, p_index, false); -} - -void RendererStorageRD::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_INDEX(p_index, multimesh->instances); - ERR_FAIL_COND(!multimesh->uses_custom_data); - - _multimesh_make_local(multimesh); - - { - float *w = multimesh->data_cache.ptrw(); - - float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; - - dataptr[0] = p_color.r; - dataptr[1] = p_color.g; - dataptr[2] = p_color.b; - dataptr[3] = p_color.a; - } - - _multimesh_mark_dirty(multimesh, p_index, false); -} - -RID RendererStorageRD::multimesh_get_mesh(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, RID()); - - return multimesh->mesh; -} - -Transform3D RendererStorageRD::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, Transform3D()); - ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D()); - ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D()); - - _multimesh_make_local(multimesh); - - Transform3D t; - { - const float *r = multimesh->data_cache.ptr(); - - const float *dataptr = r + p_index * multimesh->stride_cache; - - t.basis.elements[0][0] = dataptr[0]; - t.basis.elements[0][1] = dataptr[1]; - t.basis.elements[0][2] = dataptr[2]; - t.origin.x = dataptr[3]; - t.basis.elements[1][0] = dataptr[4]; - t.basis.elements[1][1] = dataptr[5]; - t.basis.elements[1][2] = dataptr[6]; - t.origin.y = dataptr[7]; - t.basis.elements[2][0] = dataptr[8]; - t.basis.elements[2][1] = dataptr[9]; - t.basis.elements[2][2] = dataptr[10]; - t.origin.z = dataptr[11]; - } - - return t; -} - -Transform2D RendererStorageRD::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, Transform2D()); - ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D()); - ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D()); - - _multimesh_make_local(multimesh); - - Transform2D t; - { - const float *r = multimesh->data_cache.ptr(); - - const float *dataptr = r + p_index * multimesh->stride_cache; - - t.elements[0][0] = dataptr[0]; - t.elements[1][0] = dataptr[1]; - t.elements[2][0] = dataptr[3]; - t.elements[0][1] = dataptr[4]; - t.elements[1][1] = dataptr[5]; - t.elements[2][1] = dataptr[7]; - } - - return t; -} - -Color RendererStorageRD::multimesh_instance_get_color(RID p_multimesh, int p_index) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, Color()); - ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color()); - ERR_FAIL_COND_V(!multimesh->uses_colors, Color()); - - _multimesh_make_local(multimesh); - - Color c; - { - const float *r = multimesh->data_cache.ptr(); - - const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache; - - c.r = dataptr[0]; - c.g = dataptr[1]; - c.b = dataptr[2]; - c.a = dataptr[3]; - } - - return c; -} - -Color RendererStorageRD::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, Color()); - ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color()); - ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color()); - - _multimesh_make_local(multimesh); - - Color c; - { - const float *r = multimesh->data_cache.ptr(); - - const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; - - c.r = dataptr[0]; - c.g = dataptr[1]; - c.b = dataptr[2]; - c.a = dataptr[3]; - } - - return c; -} - -void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache)); - - { - const float *r = p_buffer.ptr(); - RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r); - multimesh->buffer_set = true; - } - - if (multimesh->data_cache.size()) { - //if we have a data cache, just update it - multimesh->data_cache = p_buffer; - { - //clear dirty since nothing will be dirty anymore - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; - } - multimesh->data_cache_used_dirty_regions = 0; - } - - _multimesh_mark_all_dirty(multimesh, false, true); //update AABB - } else if (multimesh->mesh.is_valid()) { - //if we have a mesh set, we need to re-generate the AABB from the new data - const float *data = p_buffer.ptr(); - - _multimesh_re_create_aabb(multimesh, data, multimesh->instances); - multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); - } -} - -Vector<float> RendererStorageRD::multimesh_get_buffer(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, Vector<float>()); - if (multimesh->buffer.is_null()) { - return Vector<float>(); - } else if (multimesh->data_cache.size()) { - return multimesh->data_cache; - } else { - //get from memory - - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); - Vector<float> ret; - ret.resize(multimesh->instances * multimesh->stride_cache); - { - float *w = ret.ptrw(); - const uint8_t *r = buffer.ptr(); - memcpy(w, r, buffer.size()); - } - - return ret; - } -} - -void RendererStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_visible) { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND(!multimesh); - ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances); - if (multimesh->visible_instances == p_visible) { - return; - } - - if (multimesh->data_cache.size()) { - //there is a data cache.. - _multimesh_mark_all_dirty(multimesh, false, true); - } - - multimesh->visible_instances = p_visible; - - multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES); -} - -int RendererStorageRD::multimesh_get_visible_instances(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, 0); - return multimesh->visible_instances; -} - -AABB RendererStorageRD::multimesh_get_aabb(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - ERR_FAIL_COND_V(!multimesh, AABB()); - if (multimesh->aabb_dirty) { - const_cast<RendererStorageRD *>(this)->_update_dirty_multimeshes(); - } - return multimesh->aabb; -} - -void RendererStorageRD::_update_dirty_multimeshes() { - while (multimesh_dirty_list) { - MultiMesh *multimesh = multimesh_dirty_list; - - if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists - const float *data = multimesh->data_cache.ptr(); - - uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; - - if (multimesh->data_cache_used_dirty_regions) { - uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; - - uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float); - - if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) { - //if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much - RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data); - } else { - //not that many regions? update them all - for (uint32_t i = 0; i < visible_region_count; i++) { - if (multimesh->data_cache_dirty_regions[i]) { - uint64_t offset = i * region_size; - uint64_t size = multimesh->stride_cache * multimesh->instances * sizeof(float); - RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]); - } - } - } - - for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { - multimesh->data_cache_dirty_regions[i] = false; - } - - multimesh->data_cache_used_dirty_regions = 0; - } - - if (multimesh->aabb_dirty) { - //aabb is dirty.. - _multimesh_re_create_aabb(multimesh, data, visible_instances); - multimesh->aabb_dirty = false; - multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); - } - } - - multimesh_dirty_list = multimesh->dirty_list; - - multimesh->dirty_list = nullptr; - multimesh->dirty = false; - } - - multimesh_dirty_list = nullptr; -} - -/* PARTICLES */ - -RID RendererStorageRD::particles_allocate() { - return particles_owner.allocate_rid(); -} -void RendererStorageRD::particles_initialize(RID p_rid) { - particles_owner.initialize_rid(p_rid, Particles()); -} - -void RendererStorageRD::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - if (particles->mode == p_mode) { - return; - } - - _particles_free_data(particles); - - particles->mode = p_mode; -} - -void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->emitting = p_emitting; -} - -bool RendererStorageRD::particles_get_emitting(RID p_particles) { - ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer."); - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, false); - - return particles->emitting; -} - -void RendererStorageRD::_particles_free_data(Particles *particles) { - if (particles->particle_buffer.is_valid()) { - RD::get_singleton()->free(particles->particle_buffer); - particles->particle_buffer = RID(); - RD::get_singleton()->free(particles->particle_instance_buffer); - particles->particle_instance_buffer = RID(); - } - - if (particles->frame_params_buffer.is_valid()) { - RD::get_singleton()->free(particles->frame_params_buffer); - particles->frame_params_buffer = RID(); - } - particles->particles_transforms_buffer_uniform_set = RID(); - - if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) { - RD::get_singleton()->free(particles->trail_bind_pose_uniform_set); - } - particles->trail_bind_pose_uniform_set = RID(); - - if (particles->trail_bind_pose_buffer.is_valid()) { - RD::get_singleton()->free(particles->trail_bind_pose_buffer); - particles->trail_bind_pose_buffer = RID(); - } - if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) { - RD::get_singleton()->free(particles->collision_textures_uniform_set); - } - particles->collision_textures_uniform_set = RID(); - - if (particles->particles_sort_buffer.is_valid()) { - RD::get_singleton()->free(particles->particles_sort_buffer); - particles->particles_sort_buffer = RID(); - particles->particles_sort_uniform_set = RID(); - } - - if (particles->emission_buffer != nullptr) { - particles->emission_buffer = nullptr; - particles->emission_buffer_data.clear(); - RD::get_singleton()->free(particles->emission_storage_buffer); - particles->emission_storage_buffer = RID(); - } - - if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { - //will need to be re-created - RD::get_singleton()->free(particles->particles_material_uniform_set); - } - particles->particles_material_uniform_set = RID(); -} - -void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - if (particles->amount == p_amount) { - return; - } - - _particles_free_data(particles); - - particles->amount = p_amount; - - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - - particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES); -} - -void RendererStorageRD::particles_set_lifetime(RID p_particles, double p_lifetime) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->lifetime = p_lifetime; -} - -void RendererStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->one_shot = p_one_shot; -} - -void RendererStorageRD::particles_set_pre_process_time(RID p_particles, double p_time) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->pre_process_time = p_time; -} -void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->explosiveness = p_ratio; -} -void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->randomness = p_ratio; -} - -void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->custom_aabb = p_aabb; - particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::particles_set_speed_scale(RID p_particles, double p_scale) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->speed_scale = p_scale; -} -void RendererStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->use_local_coords = p_enable; -} - -void RendererStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->fixed_fps = p_fps; - - _particles_free_data(particles); - - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - - particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES); -} - -void RendererStorageRD::particles_set_interpolate(RID p_particles, bool p_enable) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->interpolate = p_enable; -} - -void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->fractional_delta = p_enable; -} - -void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, double p_length) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - ERR_FAIL_COND(p_length < 0.1); - p_length = MIN(10.0, p_length); - - particles->trails_enabled = p_enable; - particles->trail_length = p_length; - - _particles_free_data(particles); - - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - - particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES); -} - -void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) { - _particles_free_data(particles); - - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - } - particles->trail_bind_poses = p_bind_poses; - particles->trail_bind_poses_dirty = true; - - particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES); -} - -void RendererStorageRD::particles_set_collision_base_size(RID p_particles, real_t p_size) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->collision_base_size = p_size; -} - -void RendererStorageRD::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->transform_align = p_transform_align; -} - -void RendererStorageRD::particles_set_process_material(RID p_particles, RID p_material) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->process_material = p_material; -} - -void RendererStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->draw_order = p_order; -} - -void RendererStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->draw_passes.resize(p_passes); -} - -void RendererStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - ERR_FAIL_INDEX(p_pass, particles->draw_passes.size()); - particles->draw_passes.write[p_pass] = p_mesh; -} - -void RendererStorageRD::particles_restart(RID p_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->restart_request = true; -} - -void RendererStorageRD::_particles_allocate_emission_buffer(Particles *particles) { - ERR_FAIL_COND(particles->emission_buffer != nullptr); - - particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4); - memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size()); - particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw(); - particles->emission_buffer->particle_max = particles->amount; - - particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data); - - if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { - //will need to be re-created - RD::get_singleton()->free(particles->particles_material_uniform_set); - particles->particles_material_uniform_set = RID(); - } -} - -void RendererStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - ERR_FAIL_COND(p_particles == p_subemitter_particles); - - particles->sub_emitter = p_subemitter_particles; - - if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { - RD::get_singleton()->free(particles->particles_material_uniform_set); - particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting - } -} - -void RendererStorageRD::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - ERR_FAIL_COND(particles->amount == 0); - - if (particles->emitting) { - particles->clear = true; - particles->emitting = false; - } - - if (particles->emission_buffer == nullptr) { - _particles_allocate_emission_buffer(particles); - } - - if (particles->inactive) { - //in case it was inactive, make active again - particles->inactive = false; - particles->inactive_time = 0; - } - - int32_t idx = particles->emission_buffer->particle_count; - if (idx < particles->emission_buffer->particle_max) { - store_transform(p_transform, particles->emission_buffer->data[idx].xform); - - particles->emission_buffer->data[idx].velocity[0] = p_velocity.x; - particles->emission_buffer->data[idx].velocity[1] = p_velocity.y; - particles->emission_buffer->data[idx].velocity[2] = p_velocity.z; - - particles->emission_buffer->data[idx].custom[0] = p_custom.r; - particles->emission_buffer->data[idx].custom[1] = p_custom.g; - particles->emission_buffer->data[idx].custom[2] = p_custom.b; - particles->emission_buffer->data[idx].custom[3] = p_custom.a; - - particles->emission_buffer->data[idx].color[0] = p_color.r; - particles->emission_buffer->data[idx].color[1] = p_color.g; - particles->emission_buffer->data[idx].color[2] = p_color.b; - particles->emission_buffer->data[idx].color[3] = p_color.a; - - particles->emission_buffer->data[idx].flags = p_emit_flags; - particles->emission_buffer->particle_count++; - } -} - -void RendererStorageRD::particles_request_process(RID p_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - if (!particles->dirty) { - particles->dirty = true; - particles->update_list = particle_update_list; - particle_update_list = particles; - } -} - -AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) { - if (RSG::threaded) { - WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care."); - } - - const Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, AABB()); - - int total_amount = particles->amount; - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - total_amount *= particles->trail_bind_poses.size(); - } - - Vector<ParticleData> data; - data.resize(total_amount); - - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer); - - Transform3D inv = particles->emission_transform.affine_inverse(); - - AABB aabb; - if (buffer.size()) { - bool first = true; - - const ParticleData *particle_data = (const ParticleData *)data.ptr(); - for (int i = 0; i < total_amount; i++) { - if (particle_data[i].active) { - Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]); - if (!particles->use_local_coords) { - pos = inv.xform(pos); - } - if (first) { - aabb.position = pos; - first = false; - } else { - aabb.expand_to(pos); - } - } - } - } - - float longest_axis_size = 0; - for (int i = 0; i < particles->draw_passes.size(); i++) { - if (particles->draw_passes[i].is_valid()) { - AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID()); - longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size); - } - } - - aabb.grow_by(longest_axis_size); - - return aabb; -} - -AABB RendererStorageRD::particles_get_aabb(RID p_particles) const { - const Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, AABB()); - - return particles->custom_aabb; -} - -void RendererStorageRD::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - particles->emission_transform = p_transform; -} - -int RendererStorageRD::particles_get_draw_passes(RID p_particles) const { - const Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, 0); - - return particles->draw_passes.size(); -} - -RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { - const Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, RID()); - ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID()); - - return particles->draw_passes[p_pass]; -} - -void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->collisions.insert(p_particles_collision_instance); -} - -void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->collisions.erase(p_particles_collision_instance); -} - -void RendererStorageRD::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - particles->has_sdf_collision = p_enable; - particles->sdf_collision_transform = p_xform; - particles->sdf_collision_to_screen = p_to_screen; - particles->sdf_collision_texture = p_texture; -} - -void RendererStorageRD::_particles_process(Particles *p_particles, double p_delta) { - if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(p_particles->frame_params_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 1; - u.ids.push_back(p_particles->particle_buffer); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - if (p_particles->emission_storage_buffer.is_valid()) { - u.ids.push_back(p_particles->emission_storage_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 3; - Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter); - if (sub_emitter) { - if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer - _particles_allocate_emission_buffer(sub_emitter); - } - u.ids.push_back(sub_emitter->emission_storage_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - - p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1); - } - - double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0); - - //move back history (if there is any) - for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) { - p_particles->frame_history[i] = p_particles->frame_history[i - 1]; - } - //update current frame - ParticlesFrameParams &frame_params = p_particles->frame_history[0]; - - if (p_particles->clear) { - p_particles->cycle_number = 0; - p_particles->random_seed = Math::rand(); - } else if (new_phase < p_particles->phase) { - if (p_particles->one_shot) { - p_particles->emitting = false; - } - p_particles->cycle_number++; - } - - frame_params.emitting = p_particles->emitting; - frame_params.system_phase = new_phase; - frame_params.prev_system_phase = p_particles->phase; - - p_particles->phase = new_phase; - - frame_params.time = RendererCompositorRD::singleton->get_total_time(); - frame_params.delta = p_delta * p_particles->speed_scale; - frame_params.random_seed = p_particles->random_seed; - frame_params.explosiveness = p_particles->explosiveness; - frame_params.randomness = p_particles->randomness; - - if (p_particles->use_local_coords) { - store_transform(Transform3D(), frame_params.emission_transform); - } else { - store_transform(p_particles->emission_transform, frame_params.emission_transform); - } - - frame_params.cycle = p_particles->cycle_number; - frame_params.frame = p_particles->frame_counter++; - frame_params.pad0 = 0; - frame_params.pad1 = 0; - frame_params.pad2 = 0; - - { //collision and attractors - - frame_params.collider_count = 0; - frame_params.attractor_count = 0; - frame_params.particle_size = p_particles->collision_base_size; - - RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; - RID collision_heightmap_texture; - - Transform3D to_particles; - if (p_particles->use_local_coords) { - to_particles = p_particles->emission_transform.affine_inverse(); - } - - if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) { - //2D collision - - Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand - Transform2D revert = xform.affine_inverse(); - frame_params.collider_count = 1; - frame_params.colliders[0].transform[0] = xform.elements[0][0]; - frame_params.colliders[0].transform[1] = xform.elements[0][1]; - frame_params.colliders[0].transform[2] = 0; - frame_params.colliders[0].transform[3] = xform.elements[2][0]; - - frame_params.colliders[0].transform[4] = xform.elements[1][0]; - frame_params.colliders[0].transform[5] = xform.elements[1][1]; - frame_params.colliders[0].transform[6] = 0; - frame_params.colliders[0].transform[7] = xform.elements[2][1]; - - frame_params.colliders[0].transform[8] = revert.elements[0][0]; - frame_params.colliders[0].transform[9] = revert.elements[0][1]; - frame_params.colliders[0].transform[10] = 0; - frame_params.colliders[0].transform[11] = revert.elements[2][0]; - - frame_params.colliders[0].transform[12] = revert.elements[1][0]; - frame_params.colliders[0].transform[13] = revert.elements[1][1]; - frame_params.colliders[0].transform[14] = 0; - frame_params.colliders[0].transform[15] = revert.elements[2][1]; - - frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x; - frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y; - frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x; - frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y; - frame_params.colliders[0].texture_index = 0; - frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF; - - collision_heightmap_texture = p_particles->sdf_collision_texture; - - //replace in all other history frames where used because parameters are no longer valid if screen moves - for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) { - if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { - p_particles->frame_history[i].colliders[0] = frame_params.colliders[0]; - } - } - } - - uint32_t collision_3d_textures_used = 0; - for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) { - ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get()); - if (!pci || !pci->active) { - continue; - } - ParticlesCollision *pc = particles_collision_owner.getornull(pci->collision); - ERR_CONTINUE(!pc); - - Transform3D to_collider = pci->transform; - if (p_particles->use_local_coords) { - to_collider = to_particles * to_collider; - } - Vector3 scale = to_collider.basis.get_scale(); - to_collider.basis.orthonormalize(); - - if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) { - //attractor - if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) { - continue; - } - - ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count]; - - store_transform(to_collider, attr.transform); - attr.strength = pc->attractor_strength; - attr.attenuation = pc->attractor_attenuation; - attr.directionality = pc->attractor_directionality; - - switch (pc->type) { - case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: { - attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE; - float radius = pc->radius; - radius *= (scale.x + scale.y + scale.z) / 3.0; - attr.extents[0] = radius; - attr.extents[1] = radius; - attr.extents[2] = radius; - } break; - case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: { - attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX; - Vector3 extents = pc->extents * scale; - attr.extents[0] = extents.x; - attr.extents[1] = extents.y; - attr.extents[2] = extents.z; - } break; - case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: { - if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { - continue; - } - attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD; - Vector3 extents = pc->extents * scale; - attr.extents[0] = extents.x; - attr.extents[1] = extents.y; - attr.extents[2] = extents.z; - attr.texture_index = collision_3d_textures_used; - - collision_3d_textures[collision_3d_textures_used] = pc->field_texture; - collision_3d_textures_used++; - } break; - default: { - } - } - - frame_params.attractor_count++; - } else { - //collider - if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) { - continue; - } - - ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count]; - - store_transform(to_collider, col.transform); - switch (pc->type) { - case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: { - col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE; - float radius = pc->radius; - radius *= (scale.x + scale.y + scale.z) / 3.0; - col.extents[0] = radius; - col.extents[1] = radius; - col.extents[2] = radius; - } break; - case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: { - col.type = ParticlesFrameParams::COLLISION_TYPE_BOX; - Vector3 extents = pc->extents * scale; - col.extents[0] = extents.x; - col.extents[1] = extents.y; - col.extents[2] = extents.z; - } break; - case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: { - if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { - continue; - } - col.type = ParticlesFrameParams::COLLISION_TYPE_SDF; - Vector3 extents = pc->extents * scale; - col.extents[0] = extents.x; - col.extents[1] = extents.y; - col.extents[2] = extents.z; - col.texture_index = collision_3d_textures_used; - col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported - - collision_3d_textures[collision_3d_textures_used] = pc->field_texture; - collision_3d_textures_used++; - } break; - case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: { - if (collision_heightmap_texture != RID()) { //already taken - continue; - } - - col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD; - Vector3 extents = pc->extents * scale; - col.extents[0] = extents.x; - col.extents[1] = extents.y; - col.extents[2] = extents.z; - collision_heightmap_texture = pc->heightfield_texture; - } break; - default: { - } - } - - frame_params.collider_count++; - } - } - - bool different = false; - if (collision_3d_textures_used == p_particles->collision_3d_textures_used) { - for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { - if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) { - different = true; - break; - } - } - } - - if (collision_heightmap_texture != p_particles->collision_heightmap_texture) { - different = true; - } - - bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set); - - if (different || !uniform_set_valid) { - if (uniform_set_valid) { - RD::get_singleton()->free(p_particles->collision_textures_uniform_set); - } - - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 0; - for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { - RID rd_tex; - if (i < collision_3d_textures_used) { - Texture *t = texture_owner.getornull(collision_3d_textures[i]); - if (t && t->type == Texture::TYPE_3D) { - rd_tex = t->rd_texture; - } - } - - if (rd_tex == RID()) { - rd_tex = default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE]; - } - u.ids.push_back(rd_tex); - } - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 1; - if (collision_heightmap_texture.is_valid()) { - u.ids.push_back(collision_heightmap_texture); - } else { - u.ids.push_back(default_rd_textures[DEFAULT_RD_TEXTURE_BLACK]); - } - uniforms.push_back(u); - } - p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2); - } - } - - ParticlesShader::PushConstant push_constant; - - int process_amount = p_particles->amount; - - if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { - process_amount *= p_particles->trail_bind_poses.size(); - } - push_constant.clear = p_particles->clear; - push_constant.total_particles = p_particles->amount; - push_constant.lifetime = p_particles->lifetime; - push_constant.trail_size = p_particles->trail_params.size(); - push_constant.use_fractional_delta = p_particles->fractional_delta; - push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit); - push_constant.trail_pass = false; - - p_particles->force_sub_emit = false; //reset - - Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter); - - if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) { - // print_line("updating subemitter buffer"); - int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 }; - RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero); - push_constant.can_emit = true; - - if (sub_emitter->emitting) { - sub_emitter->emitting = false; - sub_emitter->clear = true; //will need to clear if it was emitting, sorry - } - //make sure the sub emitter processes particles too - sub_emitter->inactive = false; - sub_emitter->inactive_time = 0; - - sub_emitter->force_sub_emit = true; - - } else { - push_constant.can_emit = false; - } - - if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) { - RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer); - p_particles->emission_buffer->particle_count = 0; - } - - p_particles->clear = false; - - if (p_particles->trail_params.size() > 1) { - //fill the trail params - for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) { - uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size(); - p_particles->trail_params[i] = p_particles->frame_history[src_idx]; - } - } else { - p_particles->trail_params[0] = p_particles->frame_history[0]; - } - - RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr()); - - ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES); - if (!m) { - m = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES); - } - - ERR_FAIL_COND(!m); - - p_particles->has_collision_cache = m->shader_data->uses_collision; - - //todo should maybe compute all particle systems together? - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2); - - if (m->uniform_set.is_valid()) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3); - } - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); - - if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { - //trails requires two passes in order to catch particle starts - RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - - push_constant.trail_pass = true; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1); - } else { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1); - } - - RD::get_singleton()->compute_list_end(); -} - -void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND(!particles); - - if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { - return; - } - - if (particles->particle_buffer.is_null()) { - return; //particles have not processed yet - } - - bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH; - - //copy to sort buffer - if (do_sort && particles->particles_sort_buffer == RID()) { - uint32_t size = particles->amount; - if (size & 1) { - size++; //make multiple of 16 - } - size *= sizeof(float) * 2; - particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size); - - { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(particles->particles_sort_buffer); - uniforms.push_back(u); - } - - particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1); - } - } - - ParticlesShader::CopyPushConstant copy_push_constant; - - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - int fixed_fps = 60.0; - if (particles->fixed_fps > 0) { - fixed_fps = particles->fixed_fps; - } - - copy_push_constant.trail_size = particles->trail_bind_poses.size(); - copy_push_constant.trail_total = particles->frame_history.size(); - copy_push_constant.frame_delta = 1.0 / fixed_fps; - } else { - copy_push_constant.trail_size = 1; - copy_push_constant.trail_total = 1; - copy_push_constant.frame_delta = 0.0; - } - - copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); - copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); - copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; - - copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; - copy_push_constant.total_particles = particles->amount; - - Vector3 axis = -p_axis; // cameras look to z negative - - if (particles->use_local_coords) { - axis = particles->emission_transform.basis.xform_inv(axis).normalized(); - } - - copy_push_constant.sort_direction[0] = axis.x; - copy_push_constant.sort_direction[1] = axis.y; - copy_push_constant.sort_direction[2] = axis.z; - - copy_push_constant.align_up[0] = p_up_axis.x; - copy_push_constant.align_up[1] = p_up_axis.y; - copy_push_constant.align_up[2] = p_up_axis.z; - - copy_push_constant.align_mode = particles->transform_align; - - if (do_sort) { - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1); - - RD::get_singleton()->compute_list_end(); - effects->sort_buffer(particles->particles_sort_uniform_set, particles->amount); - } - - copy_push_constant.total_particles *= copy_push_constant.total_particles; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : (particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES)]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); - if (do_sort) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); - } - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1); - - RD::get_singleton()->compute_list_end(); -} - -void RendererStorageRD::_particles_update_buffers(Particles *particles) { - if (particles->amount > 0 && particles->particle_buffer.is_null()) { - int total_amount = particles->amount; - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - total_amount *= particles->trail_bind_poses.size(); - } - - uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3; - - particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * total_amount); - - particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount); - //needs to clear it - - { - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 1; - u.ids.push_back(particles->particle_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.ids.push_back(particles->particle_instance_buffer); - uniforms.push_back(u); - } - - particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0); - } - } -} -void RendererStorageRD::update_particles() { - while (particle_update_list) { - //use transform feedback to process particles - - Particles *particles = particle_update_list; - - //take and remove - particle_update_list = particles->update_list; - particles->update_list = nullptr; - particles->dirty = false; - - _particles_update_buffers(particles); - - if (particles->restart_request) { - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - particles->restart_request = false; - } - - if (particles->inactive && !particles->emitting) { - //go next - continue; - } - - if (particles->emitting) { - if (particles->inactive) { - //restart system from scratch - particles->prev_ticks = 0; - particles->phase = 0; - particles->prev_phase = 0; - particles->clear = true; - } - particles->inactive = false; - particles->inactive_time = 0; - } else { - particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time(); - if (particles->inactive_time > particles->lifetime * 1.2) { - particles->inactive = true; - continue; - } - } - -#ifndef _MSC_VER -#warning Should use display refresh rate for all this -#endif - - float screen_hz = 60; - - int fixed_fps = 0; - if (particles->fixed_fps > 0) { - fixed_fps = particles->fixed_fps; - } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - fixed_fps = screen_hz; - } - { - //update trails - int history_size = 1; - int trail_steps = 1; - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - history_size = MAX(1, int(particles->trail_length * fixed_fps)); - trail_steps = particles->trail_bind_poses.size(); - } - - if (uint32_t(history_size) != particles->frame_history.size()) { - particles->frame_history.resize(history_size); - memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size); - } - - if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) { - particles->trail_params.resize(trail_steps); - if (particles->frame_params_buffer.is_valid()) { - RD::get_singleton()->free(particles->frame_params_buffer); - } - particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps); - } - - if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) { - particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size()); - particles->trail_bind_poses_dirty = true; - } - - if (particles->trail_bind_pose_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - if (particles->trail_bind_pose_buffer.is_valid()) { - u.ids.push_back(particles->trail_bind_pose_buffer); - } else { - u.ids.push_back(default_rd_storage_buffer); - } - uniforms.push_back(u); - } - - particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2); - } - - if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) { - if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) { - particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16); - } - - for (int i = 0; i < particles->trail_bind_poses.size(); i++) { - store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]); - } - - RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr()); - } - } - - bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0; - - if (particles->clear && particles->pre_process_time > 0.0) { - double frame_time; - if (fixed_fps > 0) { - frame_time = 1.0 / fixed_fps; - } else { - frame_time = 1.0 / 30.0; - } - - double todo = particles->pre_process_time; - - while (todo >= 0) { - _particles_process(particles, frame_time); - todo -= frame_time; - } - } - - if (fixed_fps > 0) { - double frame_time; - double decr; - if (zero_time_scale) { - frame_time = 0.0; - decr = 1.0 / fixed_fps; - } else { - frame_time = 1.0 / fixed_fps; - decr = frame_time; - } - double delta = RendererCompositorRD::singleton->get_frame_delta_time(); - if (delta > 0.1) { //avoid recursive stalls if fps goes below 10 - delta = 0.1; - } else if (delta <= 0.0) { //unlikely but.. - delta = 0.001; - } - double todo = particles->frame_remainder + delta; - - while (todo >= frame_time) { - _particles_process(particles, frame_time); - todo -= decr; - } - - particles->frame_remainder = todo; - - } else { - if (zero_time_scale) { - _particles_process(particles, 0.0); - } else { - _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time()); - } - } - - //copy particles to instance buffer - - if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { - //does not need view dependent operation, do copy here - ParticlesShader::CopyPushConstant copy_push_constant; - - int total_amount = particles->amount; - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - total_amount *= particles->trail_bind_poses.size(); - } - - copy_push_constant.total_particles = total_amount; - copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; - copy_push_constant.align_mode = particles->transform_align; - copy_push_constant.align_up[0] = 0; - copy_push_constant.align_up[1] = 0; - copy_push_constant.align_up[2] = 0; - - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - copy_push_constant.trail_size = particles->trail_bind_poses.size(); - copy_push_constant.trail_total = particles->frame_history.size(); - copy_push_constant.frame_delta = 1.0 / fixed_fps; - } else { - copy_push_constant.trail_size = 1; - copy_push_constant.trail_total = 1; - copy_push_constant.frame_delta = 0.0; - } - - copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); - copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); - copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); - RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1); - - RD::get_singleton()->compute_list_end(); - } - - particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); - } -} - -bool RendererStorageRD::particles_is_inactive(RID p_particles) const { - ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer."); - const Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, false); - return !particles->emitting && particles->inactive; -} - -/* SKY SHADER */ - -void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { - //compile - - code = p_code; - valid = false; - ubo_size = 0; - uniforms.clear(); - uses_collision = false; - - if (code == String()) { - return; //just invalid, but no error - } - - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["start"] = ShaderCompilerRD::STAGE_COMPUTE; - actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE; - - /* - uses_time = false; - - actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; - actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; - - actions.usage_flag_pointers["TIME"] = &uses_time; -*/ - - actions.usage_flag_pointers["COLLIDED"] = &uses_collision; - - actions.uniforms = &uniforms; - - Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); - ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); - - if (version.is_null()) { - version = base_singleton->particles_shader.shader.version_create(); - } - - base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines); - ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version)); - - ubo_size = gen_code.uniform_total_size; - ubo_offsets = gen_code.uniform_offsets; - texture_uniforms = gen_code.texture_uniforms; - - //update pipelines - - pipeline = RD::get_singleton()->compute_pipeline_create(base_singleton->particles_shader.shader.version_get_shader(version, 0)); - - valid = true; -} - -void RendererStorageRD::ParticlesShaderData::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 RendererStorageRD::ParticlesShaderData::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_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - 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 RendererStorageRD::ParticlesShaderData::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 RendererStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const { - if (!uniforms.has(p_param)) { - return false; - } - - return uniforms[p_param].texture_order >= 0; -} - -bool RendererStorageRD::ParticlesShaderData::is_animated() const { - return false; -} - -bool RendererStorageRD::ParticlesShaderData::casts_shadows() const { - return false; -} - -Variant RendererStorageRD::ParticlesShaderData::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 RendererStorageRD::ParticlesShaderData::get_native_source_code() const { - return base_singleton->particles_shader.shader.version_get_native_source_code(version); -} - -RendererStorageRD::ParticlesShaderData::ParticlesShaderData() { - valid = false; -} - -RendererStorageRD::ParticlesShaderData::~ParticlesShaderData() { - //pipeline variants will clear themselves if shader is gone - if (version.is_valid()) { - base_singleton->particles_shader.shader.version_free(version); - } -} - -RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func() { - ParticlesShaderData *shader_data = memnew(ParticlesShaderData); - return shader_data; -} - -bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - uniform_set_updated = true; - - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); -} - -RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() { - free_parameters_uniform_set(uniform_set); -} - -RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) { - ParticlesMaterialData *material_data = memnew(ParticlesMaterialData); - material_data->shader_data = p_shader; - material_data->last_frame = false; - //update will happen later anyway so do nothing. - return material_data; -} -//////// - -/* PARTICLES COLLISION API */ - -RID RendererStorageRD::particles_collision_allocate() { - return particles_collision_owner.allocate_rid(); -} -void RendererStorageRD::particles_collision_initialize(RID p_rid) { - particles_collision_owner.initialize_rid(p_rid, ParticlesCollision()); -} - -RID RendererStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND_V(!particles_collision, RID()); - ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID()); - - if (particles_collision->heightfield_texture == RID()) { - //create - int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 }; - Size2i size; - if (particles_collision->extents.x > particles_collision->extents.z) { - size.x = resolutions[particles_collision->heightfield_resolution]; - size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x); - } else { - size.y = resolutions[particles_collision->heightfield_resolution]; - size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y); - } - - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_D32_SFLOAT; - tf.width = size.x; - tf.height = size.y; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; - - particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - Vector<RID> fb_tex; - fb_tex.push_back(particles_collision->heightfield_texture); - particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex); - particles_collision->heightfield_fb_size = size; - } - - return particles_collision->heightfield_fb; -} - -void RendererStorageRD::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - if (p_type == particles_collision->type) { - return; - } - - if (particles_collision->heightfield_texture.is_valid()) { - RD::get_singleton()->free(particles_collision->heightfield_texture); - particles_collision->heightfield_texture = RID(); - } - particles_collision->type = p_type; - particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - particles_collision->cull_mask = p_cull_mask; -} - -void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->radius = p_radius; - particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->extents = p_extents; - particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->attractor_strength = p_strength; -} - -void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->attractor_directionality = p_directionality; -} - -void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->attractor_attenuation = p_curve; -} - -void RendererStorageRD::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - - particles_collision->field_texture = p_texture; -} - -void RendererStorageRD::particles_collision_height_field_update(RID p_particles_collision) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND(!particles_collision); - ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX); - - if (particles_collision->heightfield_resolution == p_resolution) { - return; - } - - particles_collision->heightfield_resolution = p_resolution; - - if (particles_collision->heightfield_texture.is_valid()) { - RD::get_singleton()->free(particles_collision->heightfield_texture); - particles_collision->heightfield_texture = RID(); - } -} - -AABB RendererStorageRD::particles_collision_get_aabb(RID p_particles_collision) const { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND_V(!particles_collision, AABB()); - - switch (particles_collision->type) { - case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: - case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: { - AABB aabb; - aabb.position = -Vector3(1, 1, 1) * particles_collision->radius; - aabb.size = Vector3(2, 2, 2) * particles_collision->radius; - return aabb; - } - default: { - AABB aabb; - aabb.position = -particles_collision->extents; - aabb.size = particles_collision->extents * 2; - return aabb; - } - } - - return AABB(); -} - -Vector3 RendererStorageRD::particles_collision_get_extents(RID p_particles_collision) const { - const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND_V(!particles_collision, Vector3()); - return particles_collision->extents; -} - -bool RendererStorageRD::particles_collision_is_heightfield(RID p_particles_collision) const { - const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision); - ERR_FAIL_COND_V(!particles_collision, false); - return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE; -} - -RID RendererStorageRD::particles_collision_instance_create(RID p_collision) { - ParticlesCollisionInstance pci; - pci.collision = p_collision; - return particles_collision_instance_owner.make_rid(pci); -} -void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) { - ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance); - ERR_FAIL_COND(!pci); - pci->transform = p_transform; -} -void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) { - ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance); - ERR_FAIL_COND(!pci); - pci->active = p_active; -} - -/* VISIBILITY NOTIFIER */ - -RID RendererStorageRD::visibility_notifier_allocate() { - return visibility_notifier_owner.allocate_rid(); -} -void RendererStorageRD::visibility_notifier_initialize(RID p_notifier) { - visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier()); -} -void RendererStorageRD::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) { - VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier); - ERR_FAIL_COND(!vn); - vn->aabb = p_aabb; - vn->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} -void RendererStorageRD::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) { - VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier); - ERR_FAIL_COND(!vn); - vn->enter_callback = p_enter_callbable; - vn->exit_callback = p_exit_callable; -} - -AABB RendererStorageRD::visibility_notifier_get_aabb(RID p_notifier) const { - const VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier); - ERR_FAIL_COND_V(!vn, AABB()); - return vn->aabb; -} -void RendererStorageRD::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) { - VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_notifier); - ERR_FAIL_COND(!vn); - - if (p_enter) { - if (!vn->enter_callback.is_null()) { - if (p_deferred) { - vn->enter_callback.call_deferred(nullptr, 0); - } else { - Variant r; - Callable::CallError ce; - vn->enter_callback.call(nullptr, 0, r, ce); - } - } - } else { - if (!vn->exit_callback.is_null()) { - if (p_deferred) { - vn->exit_callback.call_deferred(nullptr, 0); - } else { - Variant r; - Callable::CallError ce; - vn->exit_callback.call(nullptr, 0, r, ce); - } - } - } -} - -/* SKELETON API */ - -RID RendererStorageRD::skeleton_allocate() { - return skeleton_owner.allocate_rid(); -} -void RendererStorageRD::skeleton_initialize(RID p_rid) { - skeleton_owner.initialize_rid(p_rid, Skeleton()); -} - -void RendererStorageRD::_skeleton_make_dirty(Skeleton *skeleton) { - if (!skeleton->dirty) { - skeleton->dirty = true; - skeleton->dirty_list = skeleton_dirty_list; - skeleton_dirty_list = skeleton; - } -} - -void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - ERR_FAIL_COND(!skeleton); - ERR_FAIL_COND(p_bones < 0); - - if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) { - return; - } - - skeleton->size = p_bones; - skeleton->use_2d = p_2d_skeleton; - skeleton->uniform_set_3d = RID(); - - if (skeleton->buffer.is_valid()) { - RD::get_singleton()->free(skeleton->buffer); - skeleton->buffer = RID(); - skeleton->data.resize(0); - skeleton->uniform_set_mi = RID(); - } - - if (skeleton->size) { - skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12)); - skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float)); - memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float)); - - _skeleton_make_dirty(skeleton); - - { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(skeleton->buffer); - uniforms.push_back(u); - } - skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON); - } - } - - skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_DATA); -} - -int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - ERR_FAIL_COND_V(!skeleton, 0); - - return skeleton->size; -} - -void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - ERR_FAIL_COND(!skeleton); - ERR_FAIL_INDEX(p_bone, skeleton->size); - ERR_FAIL_COND(skeleton->use_2d); - - float *dataptr = skeleton->data.ptrw() + p_bone * 12; - - dataptr[0] = p_transform.basis.elements[0][0]; - dataptr[1] = p_transform.basis.elements[0][1]; - dataptr[2] = p_transform.basis.elements[0][2]; - dataptr[3] = p_transform.origin.x; - dataptr[4] = p_transform.basis.elements[1][0]; - dataptr[5] = p_transform.basis.elements[1][1]; - dataptr[6] = p_transform.basis.elements[1][2]; - dataptr[7] = p_transform.origin.y; - dataptr[8] = p_transform.basis.elements[2][0]; - dataptr[9] = p_transform.basis.elements[2][1]; - dataptr[10] = p_transform.basis.elements[2][2]; - dataptr[11] = p_transform.origin.z; - - _skeleton_make_dirty(skeleton); -} - -Transform3D RendererStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - ERR_FAIL_COND_V(!skeleton, Transform3D()); - ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D()); - ERR_FAIL_COND_V(skeleton->use_2d, Transform3D()); - - const float *dataptr = skeleton->data.ptr() + p_bone * 12; - - Transform3D t; - - t.basis.elements[0][0] = dataptr[0]; - t.basis.elements[0][1] = dataptr[1]; - t.basis.elements[0][2] = dataptr[2]; - t.origin.x = dataptr[3]; - t.basis.elements[1][0] = dataptr[4]; - t.basis.elements[1][1] = dataptr[5]; - t.basis.elements[1][2] = dataptr[6]; - t.origin.y = dataptr[7]; - t.basis.elements[2][0] = dataptr[8]; - t.basis.elements[2][1] = dataptr[9]; - t.basis.elements[2][2] = dataptr[10]; - t.origin.z = dataptr[11]; - - return t; -} - -void RendererStorageRD::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - ERR_FAIL_COND(!skeleton); - ERR_FAIL_INDEX(p_bone, skeleton->size); - ERR_FAIL_COND(!skeleton->use_2d); - - float *dataptr = skeleton->data.ptrw() + p_bone * 8; - - dataptr[0] = p_transform.elements[0][0]; - dataptr[1] = p_transform.elements[1][0]; - dataptr[2] = 0; - dataptr[3] = p_transform.elements[2][0]; - dataptr[4] = p_transform.elements[0][1]; - dataptr[5] = p_transform.elements[1][1]; - dataptr[6] = 0; - dataptr[7] = p_transform.elements[2][1]; - - _skeleton_make_dirty(skeleton); -} - -Transform2D RendererStorageRD::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - ERR_FAIL_COND_V(!skeleton, Transform2D()); - ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D()); - ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D()); - - const float *dataptr = skeleton->data.ptr() + p_bone * 8; - - Transform2D t; - t.elements[0][0] = dataptr[0]; - t.elements[1][0] = dataptr[1]; - t.elements[2][0] = dataptr[3]; - t.elements[0][1] = dataptr[4]; - t.elements[1][1] = dataptr[5]; - t.elements[2][1] = dataptr[7]; - - return t; -} - -void RendererStorageRD::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - - ERR_FAIL_COND(!skeleton->use_2d); - - skeleton->base_transform_2d = p_base_transform; -} - -void RendererStorageRD::_update_dirty_skeletons() { - while (skeleton_dirty_list) { - Skeleton *skeleton = skeleton_dirty_list; - - if (skeleton->size) { - RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr()); - } - - skeleton_dirty_list = skeleton->dirty_list; - - skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_BONES); - - skeleton->version++; - - skeleton->dirty = false; - skeleton->dirty_list = nullptr; - } - - skeleton_dirty_list = nullptr; -} - -/* LIGHT */ - -void RendererStorageRD::_light_initialize(RID p_light, RS::LightType p_type) { - Light light; - light.type = p_type; - - light.param[RS::LIGHT_PARAM_ENERGY] = 1.0; - light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; - light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5; - light.param[RS::LIGHT_PARAM_RANGE] = 1.0; - light.param[RS::LIGHT_PARAM_SIZE] = 0.0; - light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0; - light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45; - light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0; - light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0; - light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1; - light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; - light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; - light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8; - light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0; - light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02; - light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0; - light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0; - light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1; - light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05; - - light_owner.initialize_rid(p_light, light); -} - -RID RendererStorageRD::directional_light_allocate() { - return light_owner.allocate_rid(); -} -void RendererStorageRD::directional_light_initialize(RID p_light) { - _light_initialize(p_light, RS::LIGHT_DIRECTIONAL); -} - -RID RendererStorageRD::omni_light_allocate() { - return light_owner.allocate_rid(); -} -void RendererStorageRD::omni_light_initialize(RID p_light) { - _light_initialize(p_light, RS::LIGHT_OMNI); -} - -RID RendererStorageRD::spot_light_allocate() { - return light_owner.allocate_rid(); -} -void RendererStorageRD::spot_light_initialize(RID p_light) { - _light_initialize(p_light, RS::LIGHT_SPOT); -} - -void RendererStorageRD::light_set_color(RID p_light, const Color &p_color) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->color = p_color; -} - -void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, float p_value) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX); - - if (light->param[p_param] == p_value) { - return; - } - - switch (p_param) { - case RS::LIGHT_PARAM_RANGE: - case RS::LIGHT_PARAM_SPOT_ANGLE: - case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: - case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: - case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: - case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: - case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: - case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE: - case RS::LIGHT_PARAM_SHADOW_BIAS: { - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); - } break; - case RS::LIGHT_PARAM_SIZE: { - if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) { - //changing from no size to size and the opposite - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR); - } - } break; - default: { - } - } - - light->param[p_param] = p_value; -} - -void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - light->shadow = p_enabled; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - light->shadow_color = p_color; -} - -void RendererStorageRD::light_set_projector(RID p_light, RID p_texture) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - if (light->projector == p_texture) { - return; - } - - if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) { - texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI); - } - - light->projector = p_texture; - - if (light->type != RS::LIGHT_DIRECTIONAL) { - if (light->projector.is_valid()) { - texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI); - } - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR); - } -} - -void RendererStorageRD::light_set_negative(RID p_light, bool p_enable) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->negative = p_enable; -} - -void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->cull_mask = p_mask; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->reverse_cull = p_enabled; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->bake_mode = p_bake_mode; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->max_sdfgi_cascade = p_cascade; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->omni_shadow_mode = p_mode; - - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -RS::LightOmniShadowMode RendererStorageRD::light_omni_get_shadow_mode(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE); - - return light->omni_shadow_mode; -} - -void RendererStorageRD::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->directional_shadow_mode = p_mode; - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->directional_blend_splits = p_enable; - light->version++; - light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT); -} - -bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, false); - - return light->directional_blend_splits; -} - -void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) { - Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND(!light); - - light->directional_sky_only = p_sky_only; -} - -bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, false); - - return light->directional_sky_only; -} - -RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); - - return light->directional_shadow_mode; -} - -uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0); - - return light->max_sdfgi_cascade; -} - -RS::LightBakeMode RendererStorageRD::light_get_bake_mode(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED); - - return light->bake_mode; -} - -uint64_t RendererStorageRD::light_get_version(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0); - - return light->version; -} - -AABB RendererStorageRD::light_get_aabb(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, AABB()); - - switch (light->type) { - case RS::LIGHT_SPOT: { - float len = light->param[RS::LIGHT_PARAM_RANGE]; - float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len; - return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); - }; - case RS::LIGHT_OMNI: { - float r = light->param[RS::LIGHT_PARAM_RANGE]; - return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2); - }; - case RS::LIGHT_DIRECTIONAL: { - return AABB(); - }; - } - - ERR_FAIL_V(AABB()); -} - -/* REFLECTION PROBE */ - -RID RendererStorageRD::reflection_probe_allocate() { - return reflection_probe_owner.allocate_rid(); -} -void RendererStorageRD::reflection_probe_initialize(RID p_reflection_probe) { - reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe()); -} - -void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->update_mode = p_mode; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->intensity = p_intensity; -} - -void RendererStorageRD::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->ambient_mode = p_mode; -} - -void RendererStorageRD::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->ambient_color = p_color; -} - -void RendererStorageRD::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->ambient_color_energy = p_energy; -} - -void RendererStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_distance) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->max_distance = p_distance; - - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - if (reflection_probe->extents == p_extents) { - return; - } - reflection_probe->extents = p_extents; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->origin_offset = p_offset; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->interior = p_enable; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->box_projection = p_enable; -} - -void RendererStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->enable_shadows = p_enable; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->cull_mask = p_layers; - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - ERR_FAIL_COND(p_resolution < 32); - - reflection_probe->resolution = p_resolution; -} - -void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND(!reflection_probe); - - reflection_probe->lod_threshold = p_ratio; - - reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); -} - -AABB RendererStorageRD::reflection_probe_get_aabb(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, AABB()); - - AABB aabb; - aabb.position = -reflection_probe->extents; - aabb.size = reflection_probe->extents * 2.0; - - return aabb; -} - -RS::ReflectionProbeUpdateMode RendererStorageRD::reflection_probe_get_update_mode(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS); - - return reflection_probe->update_mode; -} - -uint32_t RendererStorageRD::reflection_probe_get_cull_mask(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->cull_mask; -} - -Vector3 RendererStorageRD::reflection_probe_get_extents(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, Vector3()); - - return reflection_probe->extents; -} - -Vector3 RendererStorageRD::reflection_probe_get_origin_offset(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, Vector3()); - - return reflection_probe->origin_offset; -} - -bool RendererStorageRD::reflection_probe_renders_shadows(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, false); - - return reflection_probe->enable_shadows; -} - -float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->max_distance; -} - -float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->lod_threshold; -} - -int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->resolution; -} - -float RendererStorageRD::reflection_probe_get_intensity(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->intensity; -} - -bool RendererStorageRD::reflection_probe_is_interior(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, false); - - return reflection_probe->interior; -} - -bool RendererStorageRD::reflection_probe_is_box_projection(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, false); - - return reflection_probe->box_projection; -} - -RS::ReflectionProbeAmbientMode RendererStorageRD::reflection_probe_get_ambient_mode(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED); - return reflection_probe->ambient_mode; -} - -Color RendererStorageRD::reflection_probe_get_ambient_color(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, Color()); - - return reflection_probe->ambient_color; -} -float RendererStorageRD::reflection_probe_get_ambient_color_energy(RID p_probe) const { - const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, 0); - - return reflection_probe->ambient_color_energy; -} - -RID RendererStorageRD::decal_allocate() { - return decal_owner.allocate_rid(); -} -void RendererStorageRD::decal_initialize(RID p_decal) { - decal_owner.initialize_rid(p_decal, Decal()); -} - -void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->extents = p_extents; - decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX); - - if (decal->textures[p_type] == p_texture) { - return; - } - - ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); - - if (decal->textures[p_type].is_valid() && texture_owner.owns(decal->textures[p_type])) { - texture_remove_from_decal_atlas(decal->textures[p_type]); - } - - decal->textures[p_type] = p_texture; - - if (decal->textures[p_type].is_valid()) { - texture_add_to_decal_atlas(decal->textures[p_type]); - } - - decal->dependency.changed_notify(DEPENDENCY_CHANGED_DECAL); -} - -void RendererStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->emission_energy = p_energy; -} - -void RendererStorageRD::decal_set_albedo_mix(RID p_decal, float p_mix) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->albedo_mix = p_mix; -} - -void RendererStorageRD::decal_set_modulate(RID p_decal, const Color &p_modulate) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->modulate = p_modulate; -} - -void RendererStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->cull_mask = p_layers; - decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -void RendererStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->distance_fade = p_enabled; - decal->distance_fade_begin = p_begin; - decal->distance_fade_length = p_length; -} - -void RendererStorageRD::decal_set_fade(RID p_decal, float p_above, float p_below) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->upper_fade = p_above; - decal->lower_fade = p_below; -} - -void RendererStorageRD::decal_set_normal_fade(RID p_decal, float p_fade) { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND(!decal); - decal->normal_fade = p_fade; -} - -AABB RendererStorageRD::decal_get_aabb(RID p_decal) const { - Decal *decal = decal_owner.getornull(p_decal); - ERR_FAIL_COND_V(!decal, AABB()); - - return AABB(-decal->extents, decal->extents * 2.0); -} - -RID RendererStorageRD::voxel_gi_allocate() { - return voxel_gi_owner.allocate_rid(); -} -void RendererStorageRD::voxel_gi_initialize(RID p_voxel_gi) { - voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI()); -} - -void RendererStorageRD::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - if (voxel_gi->octree_buffer.is_valid()) { - RD::get_singleton()->free(voxel_gi->octree_buffer); - RD::get_singleton()->free(voxel_gi->data_buffer); - if (voxel_gi->sdf_texture.is_valid()) { - RD::get_singleton()->free(voxel_gi->sdf_texture); - } - - voxel_gi->sdf_texture = RID(); - voxel_gi->octree_buffer = RID(); - voxel_gi->data_buffer = RID(); - voxel_gi->octree_buffer_size = 0; - voxel_gi->data_buffer_size = 0; - voxel_gi->cell_count = 0; - } - - voxel_gi->to_cell_xform = p_to_cell_xform; - voxel_gi->bounds = p_aabb; - voxel_gi->octree_size = p_octree_size; - voxel_gi->level_counts = p_level_counts; - - if (p_octree_cells.size()) { - ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32 - - uint32_t cell_count = p_octree_cells.size() / 32; - - ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches - - voxel_gi->cell_count = cell_count; - voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells); - voxel_gi->octree_buffer_size = p_octree_cells.size(); - voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells); - voxel_gi->data_buffer_size = p_data_cells.size(); - - if (p_distance_field.size()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = voxel_gi->octree_size.x; - tf.height = voxel_gi->octree_size.y; - tf.depth = voxel_gi->octree_size.z; - tf.texture_type = RD::TEXTURE_TYPE_3D; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - Vector<Vector<uint8_t>> s; - s.push_back(p_distance_field); - voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s); - } -#if 0 - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = voxel_gi->octree_size.x; - tf.height = voxel_gi->octree_size.y; - tf.depth = voxel_gi->octree_size.z; - tf.type = RD::TEXTURE_TYPE_3D; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM); - tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT); - voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - } - RID shared_tex; - { - RD::TextureView tv; - tv.format_override = RD::DATA_FORMAT_R8_UINT; - shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture); - } - //update SDF texture - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 1; - u.ids.push_back(voxel_gi->octree_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.ids.push_back(voxel_gi->data_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 3; - u.ids.push_back(shared_tex); - uniforms.push_back(u); - } - - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0); - - { - uint32_t push_constant[4] = { 0, 0, 0, 0 }; - - for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) { - push_constant[0] += voxel_gi->level_counts[i]; - } - push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1]; - - print_line("offset: " + itos(push_constant[0])); - print_line("size: " + itos(push_constant[1])); - //create SDF - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4); - RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4); - RD::get_singleton()->compute_list_end(); - } - - RD::get_singleton()->free(uniform_set); - RD::get_singleton()->free(shared_tex); - } -#endif - } - - voxel_gi->version++; - voxel_gi->data_version++; - - voxel_gi->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); -} - -AABB RendererStorageRD::voxel_gi_get_bounds(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, AABB()); - - return voxel_gi->bounds; -} - -Vector3i RendererStorageRD::voxel_gi_get_octree_size(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Vector3i()); - return voxel_gi->octree_size; -} - -Vector<uint8_t> RendererStorageRD::voxel_gi_get_octree_cells(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); - - if (voxel_gi->octree_buffer.is_valid()) { - return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer); - } - return Vector<uint8_t>(); -} - -Vector<uint8_t> RendererStorageRD::voxel_gi_get_data_cells(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); - - if (voxel_gi->data_buffer.is_valid()) { - return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer); - } - return Vector<uint8_t>(); -} - -Vector<uint8_t> RendererStorageRD::voxel_gi_get_distance_field(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>()); - - if (voxel_gi->data_buffer.is_valid()) { - return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0); - } - return Vector<uint8_t>(); -} - -Vector<int> RendererStorageRD::voxel_gi_get_level_counts(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Vector<int>()); - - return voxel_gi->level_counts; -} - -Transform3D RendererStorageRD::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, Transform3D()); - - return voxel_gi->to_cell_xform; -} - -void RendererStorageRD::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->dynamic_range = p_range; - voxel_gi->version++; -} - -float RendererStorageRD::voxel_gi_get_dynamic_range(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - - return voxel_gi->dynamic_range; -} - -void RendererStorageRD::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->propagation = p_range; - voxel_gi->version++; -} - -float RendererStorageRD::voxel_gi_get_propagation(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->propagation; -} - -void RendererStorageRD::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->energy = p_energy; -} - -float RendererStorageRD::voxel_gi_get_energy(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->energy; -} - -void RendererStorageRD::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->bias = p_bias; -} - -float RendererStorageRD::voxel_gi_get_bias(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->bias; -} - -void RendererStorageRD::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->normal_bias = p_normal_bias; -} - -float RendererStorageRD::voxel_gi_get_normal_bias(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->normal_bias; -} - -void RendererStorageRD::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->anisotropy_strength = p_strength; -} - -float RendererStorageRD::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->anisotropy_strength; -} - -void RendererStorageRD::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->interior = p_enable; -} - -void RendererStorageRD::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND(!voxel_gi); - - voxel_gi->use_two_bounces = p_enable; - voxel_gi->version++; -} - -bool RendererStorageRD::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, false); - return voxel_gi->use_two_bounces; -} - -bool RendererStorageRD::voxel_gi_is_interior(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->interior; -} - -uint32_t RendererStorageRD::voxel_gi_get_version(RID p_voxel_gi) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->version; -} - -uint32_t RendererStorageRD::voxel_gi_get_data_version(RID p_voxel_gi) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, 0); - return voxel_gi->data_version; -} - -RID RendererStorageRD::voxel_gi_get_octree_buffer(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, RID()); - return voxel_gi->octree_buffer; -} - -RID RendererStorageRD::voxel_gi_get_data_buffer(RID p_voxel_gi) const { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, RID()); - return voxel_gi->data_buffer; -} - -RID RendererStorageRD::voxel_gi_get_sdf_texture(RID p_voxel_gi) { - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi); - ERR_FAIL_COND_V(!voxel_gi, RID()); - - return voxel_gi->sdf_texture; -} - -/* LIGHTMAP API */ - -RID RendererStorageRD::lightmap_allocate() { - return lightmap_owner.allocate_rid(); -} - -void RendererStorageRD::lightmap_initialize(RID p_lightmap) { - lightmap_owner.initialize_rid(p_lightmap, Lightmap()); -} - -void RendererStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND(!lm); - - lightmap_array_version++; - - //erase lightmap users - if (lm->light_texture.is_valid()) { - Texture *t = texture_owner.getornull(lm->light_texture); - if (t) { - t->lightmap_users.erase(p_lightmap); - } - } - - Texture *t = texture_owner.getornull(p_light); - lm->light_texture = p_light; - lm->uses_spherical_harmonics = p_uses_spherical_haromics; - - RID default_2d_array = default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE]; - if (!t) { - if (using_lightmap_array) { - if (lm->array_index >= 0) { - lightmap_textures.write[lm->array_index] = default_2d_array; - lm->array_index = -1; - } - } - - return; - } - - t->lightmap_users.insert(p_lightmap); - - if (using_lightmap_array) { - if (lm->array_index < 0) { - //not in array, try to put in array - for (int i = 0; i < lightmap_textures.size(); i++) { - if (lightmap_textures[i] == default_2d_array) { - lm->array_index = i; - break; - } - } - } - ERR_FAIL_COND_MSG(lm->array_index < 0, "Maximum amount of lightmaps in use (" + itos(lightmap_textures.size()) + ") has been exceeded, lightmap will nod display properly."); - - lightmap_textures.write[lm->array_index] = t->rd_texture; - } -} - -void RendererStorageRD::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND(!lm); - lm->bounds = p_bounds; -} - -void RendererStorageRD::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND(!lm); - lm->interior = p_interior; -} - -void RendererStorageRD::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND(!lm); - - if (p_points.size()) { - ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size()); - ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0); - ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0); - } - - lm->points = p_points; - lm->bsp_tree = p_bsp_tree; - lm->point_sh = p_point_sh; - lm->tetrahedra = p_tetrahedra; -} - -PackedVector3Array RendererStorageRD::lightmap_get_probe_capture_points(RID p_lightmap) const { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, PackedVector3Array()); - - return lm->points; -} - -PackedColorArray RendererStorageRD::lightmap_get_probe_capture_sh(RID p_lightmap) const { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, PackedColorArray()); - return lm->point_sh; -} - -PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, PackedInt32Array()); - return lm->tetrahedra; -} - -PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, PackedInt32Array()); - return lm->bsp_tree; -} - -void RendererStorageRD::lightmap_set_probe_capture_update_speed(float p_speed) { - lightmap_probe_capture_update_speed = p_speed; -} - -void RendererStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) { - Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND(!lm); - - for (int i = 0; i < 9; i++) { - r_sh[i] = Color(0, 0, 0, 0); - } - - if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) { - return; - } - - static_assert(sizeof(Lightmap::BSP) == 24); - - const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr(); - int32_t node = 0; - while (node >= 0) { - if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) { -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node); -#endif - - node = bsp[node].over; - } else { -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node); -#endif - node = bsp[node].under; - } - } - - if (node == Lightmap::BSP::EMPTY_LEAF) { - return; //nothing could be done - } - - node = ABS(node) - 1; - - uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4]; - Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] }; - const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] }; - Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point); - - for (int i = 0; i < 4; i++) { - float c = CLAMP(barycentric[i], 0.0, 1.0); - for (int j = 0; j < 9; j++) { - r_sh[j] += sh_colors[i][j] * c; - } - } -} - -bool RendererStorageRD::lightmap_is_interior(RID p_lightmap) const { - const Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, false); - return lm->interior; -} - -AABB RendererStorageRD::lightmap_get_aabb(RID p_lightmap) const { - const Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, AABB()); - return lm->bounds; -} - -/* RENDER TARGET API */ - -void RendererStorageRD::_clear_render_target(RenderTarget *rt) { - //free in reverse dependency order - if (rt->framebuffer.is_valid()) { - RD::get_singleton()->free(rt->framebuffer); - rt->framebuffer_uniform_set = RID(); //chain deleted - } - - if (rt->color.is_valid()) { - RD::get_singleton()->free(rt->color); - } - - if (rt->backbuffer.is_valid()) { - RD::get_singleton()->free(rt->backbuffer); - rt->backbuffer = RID(); - for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { - //just erase copies, since the rest are erased by dependency - RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy); - } - rt->backbuffer_mipmaps.clear(); - rt->backbuffer_uniform_set = RID(); //chain deleted - } - - _render_target_clear_sdf(rt); - - rt->framebuffer = RID(); - rt->color = RID(); -} - -void RendererStorageRD::_update_render_target(RenderTarget *rt) { - if (rt->texture.is_null()) { - //create a placeholder until updated - rt->texture = texture_allocate(); - texture_2d_placeholder_initialize(rt->texture); - Texture *tex = texture_owner.getornull(rt->texture); - tex->is_render_target = true; - } - - _clear_render_target(rt); - - if (rt->size.width == 0 || rt->size.height == 0) { - return; - } - //until we implement support for HDR monitors (and render target is attached to screen), this is enough. - rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8; - - RD::TextureFormat rd_format; - RD::TextureView rd_view; - { //attempt register - rd_format.format = rt->color_format; - rd_format.width = rt->size.width; - rd_format.height = rt->size.height; - rd_format.depth = 1; - rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview - rd_format.mipmaps = 1; - if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ?? - rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - rd_format.texture_type = RD::TEXTURE_TYPE_2D; - } - rd_format.samples = RD::TEXTURE_SAMPLES_1; - rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; - rd_format.shareable_formats.push_back(rt->color_format); - rd_format.shareable_formats.push_back(rt->color_format_srgb); - } - - rt->color = RD::get_singleton()->texture_create(rd_format, rd_view); - ERR_FAIL_COND(rt->color.is_null()); - - Vector<RID> fb_textures; - fb_textures.push_back(rt->color); - rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count); - if (rt->framebuffer.is_null()) { - _clear_render_target(rt); - ERR_FAIL_COND(rt->framebuffer.is_null()); - } - - { //update texture - - Texture *tex = texture_owner.getornull(rt->texture); - - //free existing textures - if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) { - RD::get_singleton()->free(tex->rd_texture); - } - if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) { - RD::get_singleton()->free(tex->rd_texture_srgb); - } - - tex->rd_texture = RID(); - tex->rd_texture_srgb = RID(); - - //create shared textures to the color buffer, - //so transparent can be supported - RD::TextureView view; - view.format_override = rt->color_format; - if (!rt->flags[RENDER_TARGET_TRANSPARENT]) { - view.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } - tex->rd_texture = RD::get_singleton()->texture_create_shared(view, rt->color); - if (rt->color_format_srgb != RD::DATA_FORMAT_MAX) { - view.format_override = rt->color_format_srgb; - tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(view, rt->color); - } - tex->rd_view = view; - tex->width = rt->size.width; - tex->height = rt->size.height; - tex->width_2d = rt->size.width; - tex->height_2d = rt->size.height; - tex->rd_format = rt->color_format; - tex->rd_format_srgb = rt->color_format_srgb; - tex->format = rt->image_format; - - Vector<RID> proxies = tex->proxies; //make a copy, since update may change it - for (int i = 0; i < proxies.size(); i++) { - texture_proxy_update(proxies[i], rt->texture); - } - } -} - -void RendererStorageRD::_create_render_target_backbuffer(RenderTarget *rt) { - ERR_FAIL_COND(rt->backbuffer.is_valid()); - - uint32_t mipmaps_required = Image::get_image_required_mipmaps(rt->size.width, rt->size.height, Image::FORMAT_RGBA8); - RD::TextureFormat tf; - tf.format = rt->color_format; - tf.width = rt->size.width; - tf.height = rt->size.height; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - tf.mipmaps = mipmaps_required; - - rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); - rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0); - - { - Vector<RID> fb_tex; - fb_tex.push_back(rt->backbuffer_mipmap0); - rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex); - } - - if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) { - //the new one will require the backbuffer. - RD::get_singleton()->free(rt->framebuffer_uniform_set); - rt->framebuffer_uniform_set = RID(); - } - //create mipmaps - for (uint32_t i = 1; i < mipmaps_required; i++) { - RenderTarget::BackbufferMipmap mm; - { - mm.mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i); - } - - { - Size2 mm_size = Image::get_image_mipmap_size(tf.width, tf.height, Image::FORMAT_RGBA8, i); - - RD::TextureFormat mmtf = tf; - mmtf.width = mm_size.width; - mmtf.height = mm_size.height; - mmtf.mipmaps = 1; - - mm.mipmap_copy = RD::get_singleton()->texture_create(mmtf, RD::TextureView()); - } - - rt->backbuffer_mipmaps.push_back(mm); - } -} - -RID RendererStorageRD::render_target_create() { - RenderTarget render_target; - - render_target.was_used = false; - render_target.clear_requested = false; - - for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { - render_target.flags[i] = false; - } - _update_render_target(&render_target); - return render_target_owner.make_rid(render_target); -} - -void RendererStorageRD::render_target_set_position(RID p_render_target, int p_x, int p_y) { - //unused for this render target -} - -void RendererStorageRD::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (rt->size.x != p_width || rt->size.y != p_height || rt->view_count != p_view_count) { - rt->size.x = p_width; - rt->size.y = p_height; - rt->view_count = p_view_count; - _update_render_target(rt); - } -} - -RID RendererStorageRD::render_target_get_texture(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - - return rt->texture; -} - -void RendererStorageRD::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { -} - -void RendererStorageRD::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->flags[p_flag] = p_value; - _update_render_target(rt); -} - -bool RendererStorageRD::render_target_was_used(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, false); - return rt->was_used; -} - -void RendererStorageRD::render_target_set_as_unused(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->was_used = false; -} - -Size2 RendererStorageRD::render_target_get_size(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, Size2()); - - return rt->size; -} - -RID RendererStorageRD::render_target_get_rd_framebuffer(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - - return rt->framebuffer; -} - -RID RendererStorageRD::render_target_get_rd_texture(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - - return rt->color; -} - -RID RendererStorageRD::render_target_get_rd_backbuffer(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - return rt->backbuffer; -} - -RID RendererStorageRD::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - - if (!rt->backbuffer.is_valid()) { - _create_render_target_backbuffer(rt); - } - - return rt->backbuffer_fb; -} - -void RendererStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->clear_requested = true; - rt->clear_color = p_clear_color; -} - -bool RendererStorageRD::render_target_is_clear_requested(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, false); - return rt->clear_requested; -} - -Color RendererStorageRD::render_target_get_clear_request_color(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, Color()); - return rt->clear_color; -} - -void RendererStorageRD::render_target_disable_clear_request(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->clear_requested = false; -} - -void RendererStorageRD::render_target_do_clear_request(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (!rt->clear_requested) { - return; - } - Vector<Color> clear_colors; - clear_colors.push_back(rt->clear_color); - RD::get_singleton()->draw_list_begin(rt->framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); - RD::get_singleton()->draw_list_end(); - rt->clear_requested = false; -} - -void RendererStorageRD::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) { - return; - } - - rt->sdf_oversize = p_size; - rt->sdf_scale = p_scale; - - _render_target_clear_sdf(rt); -} - -Rect2i RendererStorageRD::_render_target_get_sdf_rect(const RenderTarget *rt) const { - Size2i margin; - int scale; - switch (rt->sdf_oversize) { - case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: { - scale = 100; - } break; - case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: { - scale = 120; - } break; - case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: { - scale = 150; - } break; - case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: { - scale = 200; - } break; - default: { - } - } - - margin = (rt->size * scale / 100) - rt->size; - - Rect2i r(Vector2i(), rt->size); - r.position -= margin; - r.size += margin * 2; - - return r; -} - -Rect2i RendererStorageRD::render_target_get_sdf_rect(RID p_render_target) const { - const RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, Rect2i()); - - return _render_target_get_sdf_rect(rt); -} - -void RendererStorageRD::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - - rt->sdf_enabled = p_enabled; -} - -bool RendererStorageRD::render_target_is_sdf_enabled(RID p_render_target) const { - const RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, false); - - return rt->sdf_enabled; -} - -RID RendererStorageRD::render_target_get_sdf_texture(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - if (rt->sdf_buffer_read.is_null()) { - // no texture, create a dummy one for the 2D uniform set - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - memset(pv.ptrw(), 0, 16 * 4); - Vector<Vector<uint8_t>> vpv; - - rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - - return rt->sdf_buffer_read; -} - -void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) { - ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid()); - if (rt->sdf_buffer_read.is_valid()) { - RD::get_singleton()->free(rt->sdf_buffer_read); - rt->sdf_buffer_read = RID(); - } - - Size2i size = _render_target_get_sdf_rect(rt).size; - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8_UNORM; - tformat.width = size.width; - tformat.height = size.height; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D; - - rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - - { - Vector<RID> write_fb; - write_fb.push_back(rt->sdf_buffer_write); - rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb); - } - - int scale; - switch (rt->sdf_scale) { - case RS::VIEWPORT_SDF_SCALE_100_PERCENT: { - scale = 100; - } break; - case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { - scale = 50; - } break; - case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { - scale = 25; - } break; - default: { - scale = 100; - } break; - } - - rt->process_size = size * scale / 100; - rt->process_size.x = MAX(rt->process_size.x, 1); - rt->process_size.y = MAX(rt->process_size.y, 1); - - tformat.format = RD::DATA_FORMAT_R16G16_SINT; - tformat.width = rt->process_size.width; - tformat.height = rt->process_size.height; - tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; - - rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - - tformat.format = RD::DATA_FORMAT_R16_SNORM; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - - rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - - { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(rt->sdf_buffer_write); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.ids.push_back(rt->sdf_buffer_read); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 3; - u.ids.push_back(rt->sdf_buffer_process[0]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 4; - u.ids.push_back(rt->sdf_buffer_process[1]); - uniforms.push_back(u); - } - - rt->sdf_buffer_process_uniform_sets[0] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0); - SWAP(uniforms.write[2].ids.write[0], uniforms.write[3].ids.write[0]); - rt->sdf_buffer_process_uniform_sets[1] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0); - } -} - -void RendererStorageRD::_render_target_clear_sdf(RenderTarget *rt) { - if (rt->sdf_buffer_read.is_valid()) { - RD::get_singleton()->free(rt->sdf_buffer_read); - rt->sdf_buffer_read = RID(); - } - if (rt->sdf_buffer_write_fb.is_valid()) { - RD::get_singleton()->free(rt->sdf_buffer_write); - RD::get_singleton()->free(rt->sdf_buffer_process[0]); - RD::get_singleton()->free(rt->sdf_buffer_process[1]); - rt->sdf_buffer_write = RID(); - rt->sdf_buffer_write_fb = RID(); - rt->sdf_buffer_process[0] = RID(); - rt->sdf_buffer_process[1] = RID(); - rt->sdf_buffer_process_uniform_sets[0] = RID(); - rt->sdf_buffer_process_uniform_sets[1] = RID(); - } -} - -RID RendererStorageRD::render_target_get_sdf_framebuffer(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - - if (rt->sdf_buffer_write_fb.is_null()) { - _render_target_allocate_sdf(rt); - } - - return rt->sdf_buffer_write_fb; -} -void RendererStorageRD::render_target_sdf_process(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null()); - - RenderTargetSDF::PushConstant push_constant; - - Rect2i r = _render_target_get_sdf_rect(rt); - - push_constant.size[0] = r.size.width; - push_constant.size[1] = r.size.height; - push_constant.stride = 0; - push_constant.shift = 0; - push_constant.base_size[0] = r.size.width; - push_constant.base_size[1] = r.size.height; - - bool shrink = false; - - switch (rt->sdf_scale) { - case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { - push_constant.size[0] >>= 1; - push_constant.size[1] >>= 1; - push_constant.shift = 1; - shrink = true; - } break; - case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { - push_constant.size[0] >>= 2; - push_constant.size[1] >>= 2; - push_constant.shift = 2; - shrink = true; - } break; - default: { - }; - } - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - /* Load */ - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0] - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); - - /* Process */ - - int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2); - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]); - - RD::get_singleton()->compute_list_add_barrier(compute_list); - bool swap = false; - - //jumpflood - while (stride > 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0); - push_constant.stride = stride; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); - stride /= 2; - swap = !swap; - RD::get_singleton()->compute_list_add_barrier(compute_list); - } - - /* Store */ - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); - - RD::get_singleton()->compute_list_end(); -} - -void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (!rt->backbuffer.is_valid()) { - _create_render_target_backbuffer(rt); - } - - Rect2i region; - if (p_region == Rect2i()) { - region.size = rt->size; - } else { - region = Rect2i(Size2i(), rt->size).intersection(p_region); - if (region.size == Size2i()) { - return; //nothing to do - } - } - - //single texture copy for backbuffer - //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true); - effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true); - - if (!p_gen_mipmaps) { - return; - } - - //then mipmap blur - RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps. - - for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { - region.position.x >>= 1; - region.position.y >>= 1; - region.size.x = MAX(1, region.size.x >> 1); - region.size.y = MAX(1, region.size.y >> 1); - - const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i]; - effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true); - prev_texture = mm.mipmap; - } -} - -void RendererStorageRD::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (!rt->backbuffer.is_valid()) { - _create_render_target_backbuffer(rt); - } - - Rect2i region; - if (p_region == Rect2i()) { - region.size = rt->size; - } else { - region = Rect2i(Size2i(), rt->size).intersection(p_region); - if (region.size == Size2i()) { - return; //nothing to do - } - } - - //single texture copy for backbuffer - effects->set_color(rt->backbuffer_mipmap0, p_color, region, true); -} - -void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - if (!rt->backbuffer.is_valid()) { - _create_render_target_backbuffer(rt); - } - - Rect2i region; - if (p_region == Rect2i()) { - region.size = rt->size; - } else { - region = Rect2i(Size2i(), rt->size).intersection(p_region); - if (region.size == Size2i()) { - return; //nothing to do - } - } - - //then mipmap blur - RID prev_texture = rt->backbuffer_mipmap0; - - for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { - region.position.x >>= 1; - region.position.y >>= 1; - region.size.x = MAX(1, region.size.x >> 1); - region.size.y = MAX(1, region.size.y >> 1); - - const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i]; - effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true); - prev_texture = mm.mipmap; - } -} - -RID RendererStorageRD::render_target_get_framebuffer_uniform_set(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - return rt->framebuffer_uniform_set; -} -RID RendererStorageRD::render_target_get_backbuffer_uniform_set(RID p_render_target) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND_V(!rt, RID()); - return rt->backbuffer_uniform_set; -} - -void RendererStorageRD::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->framebuffer_uniform_set = p_uniform_set; -} -void RendererStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) { - RenderTarget *rt = render_target_owner.getornull(p_render_target); - ERR_FAIL_COND(!rt); - rt->backbuffer_uniform_set = p_uniform_set; -} - -void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) { - if (mesh_owner.owns(p_base)) { - Mesh *mesh = mesh_owner.getornull(p_base); - p_instance->update_dependency(&mesh->dependency); - } else if (multimesh_owner.owns(p_base)) { - MultiMesh *multimesh = multimesh_owner.getornull(p_base); - p_instance->update_dependency(&multimesh->dependency); - if (multimesh->mesh.is_valid()) { - base_update_dependency(multimesh->mesh, p_instance); - } - } else if (reflection_probe_owner.owns(p_base)) { - ReflectionProbe *rp = reflection_probe_owner.getornull(p_base); - p_instance->update_dependency(&rp->dependency); - } else if (decal_owner.owns(p_base)) { - Decal *decal = decal_owner.getornull(p_base); - p_instance->update_dependency(&decal->dependency); - } else if (voxel_gi_owner.owns(p_base)) { - VoxelGI *gip = voxel_gi_owner.getornull(p_base); - p_instance->update_dependency(&gip->dependency); - } else if (lightmap_owner.owns(p_base)) { - Lightmap *lm = lightmap_owner.getornull(p_base); - p_instance->update_dependency(&lm->dependency); - } else if (light_owner.owns(p_base)) { - Light *l = light_owner.getornull(p_base); - p_instance->update_dependency(&l->dependency); - } else if (particles_owner.owns(p_base)) { - Particles *p = particles_owner.getornull(p_base); - p_instance->update_dependency(&p->dependency); - } else if (particles_collision_owner.owns(p_base)) { - ParticlesCollision *pc = particles_collision_owner.getornull(p_base); - p_instance->update_dependency(&pc->dependency); - } else if (visibility_notifier_owner.owns(p_base)) { - VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_base); - p_instance->update_dependency(&vn->dependency); - } -} - -void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - ERR_FAIL_COND(!skeleton); - - p_instance->update_dependency(&skeleton->dependency); -} - -RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const { - if (mesh_owner.owns(p_rid)) { - return RS::INSTANCE_MESH; - } - if (multimesh_owner.owns(p_rid)) { - return RS::INSTANCE_MULTIMESH; - } - if (reflection_probe_owner.owns(p_rid)) { - return RS::INSTANCE_REFLECTION_PROBE; - } - if (decal_owner.owns(p_rid)) { - return RS::INSTANCE_DECAL; - } - if (voxel_gi_owner.owns(p_rid)) { - return RS::INSTANCE_VOXEL_GI; - } - if (light_owner.owns(p_rid)) { - return RS::INSTANCE_LIGHT; - } - if (lightmap_owner.owns(p_rid)) { - return RS::INSTANCE_LIGHTMAP; - } - if (particles_owner.owns(p_rid)) { - return RS::INSTANCE_PARTICLES; - } - if (particles_collision_owner.owns(p_rid)) { - return RS::INSTANCE_PARTICLES_COLLISION; - } - if (visibility_notifier_owner.owns(p_rid)) { - return RS::INSTANCE_VISIBLITY_NOTIFIER; - } - - return RS::INSTANCE_NONE; -} - -void RendererStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) { - if (!decal_atlas.textures.has(p_texture)) { - DecalAtlas::Texture t; - t.users = 1; - t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0; - decal_atlas.textures[p_texture] = t; - decal_atlas.dirty = true; - } else { - DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); - t->users++; - if (p_panorama_to_dp) { - t->panorama_to_dp_users++; - } - } -} - -void RendererStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) { - DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); - ERR_FAIL_COND(!t); - t->users--; - if (p_panorama_to_dp) { - ERR_FAIL_COND(t->panorama_to_dp_users == 0); - t->panorama_to_dp_users--; - } - if (t->users == 0) { - decal_atlas.textures.erase(p_texture); - //do not mark it dirty, there is no need to since it remains working - } -} - -RID RendererStorageRD::decal_atlas_get_texture() const { - return decal_atlas.texture; -} - -RID RendererStorageRD::decal_atlas_get_texture_srgb() const { - return decal_atlas.texture_srgb; -} - -void RendererStorageRD::_update_decal_atlas() { - if (!decal_atlas.dirty) { - return; //nothing to do - } - - decal_atlas.dirty = false; - - if (decal_atlas.texture.is_valid()) { - RD::get_singleton()->free(decal_atlas.texture); - decal_atlas.texture = RID(); - decal_atlas.texture_srgb = RID(); - decal_atlas.texture_mipmaps.clear(); - } - - int border = 1 << decal_atlas.mipmaps; - - if (decal_atlas.textures.size()) { - //generate atlas - Vector<DecalAtlas::SortItem> itemsv; - itemsv.resize(decal_atlas.textures.size()); - int base_size = 8; - const RID *K = nullptr; - - int idx = 0; - while ((K = decal_atlas.textures.next(K))) { - DecalAtlas::SortItem &si = itemsv.write[idx]; - - Texture *src_tex = texture_owner.getornull(*K); - - si.size.width = (src_tex->width / border) + 1; - si.size.height = (src_tex->height / border) + 1; - si.pixel_size = Size2i(src_tex->width, src_tex->height); - - if (base_size < si.size.width) { - base_size = nearest_power_of_2_templated(si.size.width); - } - - si.texture = *K; - idx++; - } - - //sort items by size - itemsv.sort(); - - //attempt to create atlas - int item_count = itemsv.size(); - DecalAtlas::SortItem *items = itemsv.ptrw(); - - int atlas_height = 0; - - while (true) { - Vector<int> v_offsetsv; - v_offsetsv.resize(base_size); - - int *v_offsets = v_offsetsv.ptrw(); - memset(v_offsets, 0, sizeof(int) * base_size); - - int max_height = 0; - - for (int i = 0; i < item_count; i++) { - //best fit - DecalAtlas::SortItem &si = items[i]; - int best_idx = -1; - int best_height = 0x7FFFFFFF; - for (int j = 0; j <= base_size - si.size.width; j++) { - int height = 0; - for (int k = 0; k < si.size.width; k++) { - int h = v_offsets[k + j]; - if (h > height) { - height = h; - if (height > best_height) { - break; //already bad - } - } - } - - if (height < best_height) { - best_height = height; - best_idx = j; - } - } - - //update - for (int k = 0; k < si.size.width; k++) { - v_offsets[k + best_idx] = best_height + si.size.height; - } - - si.pos.x = best_idx; - si.pos.y = best_height; - - if (si.pos.y + si.size.height > max_height) { - max_height = si.pos.y + si.size.height; - } - } - - if (max_height <= base_size * 2) { - atlas_height = max_height; - break; //good ratio, break; - } - - base_size *= 2; - } - - decal_atlas.size.width = base_size * border; - decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border); - - for (int i = 0; i < item_count; i++) { - DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture); - t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2); - t->uv_rect.size = items[i].pixel_size; - - t->uv_rect.position /= Size2(decal_atlas.size); - t->uv_rect.size /= Size2(decal_atlas.size); - } - } else { - //use border as size, so it at least has enough mipmaps - decal_atlas.size.width = border; - decal_atlas.size.height = border; - } - - //blit textures - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = decal_atlas.size.width; - tformat.height = decal_atlas.size.height; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D; - tformat.mipmaps = decal_atlas.mipmaps; - tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM); - tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB); - - decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView()); - RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1); - - { - //create the framebuffer - - Size2i s = decal_atlas.size; - - for (int i = 0; i < decal_atlas.mipmaps; i++) { - DecalAtlas::MipMap mm; - mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i); - Vector<RID> fb; - fb.push_back(mm.texture); - mm.fb = RD::get_singleton()->framebuffer_create(fb); - mm.size = s; - decal_atlas.texture_mipmaps.push_back(mm); - - s.width = MAX(1, s.width >> 1); - s.height = MAX(1, s.height >> 1); - } - { - //create the SRGB variant - RD::TextureView rd_view; - rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB; - decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture); - } - } - - RID prev_texture; - for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) { - const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i]; - - Color clear_color(0, 0, 0, 0); - - if (decal_atlas.textures.size()) { - if (i == 0) { - Vector<Color> cc; - cc.push_back(clear_color); - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc); - - const RID *K = nullptr; - while ((K = decal_atlas.textures.next(K))) { - DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K); - Texture *src_tex = texture_owner.getornull(*K); - effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0); - } - - RD::get_singleton()->draw_list_end(); - - prev_texture = mm.texture; - } else { - effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size)); - prev_texture = mm.texture; - } - } else { - RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1); - } - } -} - -int32_t RendererStorageRD::_global_variable_allocate(uint32_t p_elements) { - int32_t idx = 0; - while (idx + p_elements <= global_variables.buffer_size) { - if (global_variables.buffer_usage[idx].elements == 0) { - bool valid = true; - for (uint32_t i = 1; i < p_elements; i++) { - if (global_variables.buffer_usage[idx + i].elements > 0) { - valid = false; - idx += i + global_variables.buffer_usage[idx + i].elements; - break; - } - } - - if (!valid) { - continue; //if not valid, idx is in new position - } - - return idx; - } else { - idx += global_variables.buffer_usage[idx].elements; - } - } - - return -1; -} - -void RendererStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) { - switch (p_type) { - case RS::GLOBAL_VAR_TYPE_BOOL: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - bool b = p_value; - bv.x = b ? 1.0 : 0.0; - bv.y = 0.0; - bv.z = 0.0; - bv.w = 0.0; - - } break; - case RS::GLOBAL_VAR_TYPE_BVEC2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - uint32_t bvec = p_value; - bv.x = (bvec & 1) ? 1.0 : 0.0; - bv.y = (bvec & 2) ? 1.0 : 0.0; - bv.z = 0.0; - bv.w = 0.0; - } break; - case RS::GLOBAL_VAR_TYPE_BVEC3: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - uint32_t bvec = p_value; - bv.x = (bvec & 1) ? 1.0 : 0.0; - bv.y = (bvec & 2) ? 1.0 : 0.0; - bv.z = (bvec & 4) ? 1.0 : 0.0; - bv.w = 0.0; - } break; - case RS::GLOBAL_VAR_TYPE_BVEC4: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - uint32_t bvec = p_value; - bv.x = (bvec & 1) ? 1.0 : 0.0; - bv.y = (bvec & 2) ? 1.0 : 0.0; - bv.z = (bvec & 4) ? 1.0 : 0.0; - bv.w = (bvec & 8) ? 1.0 : 0.0; - } break; - case RS::GLOBAL_VAR_TYPE_INT: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; - int32_t v = p_value; - bv.x = v; - bv.y = 0; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_IVEC2: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; - Vector2i v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_IVEC3: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; - Vector3i v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = v.z; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_IVEC4: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; - Vector<int32_t> v = p_value; - bv.x = v.size() >= 1 ? v[0] : 0; - bv.y = v.size() >= 2 ? v[1] : 0; - bv.z = v.size() >= 3 ? v[2] : 0; - bv.w = v.size() >= 4 ? v[3] : 0; - } break; - case RS::GLOBAL_VAR_TYPE_RECT2I: { - GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; - Rect2i v = p_value; - bv.x = v.position.x; - bv.y = v.position.y; - bv.z = v.size.x; - bv.w = v.size.y; - } break; - case RS::GLOBAL_VAR_TYPE_UINT: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; - uint32_t v = p_value; - bv.x = v; - bv.y = 0; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_UVEC2: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; - Vector2i v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_UVEC3: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; - Vector3i v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = v.z; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_UVEC4: { - GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; - Vector<int32_t> v = p_value; - bv.x = v.size() >= 1 ? v[0] : 0; - bv.y = v.size() >= 2 ? v[1] : 0; - bv.z = v.size() >= 3 ? v[2] : 0; - bv.w = v.size() >= 4 ? v[3] : 0; - } break; - case RS::GLOBAL_VAR_TYPE_FLOAT: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - float v = p_value; - bv.x = v; - bv.y = 0; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_VEC2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - Vector2 v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = 0; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_VEC3: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - Vector3 v = p_value; - bv.x = v.x; - bv.y = v.y; - bv.z = v.z; - bv.w = 0; - } break; - case RS::GLOBAL_VAR_TYPE_VEC4: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - Plane v = p_value; - bv.x = v.normal.x; - bv.y = v.normal.y; - bv.z = v.normal.z; - bv.w = v.d; - } break; - case RS::GLOBAL_VAR_TYPE_COLOR: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - Color v = p_value; - bv.x = v.r; - bv.y = v.g; - bv.z = v.b; - bv.w = v.a; - - GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1]; - v = v.to_linear(); - bv_linear.x = v.r; - bv_linear.y = v.g; - bv_linear.z = v.b; - bv_linear.w = v.a; - - } break; - case RS::GLOBAL_VAR_TYPE_RECT2: { - GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; - Rect2 v = p_value; - bv.x = v.position.x; - bv.y = v.position.y; - bv.z = v.size.x; - bv.w = v.size.y; - } break; - case RS::GLOBAL_VAR_TYPE_MAT2: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; - Vector<float> m2 = p_value; - if (m2.size() < 4) { - m2.resize(4); - } - bv[0].x = m2[0]; - bv[0].y = m2[1]; - bv[0].z = 0; - bv[0].w = 0; - - bv[1].x = m2[2]; - bv[1].y = m2[3]; - bv[1].z = 0; - bv[1].w = 0; - - } break; - case RS::GLOBAL_VAR_TYPE_MAT3: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; - Basis v = p_value; - bv[0].x = v.elements[0][0]; - bv[0].y = v.elements[1][0]; - bv[0].z = v.elements[2][0]; - bv[0].w = 0; - - bv[1].x = v.elements[0][1]; - bv[1].y = v.elements[1][1]; - bv[1].z = v.elements[2][1]; - bv[1].w = 0; - - bv[2].x = v.elements[0][2]; - bv[2].y = v.elements[1][2]; - bv[2].z = v.elements[2][2]; - bv[2].w = 0; - - } break; - case RS::GLOBAL_VAR_TYPE_MAT4: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; - - Vector<float> m2 = p_value; - if (m2.size() < 16) { - m2.resize(16); - } - - bv[0].x = m2[0]; - bv[0].y = m2[1]; - bv[0].z = m2[2]; - bv[0].w = m2[3]; - - bv[1].x = m2[4]; - bv[1].y = m2[5]; - bv[1].z = m2[6]; - bv[1].w = m2[7]; - - bv[2].x = m2[8]; - bv[2].y = m2[9]; - bv[2].z = m2[10]; - bv[2].w = m2[11]; - - bv[3].x = m2[12]; - bv[3].y = m2[13]; - bv[3].z = m2[14]; - bv[3].w = m2[15]; - - } break; - case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; - Transform2D v = p_value; - bv[0].x = v.elements[0][0]; - bv[0].y = v.elements[0][1]; - bv[0].z = 0; - bv[0].w = 0; - - bv[1].x = v.elements[1][0]; - bv[1].y = v.elements[1][1]; - bv[1].z = 0; - bv[1].w = 0; - - bv[2].x = v.elements[2][0]; - bv[2].y = v.elements[2][1]; - bv[2].z = 1; - bv[2].w = 0; - - } break; - case RS::GLOBAL_VAR_TYPE_TRANSFORM: { - GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; - Transform3D v = p_value; - bv[0].x = v.basis.elements[0][0]; - bv[0].y = v.basis.elements[1][0]; - bv[0].z = v.basis.elements[2][0]; - bv[0].w = 0; - - bv[1].x = v.basis.elements[0][1]; - bv[1].y = v.basis.elements[1][1]; - bv[1].z = v.basis.elements[2][1]; - bv[1].w = 0; - - bv[2].x = v.basis.elements[0][2]; - bv[2].y = v.basis.elements[1][2]; - bv[2].z = v.basis.elements[2][2]; - bv[2].w = 0; - - bv[3].x = v.origin.x; - bv[3].y = v.origin.y; - bv[3].z = v.origin.z; - bv[3].w = 1; - - } break; - default: { - ERR_FAIL(); - } - } -} - -void RendererStorageRD::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) { - int32_t prev_chunk = -1; - - for (int32_t i = 0; i < p_elements; i++) { - int32_t chunk = (p_index + i) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; - if (chunk != prev_chunk) { - if (!global_variables.buffer_dirty_regions[chunk]) { - global_variables.buffer_dirty_regions[chunk] = true; - global_variables.buffer_dirty_region_count++; - } - } - - prev_chunk = chunk; - } -} - -void RendererStorageRD::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) { - ERR_FAIL_COND(global_variables.variables.has(p_name)); - GlobalVariables::Variable gv; - gv.type = p_type; - gv.value = p_value; - gv.buffer_index = -1; - - if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { - //is texture - global_variables.must_update_texture_materials = true; //normally there are none - } else { - gv.buffer_elements = 1; - if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) { - //color needs to elements to store srgb and linear - gv.buffer_elements = 2; - } - if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) { - //color needs to elements to store srgb and linear - gv.buffer_elements = 3; - } - if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) { - //color needs to elements to store srgb and linear - gv.buffer_elements = 4; - } - - //is vector, allocate in buffer and update index - gv.buffer_index = _global_variable_allocate(gv.buffer_elements); - ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name))); - global_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); - - global_variables.must_update_buffer_materials = true; //normally there are none - } - - global_variables.variables[p_name] = gv; -} - -void RendererStorageRD::global_variable_remove(const StringName &p_name) { - if (!global_variables.variables.has(p_name)) { - return; - } - GlobalVariables::Variable &gv = global_variables.variables[p_name]; - - if (gv.buffer_index >= 0) { - global_variables.buffer_usage[gv.buffer_index].elements = 0; - global_variables.must_update_buffer_materials = true; - } else { - global_variables.must_update_texture_materials = true; - } - - global_variables.variables.erase(p_name); -} - -Vector<StringName> RendererStorageRD::global_variable_get_list() const { - if (!Engine::get_singleton()->is_editor_hint()) { - ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance."); - } - - const StringName *K = nullptr; - Vector<StringName> names; - while ((K = global_variables.variables.next(K))) { - names.push_back(*K); - } - names.sort_custom<StringName::AlphCompare>(); - return names; -} - -void RendererStorageRD::global_variable_set(const StringName &p_name, const Variant &p_value) { - ERR_FAIL_COND(!global_variables.variables.has(p_name)); - GlobalVariables::Variable &gv = global_variables.variables[p_name]; - gv.value = p_value; - if (gv.override.get_type() == Variant::NIL) { - if (gv.buffer_index >= 0) { - //buffer - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); - } else { - //texture - for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) { - Material *material = material_owner.getornull(E->get()); - ERR_CONTINUE(!material); - _material_queue_update(material, false, true); - } - } - } -} - -void RendererStorageRD::global_variable_set_override(const StringName &p_name, const Variant &p_value) { - if (!global_variables.variables.has(p_name)) { - return; //variable may not exist - } - - ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); - - GlobalVariables::Variable &gv = global_variables.variables[p_name]; - - gv.override = p_value; - - if (gv.buffer_index >= 0) { - //buffer - if (gv.override.get_type() == Variant::NIL) { - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); - } else { - _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override); - } - - _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); - } else { - //texture - for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) { - Material *material = material_owner.getornull(E->get()); - ERR_CONTINUE(!material); - _material_queue_update(material, false, true); - } - } -} - -Variant RendererStorageRD::global_variable_get(const StringName &p_name) const { - if (!Engine::get_singleton()->is_editor_hint()) { - ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance."); - } - - if (!global_variables.variables.has(p_name)) { - return Variant(); - } - - return global_variables.variables[p_name].value; -} - -RS::GlobalVariableType RendererStorageRD::global_variable_get_type_internal(const StringName &p_name) const { - if (!global_variables.variables.has(p_name)) { - return RS::GLOBAL_VAR_TYPE_MAX; - } - - return global_variables.variables[p_name].type; -} - -RS::GlobalVariableType RendererStorageRD::global_variable_get_type(const StringName &p_name) const { - if (!Engine::get_singleton()->is_editor_hint()) { - ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance."); - } - - return global_variable_get_type_internal(p_name); -} - -void RendererStorageRD::global_variables_load_settings(bool p_load_textures) { - List<PropertyInfo> settings; - ProjectSettings::get_singleton()->get_property_list(&settings); - - for (const PropertyInfo &E : settings) { - if (E.name.begins_with("shader_globals/")) { - StringName name = E.name.get_slice("/", 1); - Dictionary d = ProjectSettings::get_singleton()->get(E.name); - - ERR_CONTINUE(!d.has("type")); - ERR_CONTINUE(!d.has("value")); - - String type = d["type"]; - - static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = { - "bool", - "bvec2", - "bvec3", - "bvec4", - "int", - "ivec2", - "ivec3", - "ivec4", - "rect2i", - "uint", - "uvec2", - "uvec3", - "uvec4", - "float", - "vec2", - "vec3", - "vec4", - "color", - "rect2", - "mat2", - "mat3", - "mat4", - "transform_2d", - "transform", - "sampler2D", - "sampler2DArray", - "sampler3D", - "samplerCube", - }; - - RS::GlobalVariableType gvtype = RS::GLOBAL_VAR_TYPE_MAX; - - for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { - if (global_var_type_names[i] == type) { - gvtype = RS::GlobalVariableType(i); - break; - } - } - - ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid - - Variant value = d["value"]; - - if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { - //textire - if (!p_load_textures) { - value = RID(); - continue; - } - - String path = value; - RES resource = ResourceLoader::load(path); - ERR_CONTINUE(resource.is_null()); - value = resource; - } - - if (global_variables.variables.has(name)) { - //has it, update it - global_variable_set(name, value); - } else { - global_variable_add(name, gvtype, value); - } - } - } -} - -void RendererStorageRD::global_variables_clear() { - global_variables.variables.clear(); //not right but for now enough -} - -RID RendererStorageRD::global_variables_get_storage_buffer() const { - return global_variables.buffer; -} - -int32_t RendererStorageRD::global_variables_instance_allocate(RID p_instance) { - ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1); - int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); - global_variables.instance_buffer_pos[p_instance] = pos; //save anyway - ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings."); - global_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; - return pos; -} - -void RendererStorageRD::global_variables_instance_free(RID p_instance) { - ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance)); - int32_t pos = global_variables.instance_buffer_pos[p_instance]; - if (pos >= 0) { - global_variables.buffer_usage[pos].elements = 0; - } - global_variables.instance_buffer_pos.erase(p_instance); -} - -void RendererStorageRD::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) { - if (!global_variables.instance_buffer_pos.has(p_instance)) { - return; //just not allocated, ignore - } - int32_t pos = global_variables.instance_buffer_pos[p_instance]; - - if (pos < 0) { - return; //again, not allocated, ignore - } - ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); - ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported - - ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = { - ShaderLanguage::TYPE_MAX, //nil - ShaderLanguage::TYPE_BOOL, //bool - ShaderLanguage::TYPE_INT, //int - ShaderLanguage::TYPE_FLOAT, //float - ShaderLanguage::TYPE_MAX, //string - ShaderLanguage::TYPE_VEC2, //vec2 - ShaderLanguage::TYPE_IVEC2, //vec2i - ShaderLanguage::TYPE_VEC4, //rect2 - ShaderLanguage::TYPE_IVEC4, //rect2i - ShaderLanguage::TYPE_VEC3, // vec3 - ShaderLanguage::TYPE_IVEC3, //vec3i - ShaderLanguage::TYPE_MAX, //xform2d not supported here - ShaderLanguage::TYPE_VEC4, //plane - ShaderLanguage::TYPE_VEC4, //quat - ShaderLanguage::TYPE_MAX, //aabb not supported here - ShaderLanguage::TYPE_MAX, //basis not supported here - ShaderLanguage::TYPE_MAX, //xform not supported here - ShaderLanguage::TYPE_VEC4 //color - }; - - ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()]; - - ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported - - pos += p_index; - - _fill_std140_variant_ubo_value(datatype, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer - _global_variable_mark_buffer_dirty(pos, 1); -} - -void RendererStorageRD::_update_global_variables() { - if (global_variables.buffer_dirty_region_count > 0) { - uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; - if (total_regions / global_variables.buffer_dirty_region_count <= 4) { - // 25% of regions dirty, just update all buffer - RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values); - memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions); - } else { - uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE; - - for (uint32_t i = 0; i < total_regions; i++) { - if (global_variables.buffer_dirty_regions[i]) { - RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, global_variables.buffer_values); - - global_variables.buffer_dirty_regions[i] = false; - } - } - } - - global_variables.buffer_dirty_region_count = 0; - } - - if (global_variables.must_update_buffer_materials) { - // only happens in the case of a buffer variable added or removed, - // so not often. - for (const RID &E : global_variables.materials_using_buffer) { - Material *material = material_owner.getornull(E); - ERR_CONTINUE(!material); //wtf - - _material_queue_update(material, true, false); - } - - global_variables.must_update_buffer_materials = false; - } - - if (global_variables.must_update_texture_materials) { - // only happens in the case of a buffer variable added or removed, - // so not often. - for (const RID &E : global_variables.materials_using_texture) { - Material *material = material_owner.getornull(E); - ERR_CONTINUE(!material); //wtf - - _material_queue_update(material, false, true); - print_line("update material texture?"); - } - - global_variables.must_update_texture_materials = false; - } -} - -void RendererStorageRD::update_dirty_resources() { - _update_global_variables(); //must do before materials, so it can queue them for update - _update_queued_materials(); - _update_dirty_multimeshes(); - _update_dirty_skeletons(); - _update_decal_atlas(); -} - -bool RendererStorageRD::has_os_feature(const String &p_feature) const { - if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - - if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - - if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - - if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - - if (p_feature == "pvrtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - - return false; -} - -bool RendererStorageRD::free(RID p_rid) { - if (texture_owner.owns(p_rid)) { - Texture *t = texture_owner.getornull(p_rid); - - ERR_FAIL_COND_V(!t, false); - ERR_FAIL_COND_V(t->is_render_target, false); - - if (RD::get_singleton()->texture_is_valid(t->rd_texture_srgb)) { - //erase this first, as it's a dependency of the one below - RD::get_singleton()->free(t->rd_texture_srgb); - } - if (RD::get_singleton()->texture_is_valid(t->rd_texture)) { - RD::get_singleton()->free(t->rd_texture); - } - - if (t->is_proxy && t->proxy_to.is_valid()) { - Texture *proxy_to = texture_owner.getornull(t->proxy_to); - if (proxy_to) { - proxy_to->proxies.erase(p_rid); - } - } - - if (decal_atlas.textures.has(p_rid)) { - decal_atlas.textures.erase(p_rid); - //there is not much a point of making it dirty, just let it be. - } - - for (int i = 0; i < t->proxies.size(); i++) { - Texture *p = texture_owner.getornull(t->proxies[i]); - ERR_CONTINUE(!p); - p->proxy_to = RID(); - p->rd_texture = RID(); - p->rd_texture_srgb = RID(); - } - - if (t->canvas_texture) { - memdelete(t->canvas_texture); - } - texture_owner.free(p_rid); - - } else if (canvas_texture_owner.owns(p_rid)) { - canvas_texture_owner.free(p_rid); - } else if (shader_owner.owns(p_rid)) { - Shader *shader = shader_owner.getornull(p_rid); - //make material unreference this - while (shader->owners.size()) { - material_set_shader(shader->owners.front()->get()->self, RID()); - } - //clear data if exists - if (shader->data) { - memdelete(shader->data); - } - shader_owner.free(p_rid); - - } else if (material_owner.owns(p_rid)) { - Material *material = material_owner.getornull(p_rid); - material_set_shader(p_rid, RID()); //clean up shader - material->dependency.deleted_notify(p_rid); - - material_owner.free(p_rid); - } else if (mesh_owner.owns(p_rid)) { - mesh_clear(p_rid); - mesh_set_shadow_mesh(p_rid, RID()); - Mesh *mesh = mesh_owner.getornull(p_rid); - mesh->dependency.deleted_notify(p_rid); - if (mesh->instances.size()) { - ERR_PRINT("deleting mesh with active instances"); - } - if (mesh->shadow_owners.size()) { - for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) { - Mesh *shadow_owner = E->get(); - shadow_owner->shadow_mesh = RID(); - shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH); - } - } - mesh_owner.free(p_rid); - } else if (mesh_instance_owner.owns(p_rid)) { - MeshInstance *mi = mesh_instance_owner.getornull(p_rid); - _mesh_instance_clear(mi); - mi->mesh->instances.erase(mi->I); - mi->I = nullptr; - - mesh_instance_owner.free(p_rid); - - } else if (multimesh_owner.owns(p_rid)) { - _update_dirty_multimeshes(); - multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D); - MultiMesh *multimesh = multimesh_owner.getornull(p_rid); - multimesh->dependency.deleted_notify(p_rid); - multimesh_owner.free(p_rid); - } else if (skeleton_owner.owns(p_rid)) { - _update_dirty_skeletons(); - skeleton_allocate_data(p_rid, 0); - Skeleton *skeleton = skeleton_owner.getornull(p_rid); - skeleton->dependency.deleted_notify(p_rid); - skeleton_owner.free(p_rid); - } else if (reflection_probe_owner.owns(p_rid)) { - ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid); - reflection_probe->dependency.deleted_notify(p_rid); - reflection_probe_owner.free(p_rid); - } else if (decal_owner.owns(p_rid)) { - Decal *decal = decal_owner.getornull(p_rid); - for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) { - if (decal->textures[i].is_valid() && texture_owner.owns(decal->textures[i])) { - texture_remove_from_decal_atlas(decal->textures[i]); - } - } - decal->dependency.deleted_notify(p_rid); - decal_owner.free(p_rid); - } else if (voxel_gi_owner.owns(p_rid)) { - voxel_gi_allocate_data(p_rid, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate - VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_rid); - voxel_gi->dependency.deleted_notify(p_rid); - voxel_gi_owner.free(p_rid); - } else if (lightmap_owner.owns(p_rid)) { - lightmap_set_textures(p_rid, RID(), false); - Lightmap *lightmap = lightmap_owner.getornull(p_rid); - lightmap->dependency.deleted_notify(p_rid); - lightmap_owner.free(p_rid); - - } else if (light_owner.owns(p_rid)) { - light_set_projector(p_rid, RID()); //clear projector - // delete the texture - Light *light = light_owner.getornull(p_rid); - light->dependency.deleted_notify(p_rid); - light_owner.free(p_rid); - - } else if (particles_owner.owns(p_rid)) { - update_particles(); - Particles *particles = particles_owner.getornull(p_rid); - particles->dependency.deleted_notify(p_rid); - _particles_free_data(particles); - particles_owner.free(p_rid); - } else if (particles_collision_owner.owns(p_rid)) { - ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid); - - if (particles_collision->heightfield_texture.is_valid()) { - RD::get_singleton()->free(particles_collision->heightfield_texture); - } - particles_collision->dependency.deleted_notify(p_rid); - particles_collision_owner.free(p_rid); - } else if (visibility_notifier_owner.owns(p_rid)) { - VisibilityNotifier *vn = visibility_notifier_owner.getornull(p_rid); - vn->dependency.deleted_notify(p_rid); - visibility_notifier_owner.free(p_rid); - } else if (particles_collision_instance_owner.owns(p_rid)) { - particles_collision_instance_owner.free(p_rid); - } else if (render_target_owner.owns(p_rid)) { - RenderTarget *rt = render_target_owner.getornull(p_rid); - - _clear_render_target(rt); - - if (rt->texture.is_valid()) { - Texture *tex = texture_owner.getornull(rt->texture); - tex->is_render_target = false; - free(rt->texture); - } - - render_target_owner.free(p_rid); - } else { - return false; - } - - return true; -} - -void RendererStorageRD::init_effects(bool p_prefer_raster_effects) { - effects = memnew(EffectsRD(p_prefer_raster_effects)); -} - -EffectsRD *RendererStorageRD::get_effects() { - ERR_FAIL_NULL_V_MSG(effects, nullptr, "Effects haven't been initialised yet."); - return effects; -} - -void RendererStorageRD::capture_timestamps_begin() { - RD::get_singleton()->capture_timestamp("Frame Begin"); -} - -void RendererStorageRD::capture_timestamp(const String &p_name) { - RD::get_singleton()->capture_timestamp(p_name); -} - -uint32_t RendererStorageRD::get_captured_timestamps_count() const { - return RD::get_singleton()->get_captured_timestamps_count(); -} - -uint64_t RendererStorageRD::get_captured_timestamps_frame() const { - return RD::get_singleton()->get_captured_timestamps_frame(); -} - -uint64_t RendererStorageRD::get_captured_timestamp_gpu_time(uint32_t p_index) const { - return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index); -} - -uint64_t RendererStorageRD::get_captured_timestamp_cpu_time(uint32_t p_index) const { - return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index); -} - -String RendererStorageRD::get_captured_timestamp_name(uint32_t p_index) const { - return RD::get_singleton()->get_captured_timestamp_name(p_index); -} - -void RendererStorageRD::update_memory_info() { - texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES); - buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS); - total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL); -} -uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) { - if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) { - return texture_mem_cache; - } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) { - return buffer_mem_cache; - } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) { - return total_mem_cache; - } - return 0; -} - -String RendererStorageRD::get_video_adapter_name() const { - return RenderingDevice::get_singleton()->get_device_name(); -} -String RendererStorageRD::get_video_adapter_vendor() const { - return RenderingDevice::get_singleton()->get_device_vendor_name(); -} - -RendererStorageRD *RendererStorageRD::base_singleton = nullptr; - -RendererStorageRD::RendererStorageRD() { - base_singleton = this; - - for (int i = 0; i < SHADER_TYPE_MAX; i++) { - shader_data_request_func[i] = nullptr; - } - - static_assert(sizeof(GlobalVariables::Value) == 16); - - global_variables.buffer_size = GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"); - global_variables.buffer_size = MAX(4096, global_variables.buffer_size); - global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size); - memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size); - global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size); - global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); - memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); - global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size); - - { //create default textures - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 255); - pv.set(i * 4 + 1, 255); - pv.set(i * 4 + 2, 255); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - - //take the chance and initialize decal atlas to something - decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - decal_atlas.texture_srgb = decal_atlas.texture; - } - - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 128); - pv.set(i * 4 + 1, 128); - pv.set(i * 4 + 2, 255); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 255); - pv.set(i * 4 + 1, 128); - pv.set(i * 4 + 2, 255); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_ANISO] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 0); - } - - default_rd_textures[DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER] = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv); - - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 0); - } - - { - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UINT; - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_2D_UINT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - { //create default cubemap - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.array_layers = 6; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 0); - } - - { - Vector<Vector<uint8_t>> vpv; - for (int i = 0; i < 6; i++) { - vpv.push_back(pv); - } - default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - { //create default cubemap array - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.array_layers = 6; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_CUBE; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 0); - } - - { - Vector<Vector<uint8_t>> vpv; - for (int i = 0; i < 6; i++) { - vpv.push_back(pv); - } - default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - { //create default cubemap white array - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.array_layers = 6; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_CUBE; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 255); - pv.set(i * 4 + 1, 255); - pv.set(i * 4 + 2, 255); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - for (int i = 0; i < 6; i++) { - vpv.push_back(pv); - } - default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - { //create default 3D - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.depth = 4; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_3D; - - Vector<uint8_t> pv; - pv.resize(64 * 4); - for (int i = 0; i < 64; i++) { - pv.set(i * 4 + 0, 0); - pv.set(i * 4 + 1, 0); - pv.set(i * 4 + 2, 0); - pv.set(i * 4 + 3, 0); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - { //create default array - - RD::TextureFormat tformat; - tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - tformat.width = 4; - tformat.height = 4; - tformat.array_layers = 1; - tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - - Vector<uint8_t> pv; - pv.resize(16 * 4); - for (int i = 0; i < 16; i++) { - pv.set(i * 4 + 0, 255); - pv.set(i * 4 + 1, 255); - pv.set(i * 4 + 2, 255); - pv.set(i * 4 + 3, 255); - } - - { - Vector<Vector<uint8_t>> vpv; - vpv.push_back(pv); - default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); - } - } - - //default samplers - for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { - for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { - RD::SamplerState sampler_state; - switch (i) { - case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler_state.max_lod = 0; - } break; - case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; - sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; - sampler_state.max_lod = 0; - } break; - case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; - if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { - sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; - } else { - sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; - } - } break; - case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; - sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; - if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { - sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; - } else { - sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; - } - - } break; - case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; - if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { - sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; - } else { - sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; - } - sampler_state.use_anisotropy = true; - sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); - } break; - case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: { - sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; - sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; - if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { - sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; - } else { - sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; - } - sampler_state.use_anisotropy = true; - sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); - - } break; - default: { - } - } - switch (j) { - case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { - sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; - sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; - sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; - - } break; - case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { - sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; - sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT; - sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT; - } break; - case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { - sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - } break; - default: { - } - } - - default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state); - } - } - - //default rd buffers - { - Vector<uint8_t> buffer; - { - buffer.resize(sizeof(float) * 3); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 0.0; - fptr[1] = 0.0; - fptr[2] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_VERTEX] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //normal - buffer.resize(sizeof(float) * 3); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 1.0; - fptr[1] = 0.0; - fptr[2] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_NORMAL] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //tangent - buffer.resize(sizeof(float) * 4); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 1.0; - fptr[1] = 0.0; - fptr[2] = 0.0; - fptr[3] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TANGENT] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //color - buffer.resize(sizeof(float) * 4); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 1.0; - fptr[1] = 1.0; - fptr[2] = 1.0; - fptr[3] = 1.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_COLOR] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //tex uv 1 - buffer.resize(sizeof(float) * 2); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 0.0; - fptr[1] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - { //tex uv 2 - buffer.resize(sizeof(float) * 2); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 0.0; - fptr[1] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - for (int i = 0; i < RS::ARRAY_CUSTOM_COUNT; i++) { - buffer.resize(sizeof(float) * 4); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 0.0; - fptr[1] = 0.0; - fptr[2] = 0.0; - fptr[3] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_CUSTOM0 + i] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //bones - buffer.resize(sizeof(uint32_t) * 4); - { - uint8_t *w = buffer.ptrw(); - uint32_t *fptr = (uint32_t *)w; - fptr[0] = 0; - fptr[1] = 0; - fptr[2] = 0; - fptr[3] = 0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_BONES] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - - { //weights - buffer.resize(sizeof(float) * 4); - { - uint8_t *w = buffer.ptrw(); - float *fptr = (float *)w; - fptr[0] = 0.0; - fptr[1] = 0.0; - fptr[2] = 0.0; - fptr[3] = 0.0; - } - mesh_default_rd_buffers[DEFAULT_RD_BUFFER_WEIGHTS] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); - } - } - - using_lightmap_array = true; // high end - if (using_lightmap_array) { - uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - - if (textures_per_stage <= 256) { - lightmap_textures.resize(32); - } else { - lightmap_textures.resize(1024); - } - - for (int i = 0; i < lightmap_textures.size(); i++) { - lightmap_textures.write[i] = default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE]; - } - } - - lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed"); - - /* Particles */ - - { - // Initialize particles - Vector<String> particles_modes; - particles_modes.push_back(""); - particles_shader.shader.initialize(particles_modes, String()); - } - shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs); - material_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); - - { - ShaderCompilerRD::DefaultIdentifierActions actions; - - actions.renames["COLOR"] = "PARTICLE.color"; - actions.renames["VELOCITY"] = "PARTICLE.velocity"; - //actions.renames["MASS"] = "mass"; ? - actions.renames["ACTIVE"] = "particle_active"; - actions.renames["RESTART"] = "restart"; - actions.renames["CUSTOM"] = "PARTICLE.custom"; - actions.renames["TRANSFORM"] = "PARTICLE.xform"; - actions.renames["TIME"] = "FRAME.time"; - actions.renames["PI"] = _MKSTR(Math_PI); - actions.renames["TAU"] = _MKSTR(Math_TAU); - actions.renames["E"] = _MKSTR(Math_E); - actions.renames["LIFETIME"] = "params.lifetime"; - actions.renames["DELTA"] = "local_delta"; - actions.renames["NUMBER"] = "particle_number"; - actions.renames["INDEX"] = "index"; - //actions.renames["GRAVITY"] = "current_gravity"; - actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform"; - actions.renames["RANDOM_SEED"] = "FRAME.random_seed"; - actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION"; - actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE"; - actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY"; - actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR"; - actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM"; - actions.renames["RESTART_POSITION"] = "restart_position"; - actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale"; - actions.renames["RESTART_VELOCITY"] = "restart_velocity"; - actions.renames["RESTART_COLOR"] = "restart_color"; - actions.renames["RESTART_CUSTOM"] = "restart_custom"; - actions.renames["emit_subparticle"] = "emit_subparticle"; - actions.renames["COLLIDED"] = "collided"; - actions.renames["COLLISION_NORMAL"] = "collision_normal"; - actions.renames["COLLISION_DEPTH"] = "collision_depth"; - actions.renames["ATTRACTOR_FORCE"] = "attractor_force"; - - actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; - actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; - actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; - actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n"; - - actions.sampler_array_name = "material_samplers"; - actions.base_texture_binding_index = 1; - actions.texture_layout_set = 3; - 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"; - - particles_shader.compiler.initialize(actions); - } - - { - // default material and shader for particles shader - particles_shader.default_shader = shader_allocate(); - shader_initialize(particles_shader.default_shader); - shader_set_code(particles_shader.default_shader, R"( -// Default particles shader. - -shader_type particles; - -void process() { - COLOR = vec4(1.0); -} -)"); - particles_shader.default_material = material_allocate(); - material_initialize(particles_shader.default_material); - material_set_shader(particles_shader.default_material, particles_shader.default_shader); - - ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RendererStorageRD::SHADER_TYPE_PARTICLES); - particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0); - - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 1; - u.ids.resize(12); - RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.ids.push_back(global_variables_get_storage_buffer()); - uniforms.push_back(u); - } - - particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0); - } - - default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4); - - { - Vector<String> copy_modes; - copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n"); - copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define MODE_2D\n"); - copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n"); - copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n"); - - particles_shader.copy_shader.initialize(copy_modes); - - particles_shader.copy_shader_version = particles_shader.copy_shader.version_create(); - - for (int i = 0; i < ParticlesShader::COPY_MODE_MAX; i++) { - particles_shader.copy_pipelines[i] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i)); - } - } - - { - Vector<String> sdf_modes; - sdf_modes.push_back("\n#define MODE_LOAD\n"); - sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n"); - sdf_modes.push_back("\n#define MODE_PROCESS\n"); - sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n"); - sdf_modes.push_back("\n#define MODE_STORE\n"); - sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n"); - - rt_sdf.shader.initialize(sdf_modes); - - rt_sdf.shader_version = rt_sdf.shader.version_create(); - - for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) { - rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i)); - } - } - { - Vector<String> skeleton_modes; - skeleton_modes.push_back("\n#define MODE_2D\n"); - skeleton_modes.push_back(""); - - skeleton_shader.shader.initialize(skeleton_modes); - skeleton_shader.version = skeleton_shader.shader.version_create(); - for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) { - skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i); - skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]); - } - - { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.ids.push_back(default_rd_storage_buffer); - uniforms.push_back(u); - } - skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON); - } - } -} - -RendererStorageRD::~RendererStorageRD() { - memdelete_arr(global_variables.buffer_values); - memdelete_arr(global_variables.buffer_usage); - memdelete_arr(global_variables.buffer_dirty_regions); - RD::get_singleton()->free(global_variables.buffer); - - //def textures - for (int i = 0; i < DEFAULT_RD_TEXTURE_MAX; i++) { - RD::get_singleton()->free(default_rd_textures[i]); - } - - //def samplers - for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { - for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { - RD::get_singleton()->free(default_rd_samplers[i][j]); - } - } - - //def buffers - for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) { - RD::get_singleton()->free(mesh_default_rd_buffers[i]); - } - - particles_shader.copy_shader.version_free(particles_shader.copy_shader_version); - rt_sdf.shader.version_free(rt_sdf.shader_version); - - skeleton_shader.shader.version_free(skeleton_shader.version); - - RenderingServer::get_singleton()->free(particles_shader.default_material); - RenderingServer::get_singleton()->free(particles_shader.default_shader); - - RD::get_singleton()->free(default_rd_storage_buffer); - - if (decal_atlas.textures.size()) { - ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas."); - } - - if (decal_atlas.texture.is_valid()) { - RD::get_singleton()->free(decal_atlas.texture); - } - - if (effects) { - memdelete(effects); - effects = NULL; - } -} diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h deleted file mode 100644 index 02395a884f..0000000000 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ /dev/null @@ -1,2379 +0,0 @@ -/*************************************************************************/ -/* renderer_storage_rd.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 RENDERING_SERVER_STORAGE_RD_H -#define RENDERING_SERVER_STORAGE_RD_H - -#include "core/templates/list.h" -#include "core/templates/local_vector.h" -#include "core/templates/rid_owner.h" -#include "servers/rendering/renderer_compositor.h" -#include "servers/rendering/renderer_rd/effects_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" -#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h" -#include "servers/rendering/renderer_scene_render.h" -#include "servers/rendering/rendering_device.h" -class RendererStorageRD : public RendererStorage { -public: - static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { - p_array[0] = p_mtx.basis.elements[0][0]; - p_array[1] = p_mtx.basis.elements[1][0]; - p_array[2] = p_mtx.basis.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.basis.elements[0][1]; - p_array[5] = p_mtx.basis.elements[1][1]; - p_array[6] = p_mtx.basis.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.basis.elements[0][2]; - p_array[9] = p_mtx.basis.elements[1][2]; - p_array[10] = p_mtx.basis.elements[2][2]; - p_array[11] = 0; - p_array[12] = p_mtx.origin.x; - p_array[13] = p_mtx.origin.y; - p_array[14] = p_mtx.origin.z; - p_array[15] = 1; - } - - static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) { - p_array[0] = p_mtx.elements[0][0]; - p_array[1] = p_mtx.elements[1][0]; - p_array[2] = p_mtx.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.elements[0][1]; - p_array[5] = p_mtx.elements[1][1]; - p_array[6] = p_mtx.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.elements[0][2]; - p_array[9] = p_mtx.elements[1][2]; - p_array[10] = p_mtx.elements[2][2]; - p_array[11] = 0; - } - - static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { - p_array[0] = p_mtx.elements[0][0]; - p_array[1] = p_mtx.elements[1][0]; - p_array[2] = p_mtx.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.elements[0][1]; - p_array[5] = p_mtx.elements[1][1]; - p_array[6] = p_mtx.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.elements[0][2]; - p_array[9] = p_mtx.elements[1][2]; - p_array[10] = p_mtx.elements[2][2]; - p_array[11] = 0; - } - - static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) { - p_array[0] = p_mtx.basis.elements[0][0]; - p_array[1] = p_mtx.basis.elements[0][1]; - p_array[2] = p_mtx.basis.elements[0][2]; - p_array[3] = p_mtx.origin.x; - p_array[4] = p_mtx.basis.elements[1][0]; - p_array[5] = p_mtx.basis.elements[1][1]; - p_array[6] = p_mtx.basis.elements[1][2]; - p_array[7] = p_mtx.origin.y; - p_array[8] = p_mtx.basis.elements[2][0]; - p_array[9] = p_mtx.basis.elements[2][1]; - p_array[10] = p_mtx.basis.elements[2][2]; - p_array[11] = p_mtx.origin.z; - } - - static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - p_array[i * 4 + j] = p_mtx.matrix[i][j]; - } - } - } - - static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) { - for (int i = 0; i < 128; i++) { - p_array[i] = p_kernel[i]; - } - } - - enum ShaderType { - SHADER_TYPE_2D, - SHADER_TYPE_3D, - SHADER_TYPE_PARTICLES, - SHADER_TYPE_SKY, - SHADER_TYPE_MAX - }; - - struct ShaderData { - virtual void set_code(const String &p_Code) = 0; - virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0; - virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0; - - virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0; - virtual bool is_param_texture(const StringName &p_param) const = 0; - virtual bool is_animated() const = 0; - virtual bool casts_shadows() const = 0; - virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; - virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } - - virtual ~ShaderData() {} - }; - - typedef ShaderData *(*ShaderDataRequestFunction)(); - - struct MaterialData { - void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); - void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); - - virtual void set_render_priority(int p_priority) = 0; - virtual void set_next_pass(RID p_pass) = 0; - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; - virtual ~MaterialData(); - - //to be used internally by update_parameters, in the most common configuration of material parameters - bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); - void free_parameters_uniform_set(RID p_uniform_set); - - private: - friend class RendererStorageRD; - RID self; - List<RID>::Element *global_buffer_E = nullptr; - List<RID>::Element *global_texture_E = nullptr; - uint64_t global_textures_pass = 0; - Map<StringName, uint64_t> used_global_textures; - - //internally by update_parameters_uniform_set - Vector<uint8_t> ubo_data; - RID uniform_buffer; - Vector<RID> texture_cache; - }; - typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); - static void _material_uniform_set_erased(const RID &p_set, void *p_material); - - enum DefaultRDTexture { - DEFAULT_RD_TEXTURE_WHITE, - DEFAULT_RD_TEXTURE_BLACK, - DEFAULT_RD_TEXTURE_NORMAL, - DEFAULT_RD_TEXTURE_ANISO, - DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, - DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, - DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, - DEFAULT_RD_TEXTURE_CUBEMAP_WHITE, - DEFAULT_RD_TEXTURE_3D_WHITE, - DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, - DEFAULT_RD_TEXTURE_2D_UINT, - DEFAULT_RD_TEXTURE_MAX - }; - - enum DefaultRDBuffer { - DEFAULT_RD_BUFFER_VERTEX, - DEFAULT_RD_BUFFER_NORMAL, - DEFAULT_RD_BUFFER_TANGENT, - DEFAULT_RD_BUFFER_COLOR, - DEFAULT_RD_BUFFER_TEX_UV, - DEFAULT_RD_BUFFER_TEX_UV2, - DEFAULT_RD_BUFFER_CUSTOM0, - DEFAULT_RD_BUFFER_CUSTOM1, - DEFAULT_RD_BUFFER_CUSTOM2, - DEFAULT_RD_BUFFER_CUSTOM3, - DEFAULT_RD_BUFFER_BONES, - DEFAULT_RD_BUFFER_WEIGHTS, - DEFAULT_RD_BUFFER_MAX, - }; - -private: - /* CANVAS TEXTURE API (2D) */ - - struct CanvasTexture { - RID diffuse; - RID normal_map; - RID specular; - Color specular_color = Color(1, 1, 1, 1); - float shininess = 1.0; - - RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; - RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; - RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; - - Size2i size_cache = Size2i(1, 1); - bool use_normal_cache = false; - bool use_specular_cache = false; - bool cleared_cache = true; - void clear_sets(); - ~CanvasTexture(); - }; - - RID_Owner<CanvasTexture, true> canvas_texture_owner; - - /* TEXTURE API */ - struct Texture { - enum Type { - TYPE_2D, - TYPE_LAYERED, - TYPE_3D - }; - - Type type; - RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; - - RenderingDevice::TextureType rd_type; - RID rd_texture; - RID rd_texture_srgb; - RenderingDevice::DataFormat rd_format; - RenderingDevice::DataFormat rd_format_srgb; - - RD::TextureView rd_view; - - Image::Format format; - Image::Format validated_format; - - int width; - int height; - int depth; - int layers; - int mipmaps; - - int height_2d; - int width_2d; - - struct BufferSlice3D { - Size2i size; - uint32_t offset = 0; - uint32_t buffer_size = 0; - }; - Vector<BufferSlice3D> buffer_slices_3d; - uint32_t buffer_size_3d = 0; - - bool is_render_target; - bool is_proxy; - - Ref<Image> image_cache_2d; - String path; - - RID proxy_to; - Vector<RID> proxies; - Set<RID> lightmap_users; - - RS::TextureDetectCallback detect_3d_callback = nullptr; - void *detect_3d_callback_ud = nullptr; - - RS::TextureDetectCallback detect_normal_callback = nullptr; - void *detect_normal_callback_ud = nullptr; - - RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; - void *detect_roughness_callback_ud = nullptr; - - CanvasTexture *canvas_texture = nullptr; - }; - - struct TextureToRDFormat { - RD::DataFormat format; - RD::DataFormat format_srgb; - RD::TextureSwizzle swizzle_r; - RD::TextureSwizzle swizzle_g; - RD::TextureSwizzle swizzle_b; - RD::TextureSwizzle swizzle_a; - TextureToRDFormat() { - format = RD::DATA_FORMAT_MAX; - format_srgb = RD::DATA_FORMAT_MAX; - swizzle_r = RD::TEXTURE_SWIZZLE_R; - swizzle_g = RD::TEXTURE_SWIZZLE_G; - swizzle_b = RD::TEXTURE_SWIZZLE_B; - swizzle_a = RD::TEXTURE_SWIZZLE_A; - } - }; - - //textures can be created from threads, so this RID_Owner is thread safe - mutable RID_Owner<Texture, true> texture_owner; - - Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format); - - RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; - RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; - RID default_rd_storage_buffer; - - /* DECAL ATLAS */ - - struct DecalAtlas { - struct Texture { - int panorama_to_dp_users; - int users; - Rect2 uv_rect; - }; - - struct SortItem { - RID texture; - Size2i pixel_size; - Size2i size; - Point2i pos; - - bool operator<(const SortItem &p_item) const { - //sort larger to smaller - if (size.height == p_item.size.height) { - return size.width > p_item.size.width; - } else { - return size.height > p_item.size.height; - } - } - }; - - HashMap<RID, Texture> textures; - bool dirty = true; - int mipmaps = 5; - - RID texture; - RID texture_srgb; - struct MipMap { - RID fb; - RID texture; - Size2i size; - }; - Vector<MipMap> texture_mipmaps; - - Size2i size; - - } decal_atlas; - - void _update_decal_atlas(); - - /* SHADER */ - - struct Material; - - struct Shader { - ShaderData *data; - String code; - ShaderType type; - Map<StringName, RID> default_texture_parameter; - Set<Material *> owners; - }; - - ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; - mutable RID_Owner<Shader, true> shader_owner; - - /* Material */ - - struct Material { - RID self; - MaterialData *data = nullptr; - Shader *shader = nullptr; - //shortcut to shader data and type - ShaderType shader_type = SHADER_TYPE_MAX; - uint32_t shader_id = 0; - bool uniform_dirty = false; - bool texture_dirty = false; - Map<StringName, Variant> params; - int32_t priority = 0; - RID next_pass; - SelfList<Material> update_element; - - Dependency dependency; - - Material() : - update_element(this) {} - }; - - MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; - mutable RID_Owner<Material, true> material_owner; - - SelfList<Material>::List material_update_list; - void _material_queue_update(Material *material, bool p_uniform, bool p_texture); - void _update_queued_materials(); - - /* Mesh */ - - struct MeshInstance; - - struct Mesh { - struct Surface { - RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS; - uint32_t format = 0; - - RID vertex_buffer; - RID attribute_buffer; - RID skin_buffer; - uint32_t vertex_count = 0; - uint32_t vertex_buffer_size = 0; - uint32_t skin_buffer_size = 0; - - // A different pipeline needs to be allocated - // depending on the inputs available in the - // material. - // There are never that many geometry/material - // combinations, so a simple array is the most - // cache-efficient structure. - - struct Version { - uint32_t input_mask = 0; - RD::VertexFormatID vertex_format = 0; - RID vertex_array; - }; - - SpinLock version_lock; //needed to access versions - Version *versions = nullptr; //allocated on demand - uint32_t version_count = 0; - - RID index_buffer; - RID index_array; - uint32_t index_count = 0; - - struct LOD { - float edge_length = 0.0; - uint32_t index_count = 0; - RID index_buffer; - RID index_array; - }; - - LOD *lods = nullptr; - uint32_t lod_count = 0; - - AABB aabb; - - Vector<AABB> bone_aabbs; - - RID blend_shape_buffer; - - RID material; - - uint32_t render_index = 0; - uint64_t render_pass = 0; - - uint32_t multimesh_render_index = 0; - uint64_t multimesh_render_pass = 0; - - uint32_t particles_render_index = 0; - uint64_t particles_render_pass = 0; - - RID uniform_set; - }; - - uint32_t blend_shape_count = 0; - RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; - - Surface **surfaces = nullptr; - uint32_t surface_count = 0; - - Vector<AABB> bone_aabbs; - - bool has_bone_weights = false; - - AABB aabb; - AABB custom_aabb; - - Vector<RID> material_cache; - - List<MeshInstance *> instances; - - RID shadow_mesh; - Set<Mesh *> shadow_owners; - - Dependency dependency; - }; - - mutable RID_Owner<Mesh, true> mesh_owner; - - struct MeshInstance { - Mesh *mesh; - RID skeleton; - struct Surface { - RID vertex_buffer; - RID uniform_set; - - Mesh::Surface::Version *versions = nullptr; //allocated on demand - uint32_t version_count = 0; - }; - LocalVector<Surface> surfaces; - LocalVector<float> blend_weights; - - RID blend_weights_buffer; - List<MeshInstance *>::Element *I = nullptr; //used to erase itself - uint64_t skeleton_version = 0; - bool dirty = false; - bool weights_dirty = false; - SelfList<MeshInstance> weight_update_list; - SelfList<MeshInstance> array_update_list; - MeshInstance() : - weight_update_list(this), array_update_list(this) {} - }; - - void _mesh_instance_clear(MeshInstance *mi); - void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface); - - mutable RID_Owner<MeshInstance> mesh_instance_owner; - - SelfList<MeshInstance>::List dirty_mesh_instance_weights; - SelfList<MeshInstance>::List dirty_mesh_instance_arrays; - - struct SkeletonShader { - struct PushConstant { - uint32_t has_normal; - uint32_t has_tangent; - uint32_t has_skeleton; - uint32_t has_blend_shape; - - uint32_t vertex_count; - uint32_t vertex_stride; - uint32_t skin_stride; - uint32_t skin_weight_offset; - - uint32_t blend_shape_count; - uint32_t normalized_blend_shapes; - uint32_t pad0; - uint32_t pad1; - }; - - enum { - UNIFORM_SET_INSTANCE = 0, - UNIFORM_SET_SURFACE = 1, - UNIFORM_SET_SKELETON = 2, - }; - enum { - SHADER_MODE_2D, - SHADER_MODE_3D, - SHADER_MODE_MAX - }; - - SkeletonShaderRD shader; - RID version; - RID version_shader[SHADER_MODE_MAX]; - RID pipeline[SHADER_MODE_MAX]; - - RID default_skeleton_uniform_set; - } skeleton_shader; - - void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr); - - RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; - - /* MultiMesh */ - struct MultiMesh { - RID mesh; - int instances = 0; - RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; - bool uses_colors = false; - bool uses_custom_data = false; - int visible_instances = -1; - AABB aabb; - bool aabb_dirty = false; - bool buffer_set = false; - uint32_t stride_cache = 0; - uint32_t color_offset_cache = 0; - uint32_t custom_data_offset_cache = 0; - - Vector<float> data_cache; //used if individual setting is used - bool *data_cache_dirty_regions = nullptr; - uint32_t data_cache_used_dirty_regions = 0; - - RID buffer; //storage buffer - RID uniform_set_3d; - RID uniform_set_2d; - - bool dirty = false; - MultiMesh *dirty_list = nullptr; - - Dependency dependency; - }; - - mutable RID_Owner<MultiMesh, true> multimesh_owner; - - MultiMesh *multimesh_dirty_list = nullptr; - - _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; - _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); - _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); - _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); - void _update_dirty_multimeshes(); - - /* PARTICLES */ - - struct ParticleData { - float xform[16]; - float velocity[3]; - uint32_t active; - float color[4]; - float custom[3]; - float lifetime; - uint32_t pad[3]; - }; - - struct ParticlesFrameParams { - enum { - MAX_ATTRACTORS = 32, - MAX_COLLIDERS = 32, - MAX_3D_TEXTURES = 7 - }; - - enum AttractorType { - ATTRACTOR_TYPE_SPHERE, - ATTRACTOR_TYPE_BOX, - ATTRACTOR_TYPE_VECTOR_FIELD, - }; - - struct Attractor { - float transform[16]; - float extents[3]; //exents or radius - uint32_t type; - - uint32_t texture_index; //texture index for vector field - float strength; - float attenuation; - float directionality; - }; - - enum CollisionType { - COLLISION_TYPE_SPHERE, - COLLISION_TYPE_BOX, - COLLISION_TYPE_SDF, - COLLISION_TYPE_HEIGHT_FIELD, - COLLISION_TYPE_2D_SDF, - - }; - - struct Collider { - float transform[16]; - float extents[3]; //exents or radius - uint32_t type; - - uint32_t texture_index; //texture index for vector field - real_t scale; - uint32_t pad[2]; - }; - - uint32_t emitting; - float system_phase; - float prev_system_phase; - uint32_t cycle; - - real_t explosiveness; - real_t randomness; - float time; - float delta; - - uint32_t frame; - uint32_t pad0; - uint32_t pad1; - uint32_t pad2; - - uint32_t random_seed; - uint32_t attractor_count; - uint32_t collider_count; - float particle_size; - - float emission_transform[16]; - - Attractor attractors[MAX_ATTRACTORS]; - Collider colliders[MAX_COLLIDERS]; - }; - - struct ParticleEmissionBufferData { - }; - - struct ParticleEmissionBuffer { - struct Data { - float xform[16]; - float velocity[3]; - uint32_t flags; - float color[4]; - float custom[4]; - }; - - int32_t particle_count; - int32_t particle_max; - uint32_t pad1; - uint32_t pad2; - Data data[1]; //its 2020 and empty arrays are still non standard in C++ - }; - - struct Particles { - RS::ParticlesMode mode = RS::PARTICLES_MODE_3D; - bool inactive = true; - double inactive_time = 0.0; - bool emitting = false; - bool one_shot = false; - int amount = 0; - double lifetime = 1.0; - double pre_process_time = 0.0; - real_t explosiveness = 0.0; - real_t randomness = 0.0; - bool restart_request = false; - AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)); - bool use_local_coords = true; - bool has_collision_cache = false; - - bool has_sdf_collision = false; - Transform2D sdf_collision_transform; - Rect2 sdf_collision_to_screen; - RID sdf_collision_texture; - - RID process_material; - uint32_t frame_counter = 0; - RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED; - - RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX; - - Vector<RID> draw_passes; - Vector<Transform3D> trail_bind_poses; - bool trail_bind_poses_dirty = false; - RID trail_bind_pose_buffer; - RID trail_bind_pose_uniform_set; - - RID particle_buffer; - RID particle_instance_buffer; - RID frame_params_buffer; - - RID particles_material_uniform_set; - RID particles_copy_uniform_set; - RID particles_transforms_buffer_uniform_set; - RID collision_textures_uniform_set; - - RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; - uint32_t collision_3d_textures_used = 0; - RID collision_heightmap_texture; - - RID particles_sort_buffer; - RID particles_sort_uniform_set; - - bool dirty = false; - Particles *update_list = nullptr; - - RID sub_emitter; - - double phase = 0.0; - double prev_phase = 0.0; - uint64_t prev_ticks = 0; - uint32_t random_seed = 0; - - uint32_t cycle_number = 0; - - double speed_scale = 1.0; - - int fixed_fps = 30; - bool interpolate = true; - bool fractional_delta = false; - double frame_remainder = 0; - real_t collision_base_size = 0.01; - - bool clear = true; - - bool force_sub_emit = false; - - Transform3D emission_transform; - - Vector<uint8_t> emission_buffer_data; - - ParticleEmissionBuffer *emission_buffer = nullptr; - RID emission_storage_buffer; - - Set<RID> collisions; - - Dependency dependency; - - double trail_length = 1.0; - bool trails_enabled = false; - LocalVector<ParticlesFrameParams> frame_history; - LocalVector<ParticlesFrameParams> trail_params; - - Particles() { - } - }; - - void _particles_process(Particles *p_particles, double p_delta); - void _particles_allocate_emission_buffer(Particles *particles); - void _particles_free_data(Particles *particles); - void _particles_update_buffers(Particles *particles); - - struct ParticlesShader { - struct PushConstant { - float lifetime; - uint32_t clear; - uint32_t total_particles; - uint32_t trail_size; - - uint32_t use_fractional_delta; - uint32_t sub_emitter_mode; - uint32_t can_emit; - uint32_t trail_pass; - }; - - ParticlesShaderRD shader; - ShaderCompilerRD compiler; - - RID default_shader; - RID default_material; - RID default_shader_rd; - - RID base_uniform_set; - - struct CopyPushConstant { - float sort_direction[3]; - uint32_t total_particles; - - uint32_t trail_size; - uint32_t trail_total; - float frame_delta; - float frame_remainder; - - float align_up[3]; - uint32_t align_mode; - - uint32_t order_by_lifetime; - uint32_t lifetime_split; - uint32_t lifetime_reverse; - uint32_t pad; - }; - - enum { - COPY_MODE_FILL_INSTANCES, - COPY_MODE_FILL_INSTANCES_2D, - COPY_MODE_FILL_SORT_BUFFER, - COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER, - COPY_MODE_MAX, - }; - - ParticlesCopyShaderRD copy_shader; - RID copy_shader_version; - RID copy_pipelines[COPY_MODE_MAX]; - - LocalVector<float> pose_update_buffer; - - } particles_shader; - - Particles *particle_update_list = nullptr; - - struct ParticlesShaderData : public ShaderData { - bool valid; - RID version; - bool uses_collision = false; - - //PipelineCacheRD pipelines[SKY_VERSION_MAX]; - Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; - - Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; - - String path; - String code; - Map<StringName, RID> default_texture_params; - - RID pipeline; - - bool uses_time; - - virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); - virtual void get_param_list(List<PropertyInfo> *p_param_list) const; - virtual 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; - - ParticlesShaderData(); - virtual ~ParticlesShaderData(); - }; - - ShaderData *_create_particles_shader_func(); - static RendererStorageRD::ShaderData *_create_particles_shader_funcs() { - return base_singleton->_create_particles_shader_func(); - } - - struct ParticlesMaterialData : public MaterialData { - uint64_t last_frame = 0; - ParticlesShaderData *shader_data = nullptr; - RID uniform_set; - bool uniform_set_updated = false; - - virtual void set_render_priority(int p_priority) {} - virtual void set_next_pass(RID p_pass) {} - virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); - virtual ~ParticlesMaterialData(); - }; - - MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader); - static RendererStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) { - return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader)); - } - - void update_particles(); - - mutable RID_Owner<Particles, true> particles_owner; - - /* Particles Collision */ - - struct ParticlesCollision { - RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT; - uint32_t cull_mask = 0xFFFFFFFF; - float radius = 1.0; - Vector3 extents = Vector3(1, 1, 1); - float attractor_strength = 1.0; - float attractor_attenuation = 1.0; - float attractor_directionality = 0.0; - RID field_texture; - RID heightfield_texture; - RID heightfield_fb; - Size2i heightfield_fb_size; - - RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024; - - Dependency dependency; - }; - - mutable RID_Owner<ParticlesCollision, true> particles_collision_owner; - - struct ParticlesCollisionInstance { - RID collision; - Transform3D transform; - bool active = false; - }; - - mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner; - - /* visibility_notifier */ - - struct VisibilityNotifier { - AABB aabb; - Callable enter_callback; - Callable exit_callback; - Dependency dependency; - }; - - mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner; - - /* Skeleton */ - - struct Skeleton { - bool use_2d = false; - int size = 0; - Vector<float> data; - RID buffer; - - bool dirty = false; - Skeleton *dirty_list = nullptr; - Transform2D base_transform_2d; - - RID uniform_set_3d; - RID uniform_set_mi; - - uint64_t version = 1; - - Dependency dependency; - }; - - mutable RID_Owner<Skeleton, true> skeleton_owner; - - _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton); - - Skeleton *skeleton_dirty_list = nullptr; - - void _update_dirty_skeletons(); - - /* LIGHT */ - - struct Light { - RS::LightType type; - float param[RS::LIGHT_PARAM_MAX]; - Color color = Color(1, 1, 1, 1); - Color shadow_color; - RID projector; - bool shadow = false; - bool negative = false; - bool reverse_cull = false; - RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC; - uint32_t max_sdfgi_cascade = 2; - uint32_t cull_mask = 0xFFFFFFFF; - RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; - RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; - bool directional_blend_splits = false; - bool directional_sky_only = false; - uint64_t version = 0; - - Dependency dependency; - }; - - mutable RID_Owner<Light, true> light_owner; - - /* REFLECTION PROBE */ - - struct ReflectionProbe { - RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; - int resolution = 256; - float intensity = 1.0; - RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT; - Color ambient_color; - float ambient_color_energy = 1.0; - float max_distance = 0; - Vector3 extents = Vector3(1, 1, 1); - Vector3 origin_offset; - bool interior = false; - bool box_projection = false; - bool enable_shadows = false; - uint32_t cull_mask = (1 << 20) - 1; - float lod_threshold = 0.01; - - Dependency dependency; - }; - - mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner; - - /* DECAL */ - - struct Decal { - Vector3 extents = Vector3(1, 1, 1); - RID textures[RS::DECAL_TEXTURE_MAX]; - float emission_energy = 1.0; - float albedo_mix = 1.0; - Color modulate = Color(1, 1, 1, 1); - uint32_t cull_mask = (1 << 20) - 1; - float upper_fade = 0.3; - float lower_fade = 0.3; - bool distance_fade = false; - float distance_fade_begin = 10; - float distance_fade_length = 1; - float normal_fade = 0.0; - - Dependency dependency; - }; - - mutable RID_Owner<Decal, true> decal_owner; - - /* VOXEL GI */ - - struct VoxelGI { - RID octree_buffer; - RID data_buffer; - RID sdf_texture; - - uint32_t octree_buffer_size = 0; - uint32_t data_buffer_size = 0; - - Vector<int> level_counts; - - int cell_count = 0; - - Transform3D to_cell_xform; - AABB bounds; - Vector3i octree_size; - - float dynamic_range = 4.0; - float energy = 1.0; - float bias = 1.4; - float normal_bias = 0.0; - float propagation = 0.7; - bool interior = false; - bool use_two_bounces = false; - - float anisotropy_strength = 0.5; - - uint32_t version = 1; - uint32_t data_version = 1; - - Dependency dependency; - }; - - mutable RID_Owner<VoxelGI, true> voxel_gi_owner; - - /* REFLECTION PROBE */ - - struct Lightmap { - RID light_texture; - bool uses_spherical_harmonics = false; - bool interior = false; - AABB bounds = AABB(Vector3(), Vector3(1, 1, 1)); - int32_t array_index = -1; //unassigned - PackedVector3Array points; - PackedColorArray point_sh; - PackedInt32Array tetrahedra; - PackedInt32Array bsp_tree; - - struct BSP { - static const int32_t EMPTY_LEAF = INT32_MIN; - float plane[4]; - int32_t over = EMPTY_LEAF, under = EMPTY_LEAF; - }; - - Dependency dependency; - }; - - bool using_lightmap_array; //high end uses this - /* for high end */ - - Vector<RID> lightmap_textures; - - uint64_t lightmap_array_version = 0; - - mutable RID_Owner<Lightmap, true> lightmap_owner; - - float lightmap_probe_capture_update_speed = 4; - - /* RENDER TARGET */ - - struct RenderTarget { - Size2i size; - uint32_t view_count; - RID framebuffer; - RID color; - - //used for retrieving from CPU - RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8; - RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8; - Image::Format image_format = Image::FORMAT_L8; - - bool flags[RENDER_TARGET_FLAG_MAX]; - - bool sdf_enabled = false; - - RID backbuffer; //used for effects - RID backbuffer_fb; - RID backbuffer_mipmap0; - - struct BackbufferMipmap { - RID mipmap; - RID mipmap_copy; - }; - - Vector<BackbufferMipmap> backbuffer_mipmaps; - - RID framebuffer_uniform_set; - RID backbuffer_uniform_set; - - RID sdf_buffer_write; - RID sdf_buffer_write_fb; - RID sdf_buffer_process[2]; - RID sdf_buffer_read; - RID sdf_buffer_process_uniform_sets[2]; - RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; - RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; - Size2i process_size; - - //texture generated for this owner (nor RD). - RID texture; - bool was_used; - - //clear request - bool clear_requested; - Color clear_color; - }; - - mutable RID_Owner<RenderTarget> render_target_owner; - - void _clear_render_target(RenderTarget *rt); - void _update_render_target(RenderTarget *rt); - void _create_render_target_backbuffer(RenderTarget *rt); - void _render_target_allocate_sdf(RenderTarget *rt); - void _render_target_clear_sdf(RenderTarget *rt); - Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; - - struct RenderTargetSDF { - enum { - SHADER_LOAD, - SHADER_LOAD_SHRINK, - SHADER_PROCESS, - SHADER_PROCESS_OPTIMIZED, - SHADER_STORE, - SHADER_STORE_SHRINK, - SHADER_MAX - }; - - struct PushConstant { - int32_t size[2]; - int32_t stride; - int32_t shift; - int32_t base_size[2]; - int32_t pad[2]; - }; - - CanvasSdfShaderRD shader; - RID shader_version; - RID pipelines[SHADER_MAX]; - } rt_sdf; - - /* GLOBAL SHADER VARIABLES */ - - struct GlobalVariables { - enum { - BUFFER_DIRTY_REGION_SIZE = 1024 - }; - struct Variable { - Set<RID> texture_materials; // materials using this - - RS::GlobalVariableType type; - Variant value; - Variant override; - int32_t buffer_index; //for vectors - int32_t buffer_elements; //for vectors - }; - - HashMap<StringName, Variable> variables; - - struct Value { - float x; - float y; - float z; - float w; - }; - - struct ValueInt { - int32_t x; - int32_t y; - int32_t z; - int32_t w; - }; - - struct ValueUInt { - uint32_t x; - uint32_t y; - uint32_t z; - uint32_t w; - }; - - struct ValueUsage { - uint32_t elements = 0; - }; - - List<RID> materials_using_buffer; - List<RID> materials_using_texture; - - RID buffer; - Value *buffer_values; - ValueUsage *buffer_usage; - bool *buffer_dirty_regions; - uint32_t buffer_dirty_region_count = 0; - - uint32_t buffer_size; - - bool must_update_texture_materials = false; - bool must_update_buffer_materials = false; - - HashMap<RID, int32_t> instance_buffer_pos; - - } global_variables; - - int32_t _global_variable_allocate(uint32_t p_elements); - void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value); - void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements); - - void _update_global_variables(); - /* EFFECTS */ - - EffectsRD *effects = NULL; - -public: - virtual bool can_create_resources_async() const; - - /* TEXTURE API */ - - virtual RID texture_allocate(); - - virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image); - virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type); - virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent - virtual void texture_proxy_initialize(RID p_texture, RID p_base); - - virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate); - - virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); - virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data); - virtual void texture_proxy_update(RID p_texture, RID p_proxy_to); - - //these two APIs can be used together or in combination with the others. - virtual void texture_2d_placeholder_initialize(RID p_texture); - virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type); - virtual void texture_3d_placeholder_initialize(RID p_texture); - - virtual Ref<Image> texture_2d_get(RID p_texture) const; - virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const; - virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const; - - virtual void texture_replace(RID p_texture, RID p_by_texture); - virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); - - virtual void texture_set_path(RID p_texture, const String &p_path); - virtual String texture_get_path(RID p_texture) const; - - virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); - virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); - virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata); - - virtual void texture_debug_usage(List<RS::TextureInfo> *r_info); - - virtual void texture_set_proxy(RID p_proxy, RID p_base); - virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); - - virtual Size2 texture_size_with_proxy(RID p_proxy); - - virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false); - virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false); - - RID decal_atlas_get_texture() const; - RID decal_atlas_get_texture_srgb() const; - _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) { - DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); - if (!t) { - return Rect2(); - } - - return t->uv_rect; - } - - //internal usage - - _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { - if (p_texture.is_null()) { - return RID(); - } - Texture *tex = texture_owner.getornull(p_texture); - - if (!tex) { - return RID(); - } - return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; - } - - _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { - if (p_texture.is_null()) { - return Size2i(); - } - Texture *tex = texture_owner.getornull(p_texture); - - if (!tex) { - return Size2i(); - } - return Size2i(tex->width_2d, tex->height_2d); - } - - _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { - return default_rd_textures[p_texture]; - } - _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { - return default_rd_samplers[p_filter][p_repeat]; - } - - /* CANVAS TEXTURE API */ - - RID canvas_texture_allocate(); - void canvas_texture_initialize(RID p_canvas_texture); - - virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture); - virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess); - - virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter); - virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat); - - bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular); - - /* SHADER API */ - - RID shader_allocate(); - void shader_initialize(RID p_shader); - - void shader_set_code(RID p_shader, const String &p_code); - String shader_get_code(RID p_shader) const; - void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; - - void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); - RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; - Variant shader_get_param_default(RID p_shader, const StringName &p_param) const; - void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); - - virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const; - - /* COMMON MATERIAL API */ - - RID material_allocate(); - void material_initialize(RID p_material); - - void material_set_shader(RID p_material, RID p_shader); - - void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); - Variant material_get_param(RID p_material, const StringName &p_param) const; - - void material_set_next_pass(RID p_material, RID p_next_material); - void material_set_render_priority(RID p_material, int priority); - - bool material_is_animated(RID p_material); - bool material_casts_shadows(RID p_material); - - void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters); - - void material_update_dependency(RID p_material, DependencyTracker *p_instance); - void material_force_update_textures(RID p_material, ShaderType p_shader_type); - - void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); - - _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) { - Material *material = material_owner.getornull(p_material); - return material->shader_id; - } - - _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { - Material *material = material_owner.getornull(p_material); - if (!material || material->shader_type != p_shader_type) { - return nullptr; - } else { - return material->data; - } - } - - /* MESH API */ - - RID mesh_allocate(); - void mesh_initialize(RID p_mesh); - - virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count); - - /// Return stride - virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface); - - virtual int mesh_get_blend_shape_count(RID p_mesh) const; - - virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode); - virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; - - virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); - virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); - virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); - - virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); - virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; - - virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const; - - virtual int mesh_get_surface_count(RID p_mesh) const; - - virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); - virtual AABB mesh_get_custom_aabb(RID p_mesh) const; - - virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()); - virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh); - - virtual void mesh_clear(RID p_mesh); - - virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton); - - /* MESH INSTANCE */ - - virtual RID mesh_instance_create(RID p_base); - virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton); - virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight); - virtual void mesh_instance_check_for_update(RID p_mesh_instance); - virtual void update_mesh_instances(); - - _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, nullptr); - r_surface_count = mesh->surface_count; - if (r_surface_count == 0) { - return nullptr; - } - if (mesh->material_cache.is_empty()) { - mesh->material_cache.resize(mesh->surface_count); - for (uint32_t i = 0; i < r_surface_count; i++) { - mesh->material_cache.write[i] = mesh->surfaces[i]->material; - } - } - - return mesh->material_cache.ptr(); - } - - _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, nullptr); - ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr); - - return mesh->surfaces[p_surface_index]; - } - - _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, RID()); - - return mesh->shadow_mesh; - } - - _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) { - Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface); - return surface->primitive; - } - - _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const { - Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); - return s->lod_count > 0; - } - - _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const { - Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); - return s->index_count ? s->index_count : s->vertex_count; - } - - _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const { - Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); - - int32_t current_lod = -1; - if (r_index_count) { - *r_index_count = s->index_count; - } - for (uint32_t i = 0; i < s->lod_count; i++) { - float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold; - if (screen_size > p_lod_threshold) { - break; - } - current_lod = i; - } - if (current_lod == -1) { - return 0; - } else { - if (r_index_count) { - *r_index_count = s->lods[current_lod].index_count; - } - return current_lod + 1; - } - } - - _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const { - Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); - - if (p_lod == 0) { - return s->index_array; - } else { - return s->lods[p_lod - 1].index_array; - } - } - - _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) { - Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); - - s->version_lock.lock(); - - //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way - - for (uint32_t i = 0; i < s->version_count; i++) { - if (s->versions[i].input_mask != p_input_mask) { - continue; - } - //we have this version, hooray - r_vertex_format = s->versions[i].vertex_format; - r_vertex_array_rd = s->versions[i].vertex_array; - s->version_lock.unlock(); - return; - } - - uint32_t version = s->version_count; - s->version_count++; - s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count); - - _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask); - - r_vertex_format = s->versions[version].vertex_format; - r_vertex_array_rd = s->versions[version].vertex_array; - - s->version_lock.unlock(); - } - - _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) { - MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance); - ERR_FAIL_COND(!mi); - Mesh *mesh = mi->mesh; - ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count); - - MeshInstance::Surface *mis = &mi->surfaces[p_surface_index]; - Mesh::Surface *s = mesh->surfaces[p_surface_index]; - - s->version_lock.lock(); - - //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way - - for (uint32_t i = 0; i < mis->version_count; i++) { - if (mis->versions[i].input_mask != p_input_mask) { - continue; - } - //we have this version, hooray - r_vertex_format = mis->versions[i].vertex_format; - r_vertex_array_rd = mis->versions[i].vertex_array; - s->version_lock.unlock(); - return; - } - - uint32_t version = mis->version_count; - mis->version_count++; - mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count); - - _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis); - - r_vertex_format = mis->versions[version].vertex_format; - r_vertex_array_rd = mis->versions[version].vertex_array; - - s->version_lock.unlock(); - } - - _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) { - ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID()); - return mesh_default_rd_buffers[p_buffer]; - } - - _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - Mesh::Surface *s = mesh->surfaces[p_surface_index]; - - if (s->render_pass != p_render_pass) { - (*r_index)++; - s->render_pass = p_render_pass; - s->render_index = *r_index; - } - - return s->render_index; - } - - _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - Mesh::Surface *s = mesh->surfaces[p_surface_index]; - - if (s->multimesh_render_pass != p_render_pass) { - (*r_index)++; - s->multimesh_render_pass = p_render_pass; - s->multimesh_render_index = *r_index; - } - - return s->multimesh_render_index; - } - - _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { - Mesh *mesh = mesh_owner.getornull(p_mesh); - Mesh::Surface *s = mesh->surfaces[p_surface_index]; - - if (s->particles_render_pass != p_render_pass) { - (*r_index)++; - s->particles_render_pass = p_render_pass; - s->particles_render_index = *r_index; - } - - return s->particles_render_index; - } - - /* MULTIMESH API */ - - RID multimesh_allocate(); - void multimesh_initialize(RID p_multimesh); - - void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false); - int multimesh_get_instance_count(RID p_multimesh) const; - - void multimesh_set_mesh(RID p_multimesh, RID p_mesh); - void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform); - void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); - void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); - void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color); - - RID multimesh_get_mesh(RID p_multimesh) const; - - Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const; - Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; - Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; - Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; - - void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer); - Vector<float> multimesh_get_buffer(RID p_multimesh) const; - - void multimesh_set_visible_instances(RID p_multimesh, int p_visible); - int multimesh_get_visible_instances(RID p_multimesh) const; - - AABB multimesh_get_aabb(RID p_multimesh) const; - - _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - return multimesh->xform_format; - } - - _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - return multimesh->uses_colors; - } - - _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - return multimesh->uses_custom_data; - } - - _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - if (multimesh->visible_instances >= 0) { - return multimesh->visible_instances; - } - return multimesh->instances; - } - - _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - if (!multimesh->uniform_set_3d.is_valid()) { - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(multimesh->buffer); - uniforms.push_back(u); - multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); - } - - return multimesh->uniform_set_3d; - } - - _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { - MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); - if (!multimesh->uniform_set_2d.is_valid()) { - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(multimesh->buffer); - uniforms.push_back(u); - multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); - } - - return multimesh->uniform_set_2d; - } - - /* SKELETON API */ - - RID skeleton_allocate(); - void skeleton_initialize(RID p_skeleton); - - void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); - void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); - void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform); - int skeleton_get_bone_count(RID p_skeleton) const; - void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform); - Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const; - void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); - Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; - - _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) { - return skeleton_owner.getornull(p_skeleton) != nullptr; - } - - _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const { - Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); - ERR_FAIL_COND_V(!skeleton, RID()); - ERR_FAIL_COND_V(skeleton->size == 0, RID()); - if (skeleton->use_2d) { - return RID(); - } - if (!skeleton->uniform_set_3d.is_valid()) { - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(skeleton->buffer); - uniforms.push_back(u); - skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); - } - - return skeleton->uniform_set_3d; - } - /* Light API */ - - void _light_initialize(RID p_rid, RS::LightType p_type); - - RID directional_light_allocate(); - void directional_light_initialize(RID p_light); - - RID omni_light_allocate(); - void omni_light_initialize(RID p_light); - - RID spot_light_allocate(); - void spot_light_initialize(RID p_light); - - void light_set_color(RID p_light, const Color &p_color); - void light_set_param(RID p_light, RS::LightParam p_param, float p_value); - void light_set_shadow(RID p_light, bool p_enabled); - void light_set_shadow_color(RID p_light, const Color &p_color); - void light_set_projector(RID p_light, RID p_texture); - void light_set_negative(RID p_light, bool p_enable); - void light_set_cull_mask(RID p_light, uint32_t p_mask); - void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); - void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode); - void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade); - - void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode); - - void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode); - void light_directional_set_blend_splits(RID p_light, bool p_enable); - bool light_directional_get_blend_splits(RID p_light) const; - void light_directional_set_sky_only(RID p_light, bool p_sky_only); - bool light_directional_is_sky_only(RID p_light) const; - - RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); - RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); - - _FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); - - return light->type; - } - AABB light_get_aabb(RID p_light) const; - - _FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0); - - return light->param[p_param]; - } - - _FORCE_INLINE_ RID light_get_projector(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RID()); - - return light->projector; - } - - _FORCE_INLINE_ Color light_get_color(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, Color()); - - return light->color; - } - - _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, Color()); - - return light->shadow_color; - } - - _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0); - - return light->cull_mask; - } - - _FORCE_INLINE_ bool light_has_shadow(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); - - return light->shadow; - } - - _FORCE_INLINE_ bool light_has_projector(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); - - return texture_owner.owns(light->projector); - } - - _FORCE_INLINE_ bool light_is_negative(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); - - return light->negative; - } - - _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0.0); - - return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS]; - } - - _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const { - const Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, 0.0); - - return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE]; - } - - RS::LightBakeMode light_get_bake_mode(RID p_light); - uint32_t light_get_max_sdfgi_cascade(RID p_light); - uint64_t light_get_version(RID p_light) const; - - /* PROBE API */ - - RID reflection_probe_allocate(); - void reflection_probe_initialize(RID p_reflection_probe); - - void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode); - void reflection_probe_set_intensity(RID p_probe, float p_intensity); - void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode); - void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color); - void reflection_probe_set_ambient_energy(RID p_probe, float p_energy); - void reflection_probe_set_max_distance(RID p_probe, float p_distance); - void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); - void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); - void reflection_probe_set_as_interior(RID p_probe, bool p_enable); - void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); - void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); - void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); - void reflection_probe_set_resolution(RID p_probe, int p_resolution); - void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio); - - AABB reflection_probe_get_aabb(RID p_probe) const; - RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; - uint32_t reflection_probe_get_cull_mask(RID p_probe) const; - Vector3 reflection_probe_get_extents(RID p_probe) const; - Vector3 reflection_probe_get_origin_offset(RID p_probe) const; - float reflection_probe_get_origin_max_distance(RID p_probe) const; - float reflection_probe_get_lod_threshold(RID p_probe) const; - - int reflection_probe_get_resolution(RID p_probe) const; - bool reflection_probe_renders_shadows(RID p_probe) const; - - float reflection_probe_get_intensity(RID p_probe) const; - bool reflection_probe_is_interior(RID p_probe) const; - bool reflection_probe_is_box_projection(RID p_probe) const; - RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const; - Color reflection_probe_get_ambient_color(RID p_probe) const; - float reflection_probe_get_ambient_color_energy(RID p_probe) const; - - void base_update_dependency(RID p_base, DependencyTracker *p_instance); - void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance); - - /* DECAL API */ - - RID decal_allocate(); - void decal_initialize(RID p_decal); - - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents); - virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture); - virtual void decal_set_emission_energy(RID p_decal, float p_energy); - virtual void decal_set_albedo_mix(RID p_decal, float p_mix); - virtual void decal_set_modulate(RID p_decal, const Color &p_modulate); - virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers); - virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length); - virtual void decal_set_fade(RID p_decal, float p_above, float p_below); - virtual void decal_set_normal_fade(RID p_decal, float p_fade); - - _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->extents; - } - - _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->textures[p_texture]; - } - - _FORCE_INLINE_ Color decal_get_modulate(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->modulate; - } - - _FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->emission_energy; - } - - _FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->albedo_mix; - } - - _FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->cull_mask; - } - - _FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->upper_fade; - } - - _FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->lower_fade; - } - - _FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->normal_fade; - } - - _FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->distance_fade; - } - - _FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->distance_fade_begin; - } - - _FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) { - const Decal *decal = decal_owner.getornull(p_decal); - return decal->distance_fade_length; - } - - virtual AABB decal_get_aabb(RID p_decal) const; - - /* VOXEL GI API */ - - RID voxel_gi_allocate(); - void voxel_gi_initialize(RID p_voxel_gi); - - void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts); - - AABB voxel_gi_get_bounds(RID p_voxel_gi) const; - Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const; - Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const; - Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const; - Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const; - - Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const; - Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const; - - void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range); - float voxel_gi_get_dynamic_range(RID p_voxel_gi) const; - - void voxel_gi_set_propagation(RID p_voxel_gi, float p_range); - float voxel_gi_get_propagation(RID p_voxel_gi) const; - - void voxel_gi_set_energy(RID p_voxel_gi, float p_energy); - float voxel_gi_get_energy(RID p_voxel_gi) const; - - void voxel_gi_set_bias(RID p_voxel_gi, float p_bias); - float voxel_gi_get_bias(RID p_voxel_gi) const; - - void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range); - float voxel_gi_get_normal_bias(RID p_voxel_gi) const; - - void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable); - bool voxel_gi_is_interior(RID p_voxel_gi) const; - - void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable); - bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const; - - void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength); - float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const; - - uint32_t voxel_gi_get_version(RID p_probe); - uint32_t voxel_gi_get_data_version(RID p_probe); - - RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const; - RID voxel_gi_get_data_buffer(RID p_voxel_gi) const; - - RID voxel_gi_get_sdf_texture(RID p_voxel_gi); - - /* LIGHTMAP CAPTURE */ - - RID lightmap_allocate(); - void lightmap_initialize(RID p_lightmap); - - virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics); - virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds); - virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior); - virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree); - virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const; - virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const; - virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const; - virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const; - virtual AABB lightmap_get_aabb(RID p_lightmap) const; - virtual bool lightmap_is_interior(RID p_lightmap) const; - virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh); - virtual void lightmap_set_probe_capture_update_speed(float p_speed); - _FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const { - return lightmap_probe_capture_update_speed; - } - _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const { - const Lightmap *lm = lightmap_owner.getornull(p_lightmap); - ERR_FAIL_COND_V(!lm, RID()); - return lm->light_texture; - } - _FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const { - ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays - const Lightmap *lm = lightmap_owner.getornull(p_lightmap); - return lm->array_index; - } - _FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const { - ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays - const Lightmap *lm = lightmap_owner.getornull(p_lightmap); - return lm->uses_spherical_harmonics; - } - _FORCE_INLINE_ uint64_t lightmap_array_get_version() const { - ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays - return lightmap_array_version; - } - - _FORCE_INLINE_ int lightmap_array_get_size() const { - ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays - return lightmap_textures.size(); - } - - _FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const { - ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays - return lightmap_textures; - } - - /* PARTICLES */ - - RID particles_allocate(); - void particles_initialize(RID p_particles_collision); - - void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode); - void particles_set_emitting(RID p_particles, bool p_emitting); - void particles_set_amount(RID p_particles, int p_amount); - void particles_set_lifetime(RID p_particles, double p_lifetime); - void particles_set_one_shot(RID p_particles, bool p_one_shot); - void particles_set_pre_process_time(RID p_particles, double p_time); - void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio); - void particles_set_randomness_ratio(RID p_particles, real_t p_ratio); - void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb); - void particles_set_speed_scale(RID p_particles, double p_scale); - void particles_set_use_local_coordinates(RID p_particles, bool p_enable); - void particles_set_process_material(RID p_particles, RID p_material); - void particles_set_fixed_fps(RID p_particles, int p_fps); - void particles_set_interpolate(RID p_particles, bool p_enable); - void particles_set_fractional_delta(RID p_particles, bool p_enable); - void particles_set_collision_base_size(RID p_particles, real_t p_size); - void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align); - - void particles_set_trails(RID p_particles, bool p_enable, double p_length); - void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses); - - void particles_restart(RID p_particles); - void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags); - - void particles_set_subemitter(RID p_particles, RID p_subemitter_particles); - - void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order); - - void particles_set_draw_passes(RID p_particles, int p_count); - void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); - - void particles_request_process(RID p_particles); - AABB particles_get_current_aabb(RID p_particles); - AABB particles_get_aabb(RID p_particles) const; - - void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform); - - bool particles_get_emitting(RID p_particles); - int particles_get_draw_passes(RID p_particles) const; - RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const; - - void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis); - - virtual bool particles_is_inactive(RID p_particles) const; - - _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D); - return particles->mode; - } - - _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, 0); - - if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { - r_trail_divisor = particles->trail_bind_poses.size(); - } else { - r_trail_divisor = 1; - } - - return particles->amount * r_trail_divisor; - } - - _FORCE_INLINE_ bool particles_has_collision(RID p_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, 0); - - return particles->has_collision_cache; - } - - _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, false); - - return particles->use_local_coords; - } - - _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) { - Particles *particles = particles_owner.getornull(p_particles); - ERR_FAIL_COND_V(!particles, RID()); - if (particles->particles_transforms_buffer_uniform_set.is_null()) { - _particles_update_buffers(particles); - - Vector<RD::Uniform> uniforms; - - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(particles->particle_instance_buffer); - uniforms.push_back(u); - } - - particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); - } - - return particles->particles_transforms_buffer_uniform_set; - } - - virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance); - virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance); - virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture); - - /* PARTICLES COLLISION */ - - RID particles_collision_allocate(); - void particles_collision_initialize(RID p_particles_collision); - - virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type); - virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask); - virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres - virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres - virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength); - virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality); - virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve); - virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic - virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field - virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field - virtual AABB particles_collision_get_aabb(RID p_particles_collision) const; - virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const; - virtual bool particles_collision_is_heightfield(RID p_particles_collision) const; - RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const; - - virtual RID visibility_notifier_allocate(); - virtual void visibility_notifier_initialize(RID p_notifier); - virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb); - virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable); - - virtual AABB visibility_notifier_get_aabb(RID p_notifier) const; - virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred); - - //used from 2D and 3D - virtual RID particles_collision_instance_create(RID p_collision); - virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform); - virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active); - - /* GLOBAL VARIABLES API */ - - virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value); - virtual void global_variable_remove(const StringName &p_name); - virtual Vector<StringName> global_variable_get_list() const; - - virtual void global_variable_set(const StringName &p_name, const Variant &p_value); - virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value); - virtual Variant global_variable_get(const StringName &p_name) const; - virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const; - RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const; - - virtual void global_variables_load_settings(bool p_load_textures = true); - virtual void global_variables_clear(); - - virtual int32_t global_variables_instance_allocate(RID p_instance); - virtual void global_variables_instance_free(RID p_instance); - virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value); - - RID global_variables_get_storage_buffer() const; - - /* RENDER TARGET API */ - - RID render_target_create(); - void render_target_set_position(RID p_render_target, int p_x, int p_y); - void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count); - RID render_target_get_texture(RID p_render_target); - void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id); - void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); - bool render_target_was_used(RID p_render_target); - void render_target_set_as_unused(RID p_render_target); - void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); - void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); - void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region); - - RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader); - - virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color); - virtual bool render_target_is_clear_requested(RID p_render_target); - virtual Color render_target_get_clear_request_color(RID p_render_target); - virtual void render_target_disable_clear_request(RID p_render_target); - virtual void render_target_do_clear_request(RID p_render_target); - - virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale); - RID render_target_get_sdf_texture(RID p_render_target); - RID render_target_get_sdf_framebuffer(RID p_render_target); - void render_target_sdf_process(RID p_render_target); - virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const; - void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled); - bool render_target_is_sdf_enabled(RID p_render_target) const; - - Size2 render_target_get_size(RID p_render_target); - RID render_target_get_rd_framebuffer(RID p_render_target); - RID render_target_get_rd_texture(RID p_render_target); - RID render_target_get_rd_backbuffer(RID p_render_target); - RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target); - - RID render_target_get_framebuffer_uniform_set(RID p_render_target); - RID render_target_get_backbuffer_uniform_set(RID p_render_target); - - void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set); - void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set); - - RS::InstanceType get_base_type(RID p_rid) const; - - bool free(RID p_rid); - - bool has_os_feature(const String &p_feature) const; - - void update_dirty_resources(); - - void set_debug_generate_wireframes(bool p_generate) {} - - //keep cached since it can be called form any thread - uint64_t texture_mem_cache = 0; - uint64_t buffer_mem_cache = 0; - uint64_t total_mem_cache = 0; - - virtual void update_memory_info(); - virtual uint64_t get_rendering_info(RS::RenderingInfo p_info); - - String get_video_adapter_name() const; - String get_video_adapter_vendor() const; - - virtual void capture_timestamps_begin(); - virtual void capture_timestamp(const String &p_name); - virtual uint32_t get_captured_timestamps_count() const; - virtual uint64_t get_captured_timestamps_frame() const; - virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const; - virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const; - virtual String get_captured_timestamp_name(uint32_t p_index) const; - - RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; } - - static RendererStorageRD *base_singleton; - - void init_effects(bool p_prefer_raster_effects); - EffectsRD *get_effects(); - - RendererStorageRD(); - ~RendererStorageRD(); -}; - -#endif // RASTERIZER_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp deleted file mode 100644 index b95d4b642c..0000000000 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ /dev/null @@ -1,1559 +0,0 @@ -/*************************************************************************/ -/* shader_compiler_rd.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 "shader_compiler_rd.h" - -#include "core/config/project_settings.h" -#include "core/os/os.h" -#include "renderer_storage_rd.h" -#include "servers/rendering_server.h" - -#define SL ShaderLanguage - -static String _mktab(int p_level) { - String tb; - for (int i = 0; i < p_level; i++) { - tb += "\t"; - } - - return tb; -} - -static String _typestr(SL::DataType p_type) { - String type = ShaderLanguage::get_datatype_name(p_type); - if (ShaderLanguage::is_sampler_type(p_type)) { - type = type.replace("sampler", "texture"); //we use textures instead of samplers - } - return type; -} - -static int _get_datatype_size(SL::DataType p_type) { - switch (p_type) { - case SL::TYPE_VOID: - return 0; - case SL::TYPE_BOOL: - return 4; - case SL::TYPE_BVEC2: - return 8; - case SL::TYPE_BVEC3: - return 12; - case SL::TYPE_BVEC4: - return 16; - case SL::TYPE_INT: - return 4; - case SL::TYPE_IVEC2: - return 8; - case SL::TYPE_IVEC3: - return 12; - case SL::TYPE_IVEC4: - return 16; - case SL::TYPE_UINT: - return 4; - case SL::TYPE_UVEC2: - return 8; - case SL::TYPE_UVEC3: - return 12; - case SL::TYPE_UVEC4: - return 16; - case SL::TYPE_FLOAT: - return 4; - case SL::TYPE_VEC2: - return 8; - case SL::TYPE_VEC3: - return 12; - case SL::TYPE_VEC4: - return 16; - case SL::TYPE_MAT2: - return 32; //4 * 4 + 4 * 4 - case SL::TYPE_MAT3: - return 48; // 4 * 4 + 4 * 4 + 4 * 4 - case SL::TYPE_MAT4: - return 64; - case SL::TYPE_SAMPLER2D: - return 16; - case SL::TYPE_ISAMPLER2D: - return 16; - case SL::TYPE_USAMPLER2D: - return 16; - case SL::TYPE_SAMPLER2DARRAY: - return 16; - case SL::TYPE_ISAMPLER2DARRAY: - return 16; - case SL::TYPE_USAMPLER2DARRAY: - return 16; - case SL::TYPE_SAMPLER3D: - return 16; - case SL::TYPE_ISAMPLER3D: - return 16; - case SL::TYPE_USAMPLER3D: - return 16; - case SL::TYPE_SAMPLERCUBE: - return 16; - case SL::TYPE_SAMPLERCUBEARRAY: - return 16; - case SL::TYPE_STRUCT: - return 0; - - case SL::TYPE_MAX: { - ERR_FAIL_V(0); - }; - } - - ERR_FAIL_V(0); -} - -static int _get_datatype_alignment(SL::DataType p_type) { - switch (p_type) { - case SL::TYPE_VOID: - return 0; - case SL::TYPE_BOOL: - return 4; - case SL::TYPE_BVEC2: - return 8; - case SL::TYPE_BVEC3: - return 16; - case SL::TYPE_BVEC4: - return 16; - case SL::TYPE_INT: - return 4; - case SL::TYPE_IVEC2: - return 8; - case SL::TYPE_IVEC3: - return 16; - case SL::TYPE_IVEC4: - return 16; - case SL::TYPE_UINT: - return 4; - case SL::TYPE_UVEC2: - return 8; - case SL::TYPE_UVEC3: - return 16; - case SL::TYPE_UVEC4: - return 16; - case SL::TYPE_FLOAT: - return 4; - case SL::TYPE_VEC2: - return 8; - case SL::TYPE_VEC3: - return 16; - case SL::TYPE_VEC4: - return 16; - case SL::TYPE_MAT2: - return 16; - case SL::TYPE_MAT3: - return 16; - case SL::TYPE_MAT4: - return 16; - case SL::TYPE_SAMPLER2D: - return 16; - case SL::TYPE_ISAMPLER2D: - return 16; - case SL::TYPE_USAMPLER2D: - return 16; - case SL::TYPE_SAMPLER2DARRAY: - return 16; - case SL::TYPE_ISAMPLER2DARRAY: - return 16; - case SL::TYPE_USAMPLER2DARRAY: - return 16; - case SL::TYPE_SAMPLER3D: - return 16; - case SL::TYPE_ISAMPLER3D: - return 16; - case SL::TYPE_USAMPLER3D: - return 16; - case SL::TYPE_SAMPLERCUBE: - return 16; - case SL::TYPE_SAMPLERCUBEARRAY: - return 16; - case SL::TYPE_STRUCT: - return 0; - case SL::TYPE_MAX: { - ERR_FAIL_V(0); - } - } - - ERR_FAIL_V(0); -} - -static String _interpstr(SL::DataInterpolation p_interp) { - switch (p_interp) { - case SL::INTERPOLATION_FLAT: - return "flat "; - case SL::INTERPOLATION_SMOOTH: - return ""; - } - return ""; -} - -static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) { - switch (p_pres) { - case SL::PRECISION_LOWP: - return "lowp "; - case SL::PRECISION_MEDIUMP: - return "mediump "; - case SL::PRECISION_HIGHP: - return "highp "; - case SL::PRECISION_DEFAULT: - return p_force_highp ? "highp " : ""; - } - return ""; -} - -static String _qualstr(SL::ArgumentQualifier p_qual) { - switch (p_qual) { - case SL::ARGUMENT_QUALIFIER_IN: - return ""; - case SL::ARGUMENT_QUALIFIER_OUT: - return "out "; - case SL::ARGUMENT_QUALIFIER_INOUT: - return "inout "; - } - return ""; -} - -static String _opstr(SL::Operator p_op) { - return SL::get_operator_text(p_op); -} - -static String _mkid(const String &p_id) { - String id = "m_" + p_id.replace("__", "_dus_"); - return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl -} - -static String f2sp0(float p_float) { - String num = rtoss(p_float); - if (num.find(".") == -1 && num.find("e") == -1) { - num += ".0"; - } - return num; -} - -static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) { - switch (p_type) { - case SL::TYPE_BOOL: - return p_values[0].boolean ? "true" : "false"; - case SL::TYPE_BVEC2: - case SL::TYPE_BVEC3: - case SL::TYPE_BVEC4: { - String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "("; - for (int i = 0; i < p_values.size(); i++) { - if (i > 0) { - text += ","; - } - - text += p_values[i].boolean ? "true" : "false"; - } - text += ")"; - return text; - } - - case SL::TYPE_INT: - return itos(p_values[0].sint); - case SL::TYPE_IVEC2: - case SL::TYPE_IVEC3: - case SL::TYPE_IVEC4: { - String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "("; - for (int i = 0; i < p_values.size(); i++) { - if (i > 0) { - text += ","; - } - - text += itos(p_values[i].sint); - } - text += ")"; - return text; - - } break; - case SL::TYPE_UINT: - return itos(p_values[0].uint) + "u"; - case SL::TYPE_UVEC2: - case SL::TYPE_UVEC3: - case SL::TYPE_UVEC4: { - String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "("; - for (int i = 0; i < p_values.size(); i++) { - if (i > 0) { - text += ","; - } - - text += itos(p_values[i].uint) + "u"; - } - text += ")"; - return text; - } break; - case SL::TYPE_FLOAT: - return f2sp0(p_values[0].real); - case SL::TYPE_VEC2: - case SL::TYPE_VEC3: - case SL::TYPE_VEC4: { - String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "("; - for (int i = 0; i < p_values.size(); i++) { - if (i > 0) { - text += ","; - } - - text += f2sp0(p_values[i].real); - } - text += ")"; - return text; - - } break; - case SL::TYPE_MAT2: - case SL::TYPE_MAT3: - case SL::TYPE_MAT4: { - String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "("; - for (int i = 0; i < p_values.size(); i++) { - if (i > 0) { - text += ","; - } - - text += f2sp0(p_values[i].real); - } - text += ")"; - return text; - - } break; - default: - ERR_FAIL_V(String()); - } -} - -String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { - if (p_filter == ShaderLanguage::FILTER_DEFAULT) { - ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String()); - p_filter = actions.default_filter; - } - if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) { - ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String()); - p_repeat = actions.default_repeat; - } - return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]"; -} - -void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) { - int fidx = -1; - - for (int i = 0; i < p_node->functions.size(); i++) { - if (p_node->functions[i].name == p_for_func) { - fidx = i; - break; - } - } - - ERR_FAIL_COND(fidx == -1); - - Vector<StringName> uses_functions; - - for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) { - uses_functions.push_back(E->get()); - } - uses_functions.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced - - for (int k = 0; k < uses_functions.size(); k++) { - if (added.has(uses_functions[k])) { - continue; //was added already - } - - _dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added); - - SL::FunctionNode *fnode = nullptr; - - for (int i = 0; i < p_node->functions.size(); i++) { - if (p_node->functions[i].name == uses_functions[k]) { - fnode = p_node->functions[i].function; - break; - } - } - - ERR_FAIL_COND(!fnode); - - r_to_add += "\n"; - - String header; - if (fnode->return_type == SL::TYPE_STRUCT) { - header = _mkid(fnode->return_struct_name); - } else { - header = _typestr(fnode->return_type); - } - - if (fnode->return_array_size > 0) { - header += "["; - header += itos(fnode->return_array_size); - header += "]"; - } - - header += " "; - header += _mkid(fnode->name); - header += "("; - - for (int i = 0; i < fnode->arguments.size(); i++) { - if (i > 0) { - header += ", "; - } - if (fnode->arguments[i].is_const) { - header += "const "; - } - if (fnode->arguments[i].type == SL::TYPE_STRUCT) { - header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name); - } else { - header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name); - } - if (fnode->arguments[i].array_size > 0) { - header += "["; - header += itos(fnode->arguments[i].array_size); - header += "]"; - } - } - - header += ")\n"; - r_to_add += header; - r_to_add += p_func_code[uses_functions[k]]; - - added.insert(uses_functions[k]); - } -} - -static String _get_global_variable_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) { - switch (p_type) { - case ShaderLanguage::TYPE_BOOL: { - return "(" + p_buffer + "[" + p_index + "].x != 0.0)"; - } - case ShaderLanguage::TYPE_BVEC2: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xy, vec2(0.0)))"; - } - case ShaderLanguage::TYPE_BVEC3: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xyz, vec3(0.0)))"; - } - case ShaderLanguage::TYPE_BVEC4: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xyzw, vec4(0.0)))"; - } - case ShaderLanguage::TYPE_INT: { - return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)"; - } - case ShaderLanguage::TYPE_IVEC2: { - return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)"; - } - case ShaderLanguage::TYPE_IVEC3: { - return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyz)"; - } - case ShaderLanguage::TYPE_IVEC4: { - return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)"; - } - case ShaderLanguage::TYPE_UINT: { - return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)"; - } - case ShaderLanguage::TYPE_UVEC2: { - return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)"; - } - case ShaderLanguage::TYPE_UVEC3: { - return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)"; - } - case ShaderLanguage::TYPE_UVEC4: { - return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)"; - } - case ShaderLanguage::TYPE_FLOAT: { - return "(" + p_buffer + "[" + p_index + "].x)"; - } - case ShaderLanguage::TYPE_VEC2: { - return "(" + p_buffer + "[" + p_index + "].xy)"; - } - case ShaderLanguage::TYPE_VEC3: { - return "(" + p_buffer + "[" + p_index + "].xyz)"; - } - case ShaderLanguage::TYPE_VEC4: { - return "(" + p_buffer + "[" + p_index + "].xyzw)"; - } - case ShaderLanguage::TYPE_MAT2: { - return "mat2(" + p_buffer + "[" + p_index + "].xy," + p_buffer + "[" + p_index + "+1].xy)"; - } - case ShaderLanguage::TYPE_MAT3: { - return "mat3(" + p_buffer + "[" + p_index + "].xyz," + p_buffer + "[" + p_index + "+1].xyz," + p_buffer + "[" + p_index + "+2].xyz)"; - } - case ShaderLanguage::TYPE_MAT4: { - return "mat4(" + p_buffer + "[" + p_index + "].xyzw," + p_buffer + "[" + p_index + "+1].xyzw," + p_buffer + "[" + p_index + "+2].xyzw," + p_buffer + "[" + p_index + "+3].xyzw)"; - } - default: { - ERR_FAIL_V("void"); - } - } -} - -String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { - String code; - - switch (p_node->type) { - case SL::Node::TYPE_SHADER: { - SL::ShaderNode *pnode = (SL::ShaderNode *)p_node; - - for (int i = 0; i < pnode->render_modes.size(); i++) { - if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) { - r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]); - used_rmode_defines.insert(pnode->render_modes[i]); - } - - if (p_actions.render_mode_flags.has(pnode->render_modes[i])) { - *p_actions.render_mode_flags[pnode->render_modes[i]] = true; - } - - if (p_actions.render_mode_values.has(pnode->render_modes[i])) { - Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]]; - *p.first = p.second; - } - } - - // structs - - for (int i = 0; i < pnode->vstructs.size(); i++) { - SL::StructNode *st = pnode->vstructs[i].shader_struct; - String struct_code; - - struct_code += "struct "; - struct_code += _mkid(pnode->vstructs[i].name); - struct_code += " "; - struct_code += "{\n"; - for (int j = 0; j < st->members.size(); j++) { - SL::MemberNode *m = st->members[j]; - if (m->datatype == SL::TYPE_STRUCT) { - struct_code += _mkid(m->struct_name); - } else { - struct_code += _prestr(m->precision); - struct_code += _typestr(m->datatype); - } - struct_code += " "; - struct_code += m->name; - if (m->array_size > 0) { - struct_code += "["; - struct_code += itos(m->array_size); - struct_code += "]"; - } - struct_code += ";\n"; - } - struct_code += "}"; - struct_code += ";\n"; - - for (int j = 0; j < STAGE_MAX; j++) { - r_gen_code.stage_globals[j] += struct_code; - } - } - - int max_texture_uniforms = 0; - int max_uniforms = 0; - - for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { - if (SL::is_sampler_type(E->get().type)) { - max_texture_uniforms++; - } else { - if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; // Instances are indexed directly, don't need index uniforms. - } - - max_uniforms++; - } - } - - r_gen_code.texture_uniforms.resize(max_texture_uniforms); - - Vector<int> uniform_sizes; - Vector<int> uniform_alignments; - Vector<StringName> uniform_defines; - uniform_sizes.resize(max_uniforms); - uniform_alignments.resize(max_uniforms); - uniform_defines.resize(max_uniforms); - bool uses_uniforms = false; - - Vector<StringName> uniform_names; - - for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { - uniform_names.push_back(E->key()); - } - - uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced - - for (int k = 0; k < uniform_names.size(); k++) { - StringName uniform_name = uniform_names[k]; - const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name]; - - String ucode; - - if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) { - //insert, but don't generate any code. - p_actions.uniforms->insert(uniform_name, uniform); - continue; // Instances are indexed directly, don't need index uniforms. - } - if (SL::is_sampler_type(uniform.type)) { - ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform "; - } - - bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL; - - if (is_buffer_global) { - //this is an integer to index the global table - ucode += _typestr(ShaderLanguage::TYPE_UINT); - } else { - ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type)); - ucode += _typestr(uniform.type); - } - - ucode += " " + _mkid(uniform_name); - ucode += ";\n"; - if (SL::is_sampler_type(uniform.type)) { - for (int j = 0; j < STAGE_MAX; j++) { - r_gen_code.stage_globals[j] += ucode; - } - - GeneratedCode::Texture texture; - texture.name = uniform_name; - texture.hint = uniform.hint; - texture.type = uniform.type; - texture.filter = uniform.filter; - texture.repeat = uniform.repeat; - texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL; - if (texture.global) { - r_gen_code.uses_global_textures = true; - } - - r_gen_code.texture_uniforms.write[uniform.texture_order] = texture; - } else { - if (!uses_uniforms) { - uses_uniforms = true; - } - uniform_defines.write[uniform.order] = ucode; - if (is_buffer_global) { - //globals are indices into the global table - uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); - uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); - } else { - uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); - uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); - } - } - - p_actions.uniforms->insert(uniform_name, uniform); - } - - for (int i = 0; i < max_uniforms; i++) { - r_gen_code.uniforms += uniform_defines[i]; - } - -#if 1 - // add up - int offset = 0; - for (int i = 0; i < uniform_sizes.size(); i++) { - int align = offset % uniform_alignments[i]; - - if (align != 0) { - offset += uniform_alignments[i] - align; - } - - r_gen_code.uniform_offsets.push_back(offset); - - offset += uniform_sizes[i]; - } - - r_gen_code.uniform_total_size = offset; - - if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16 - r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16); - } -#else - // add up - for (int i = 0; i < uniform_sizes.size(); i++) { - if (i > 0) { - int align = uniform_sizes[i - 1] % uniform_alignments[i]; - if (align != 0) { - uniform_sizes[i - 1] += uniform_alignments[i] - align; - } - - uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1]; - } - } - //offset - r_gen_code.uniform_offsets.resize(uniform_sizes.size()); - for (int i = 0; i < uniform_sizes.size(); i++) { - if (i > 0) - r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1]; - else - r_gen_code.uniform_offsets[i] = 0; - } - /* - for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { - if (SL::is_sampler_type(E->get().type)) { - continue; - } - - } - -*/ - if (uniform_sizes.size()) { - r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1]; - } else { - r_gen_code.uniform_total_size = 0; - } -#endif - - uint32_t index = p_default_actions.base_varying_index; - - List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light; - - Vector<StringName> varying_names; - - for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) { - varying_names.push_back(E->key()); - } - - varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced - - for (int k = 0; k < varying_names.size(); k++) { - StringName varying_name = varying_names[k]; - const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name]; - - if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) { - var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying)); - fragment_varyings.insert(varying_name); - continue; - } - - String vcode; - String interp_mode = _interpstr(varying.interpolation); - vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type)); - vcode += _typestr(varying.type); - vcode += " " + _mkid(varying_name); - if (varying.array_size > 0) { - vcode += "["; - vcode += itos(varying.array_size); - vcode += "]"; - } - vcode += ";\n"; - - r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode; - r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode; - - index++; - } - - if (var_frag_to_light.size() > 0) { - String gcode = "\n\nstruct {\n"; - for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) { - gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first); - if (E.second.array_size > 0) { - gcode += "["; - gcode += itos(E.second.array_size); - gcode += "]"; - } - gcode += ";\n"; - } - gcode += "} frag_to_light;\n"; - r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode; - } - - for (int i = 0; i < pnode->vconstants.size(); i++) { - const SL::ShaderNode::Constant &cnode = pnode->vconstants[i]; - String gcode; - gcode += "const "; - gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type)); - if (cnode.type == SL::TYPE_STRUCT) { - gcode += _mkid(cnode.type_str); - } else { - gcode += _typestr(cnode.type); - } - gcode += " " + _mkid(String(cnode.name)); - if (cnode.array_size > 0) { - gcode += "["; - gcode += itos(cnode.array_size); - gcode += "]"; - } - gcode += "="; - gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - gcode += ";\n"; - for (int j = 0; j < STAGE_MAX; j++) { - r_gen_code.stage_globals[j] += gcode; - } - } - - Map<StringName, String> function_code; - - //code for functions - for (int i = 0; i < pnode->functions.size(); i++) { - SL::FunctionNode *fnode = pnode->functions[i].function; - function = fnode; - current_func_name = fnode->name; - function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - function = nullptr; - } - - //place functions in actual code - - Set<StringName> added_funcs_per_stage[STAGE_MAX]; - - for (int i = 0; i < pnode->functions.size(); i++) { - SL::FunctionNode *fnode = pnode->functions[i].function; - - function = fnode; - - current_func_name = fnode->name; - - if (p_actions.entry_point_stages.has(fnode->name)) { - Stage stage = p_actions.entry_point_stages[fnode->name]; - _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]); - r_gen_code.code[fnode->name] = function_code[fnode->name]; - } - - function = nullptr; - } - - //code+=dump_node_code(pnode->body,p_level); - } break; - case SL::Node::TYPE_STRUCT: { - } break; - case SL::Node::TYPE_FUNCTION: { - } break; - case SL::Node::TYPE_BLOCK: { - SL::BlockNode *bnode = (SL::BlockNode *)p_node; - - //variables - if (!bnode->single_statement) { - code += _mktab(p_level - 1) + "{\n"; - } - - for (int i = 0; i < bnode->statements.size(); i++) { - String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - - if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) { - code += scode; //use directly - } else { - code += _mktab(p_level) + scode + ";\n"; - } - } - if (!bnode->single_statement) { - code += _mktab(p_level - 1) + "}\n"; - } - - } break; - case SL::Node::TYPE_VARIABLE_DECLARATION: { - SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node; - - String declaration; - if (vdnode->is_const) { - declaration += "const "; - } - if (vdnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(vdnode->struct_name); - } else { - declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype); - } - for (int i = 0; i < vdnode->declarations.size(); i++) { - if (i > 0) { - declaration += ","; - } else { - declaration += " "; - } - declaration += _mkid(vdnode->declarations[i].name); - if (vdnode->declarations[i].initializer) { - declaration += "="; - declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } - } - - code += declaration; - } break; - case SL::Node::TYPE_VARIABLE: { - SL::VariableNode *vnode = (SL::VariableNode *)p_node; - bool use_fragment_varying = false; - - if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) { - if (p_assigning) { - if (shader->varyings.has(vnode->name)) { - use_fragment_varying = true; - } - } else { - if (fragment_varyings.has(vnode->name)) { - use_fragment_varying = true; - } - } - } - - if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) { - *p_actions.write_flag_pointers[vnode->name] = true; - } - - if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) { - String define = p_default_actions.usage_defines[vnode->name]; - if (define.begins_with("@")) { - define = p_default_actions.usage_defines[define.substr(1, define.length())]; - } - r_gen_code.defines.push_back(define); - used_name_defines.insert(vnode->name); - } - - if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) { - *p_actions.usage_flag_pointers[vnode->name] = true; - used_flag_pointers.insert(vnode->name); - } - - if (p_default_actions.renames.has(vnode->name)) { - code = p_default_actions.renames[vnode->name]; - } else { - if (shader->uniforms.has(vnode->name)) { - //its a uniform! - const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name]; - if (u.texture_order >= 0) { - code = _mkid(vnode->name); //texture, use as is - } else { - //a scalar or vector - if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { - code = actions.base_uniform_string + _mkid(vnode->name); //texture, use as is - //global variable, this means the code points to an index to the global table - code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type); - } else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - //instance variable, index it as such - code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")"; - code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type); - } else { - //regular uniform, index from UBO - code = actions.base_uniform_string + _mkid(vnode->name); - } - } - - } else { - if (use_fragment_varying) { - code = "frag_to_light."; - } - code += _mkid(vnode->name); //its something else (local var most likely) use as is - } - } - - if (vnode->name == time_name) { - if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) { - r_gen_code.uses_vertex_time = true; - } - if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) { - r_gen_code.uses_fragment_time = true; - } - } - - } break; - case SL::Node::TYPE_ARRAY_CONSTRUCT: { - SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node; - int sz = acnode->initializer.size(); - if (acnode->datatype == SL::TYPE_STRUCT) { - code += _mkid(acnode->struct_name); - } else { - code += _typestr(acnode->datatype); - } - code += "["; - code += itos(acnode->initializer.size()); - code += "]"; - code += "("; - for (int i = 0; i < sz; i++) { - code += _dump_node_code(acnode->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (i != sz - 1) { - code += ", "; - } - } - code += ")"; - } break; - case SL::Node::TYPE_ARRAY_DECLARATION: { - SL::ArrayDeclarationNode *adnode = (SL::ArrayDeclarationNode *)p_node; - String declaration; - if (adnode->is_const) { - declaration += "const "; - } - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _prestr(adnode->precision) + _typestr(adnode->datatype); - } - for (int i = 0; i < adnode->declarations.size(); i++) { - if (i > 0) { - declaration += ","; - } else { - declaration += " "; - } - declaration += _mkid(adnode->declarations[i].name); - declaration += "["; - if (adnode->size_expression != nullptr) { - declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - declaration += itos(adnode->declarations[i].size); - } - declaration += "]"; - if (adnode->declarations[i].single_expression) { - declaration += "="; - declaration += _dump_node_code(adnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - int sz = adnode->declarations[i].initializer.size(); - if (sz > 0) { - declaration += "="; - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _typestr(adnode->datatype); - } - declaration += "["; - declaration += itos(sz); - declaration += "]"; - declaration += "("; - for (int j = 0; j < sz; j++) { - declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (j != sz - 1) { - declaration += ", "; - } - } - declaration += ")"; - } - } - } - - code += declaration; - } break; - case SL::Node::TYPE_ARRAY: { - SL::ArrayNode *anode = (SL::ArrayNode *)p_node; - bool use_fragment_varying = false; - - if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) { - if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) { - use_fragment_varying = true; - } else { - if (p_assigning) { - if (shader->varyings.has(anode->name)) { - use_fragment_varying = true; - } - } else { - if (fragment_varyings.has(anode->name)) { - use_fragment_varying = true; - } - } - } - } - - if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) { - *p_actions.write_flag_pointers[anode->name] = true; - } - - if (p_default_actions.usage_defines.has(anode->name) && !used_name_defines.has(anode->name)) { - String define = p_default_actions.usage_defines[anode->name]; - if (define.begins_with("@")) { - define = p_default_actions.usage_defines[define.substr(1, define.length())]; - } - r_gen_code.defines.push_back(define); - used_name_defines.insert(anode->name); - } - - if (p_actions.usage_flag_pointers.has(anode->name) && !used_flag_pointers.has(anode->name)) { - *p_actions.usage_flag_pointers[anode->name] = true; - used_flag_pointers.insert(anode->name); - } - - if (p_default_actions.renames.has(anode->name)) { - code = p_default_actions.renames[anode->name]; - } else { - if (use_fragment_varying) { - code = "frag_to_light."; - } - code += _mkid(anode->name); - } - - if (anode->call_expression != nullptr) { - code += "."; - code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false); - } else if (anode->index_expression != nullptr) { - code += "["; - code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += "]"; - } else if (anode->assign_expression != nullptr) { - code += "="; - code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false); - } - - if (anode->name == time_name) { - if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) { - r_gen_code.uses_vertex_time = true; - } - if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) { - r_gen_code.uses_fragment_time = true; - } - } - - } break; - case SL::Node::TYPE_CONSTANT: { - SL::ConstantNode *cnode = (SL::ConstantNode *)p_node; - - if (cnode->array_size == 0) { - return get_constant_text(cnode->datatype, cnode->values); - } else { - if (cnode->get_datatype() == SL::TYPE_STRUCT) { - code += _mkid(cnode->struct_name); - } else { - code += _typestr(cnode->datatype); - } - code += "["; - code += itos(cnode->array_size); - code += "]"; - code += "("; - for (int i = 0; i < cnode->array_size; i++) { - if (i > 0) { - code += ","; - } else { - code += ""; - } - code += _dump_node_code(cnode->array_declarations[0].initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } - code += ")"; - } - - } break; - case SL::Node::TYPE_OPERATOR: { - SL::OperatorNode *onode = (SL::OperatorNode *)p_node; - - switch (onode->op) { - case SL::OP_ASSIGN: - case SL::OP_ASSIGN_ADD: - case SL::OP_ASSIGN_SUB: - case SL::OP_ASSIGN_MUL: - case SL::OP_ASSIGN_DIV: - case SL::OP_ASSIGN_SHIFT_LEFT: - case SL::OP_ASSIGN_SHIFT_RIGHT: - case SL::OP_ASSIGN_MOD: - case SL::OP_ASSIGN_BIT_AND: - case SL::OP_ASSIGN_BIT_OR: - case SL::OP_ASSIGN_BIT_XOR: - code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - break; - case SL::OP_BIT_INVERT: - case SL::OP_NEGATE: - case SL::OP_NOT: - case SL::OP_DECREMENT: - case SL::OP_INCREMENT: - code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - break; - case SL::OP_POST_DECREMENT: - case SL::OP_POST_INCREMENT: - code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op); - break; - case SL::OP_CALL: - case SL::OP_STRUCT: - case SL::OP_CONSTRUCT: { - ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); - - SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0]; - - bool is_texture_func = false; - bool is_screen_texture = false; - if (onode->op == SL::OP_STRUCT) { - code += _mkid(vnode->name); - } else if (onode->op == SL::OP_CONSTRUCT) { - code += String(vnode->name); - } else { - if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) { - *p_actions.usage_flag_pointers[vnode->name] = true; - used_flag_pointers.insert(vnode->name); - } - - if (internal_functions.has(vnode->name)) { - code += vnode->name; - is_texture_func = texture_functions.has(vnode->name); - } else if (p_default_actions.renames.has(vnode->name)) { - code += p_default_actions.renames[vnode->name]; - } else { - code += _mkid(vnode->name); - } - } - - code += "("; - - for (int i = 1; i < onode->arguments.size(); i++) { - if (i > 1) { - code += ", "; - } - String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) { - //need to map from texture to sampler in order to sample - const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]); - - StringName texture_uniform = varnode->name; - is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); - - String sampler_name; - - if (actions.custom_samplers.has(texture_uniform)) { - sampler_name = actions.custom_samplers[texture_uniform]; - } else { - if (shader->uniforms.has(texture_uniform)) { - sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat); - } else { - bool found = false; - - for (int j = 0; j < function->arguments.size(); j++) { - if (function->arguments[j].name == texture_uniform) { - if (function->arguments[j].tex_builtin_check) { - ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin)); - sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin]; - found = true; - break; - } - if (function->arguments[j].tex_argument_check) { - sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat); - found = true; - break; - } - } - } - if (!found) { - //function was most likely unused, so use anything (compiler will remove it anyway) - sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT); - } - } - } - - code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")"; - } else { - code += node_code; - } - } - code += ")"; - if (is_screen_texture && actions.apply_luminance_multiplier) { - code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))"; - } - } break; - case SL::OP_INDEX: { - code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += "["; - code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += "]"; - - } break; - case SL::OP_SELECT_IF: { - code += "("; - code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += "?"; - code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ":"; - code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ")"; - - } break; - - default: { - if (p_use_scope) { - code += "("; - } - code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (p_use_scope) { - code += ")"; - } - break; - } - } - - } break; - case SL::Node::TYPE_CONTROL_FLOW: { - SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node; - if (cfnode->flow_op == SL::FLOW_OP_IF) { - code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - if (cfnode->blocks.size() == 2) { - code += _mktab(p_level) + "else\n"; - code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - } - } else if (cfnode->flow_op == SL::FLOW_OP_SWITCH) { - code += _mktab(p_level) + "switch (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - } else if (cfnode->flow_op == SL::FLOW_OP_CASE) { - code += _mktab(p_level) + "case " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - } else if (cfnode->flow_op == SL::FLOW_OP_DEFAULT) { - code += _mktab(p_level) + "default:\n"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - } else if (cfnode->flow_op == SL::FLOW_OP_DO) { - code += _mktab(p_level) + "do"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ");"; - } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) { - code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n"; - code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - } else if (cfnode->flow_op == SL::FLOW_OP_FOR) { - String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n"; - code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); - - } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { - if (cfnode->expressions.size()) { - code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";"; - } else { - code = "return;"; - } - } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) { - if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) { - *p_actions.usage_flag_pointers["DISCARD"] = true; - used_flag_pointers.insert("DISCARD"); - } - - code = "discard;"; - } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) { - code = "continue;"; - } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) { - code = "break;"; - } - - } break; - case SL::Node::TYPE_MEMBER: { - SL::MemberNode *mnode = (SL::MemberNode *)p_node; - code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name; - if (mnode->index_expression != nullptr) { - code += "["; - code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += "]"; - } else if (mnode->assign_expression != nullptr) { - code += "="; - code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false); - } else if (mnode->call_expression != nullptr) { - code += "."; - code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false); - } - } break; - } - - return code; -} - -ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) { - RS::GlobalVariableType gvt = ((RendererStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type); - return RS::global_variable_type_get_shader_datatype(gvt); -} - -Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { - Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type); - - if (err != OK) { - Vector<String> shader = p_code.split("\n"); - for (int i = 0; i < shader.size(); i++) { - if (i + 1 == parser.get_error_line()) { - // Mark the error line to be visible without having to look at - // the trace at the end. - print_line(vformat("E%4d-> %s", i + 1, shader[i])); - } else { - print_line(vformat("%5d | %s", i + 1, shader[i])); - } - } - - _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); - return err; - } - - r_gen_code.defines.clear(); - r_gen_code.code.clear(); - for (int i = 0; i < STAGE_MAX; i++) { - r_gen_code.stage_globals[i] = String(); - } - r_gen_code.uses_fragment_time = false; - r_gen_code.uses_vertex_time = false; - r_gen_code.uses_global_textures = false; - - used_name_defines.clear(); - used_rmode_defines.clear(); - used_flag_pointers.clear(); - fragment_varyings.clear(); - - shader = parser.get_shader(); - function = nullptr; - _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false); - - return OK; -} - -void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) { - actions = p_actions; - - time_name = "TIME"; - - List<String> func_list; - - ShaderLanguage::get_builtin_funcs(&func_list); - - for (const String &E : func_list) { - internal_functions.insert(E); - } - texture_functions.insert("texture"); - texture_functions.insert("textureProj"); - texture_functions.insert("textureLod"); - texture_functions.insert("textureProjLod"); - texture_functions.insert("textureGrad"); - texture_functions.insert("textureSize"); - texture_functions.insert("texelFetch"); -} - -ShaderCompilerRD::ShaderCompilerRD() { -#if 0 - - /** SPATIAL SHADER **/ - - actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; - actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; - actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; - actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; - actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; - - actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; - actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; - actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; - actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; - actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position"; - actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; - actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; - actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; - actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID"; - - //builtins - - actions[RS::SHADER_SPATIAL].renames["TIME"] = "time"; - actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; - - actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; - actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; - actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map"; - actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; - actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; - actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; - actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; - actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; - actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; - actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim"; - actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; - actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; - actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; - actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; - actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; - actions[RS::SHADER_SPATIAL].renames["AO"] = "ao"; - actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; - actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; - actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; - actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; - actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; - actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; - actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; - actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; - - //for light - actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view"; - actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; - actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light"; - actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; - actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; - actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; - - actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; - actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; - actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; - actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; - actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; - actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; - actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; - actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; - actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; - actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; - actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; - - actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; - actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - - actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - - actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; - actions[RS::SHADER_SPATIAL].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[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; - } - - actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; - - bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); - - if (!force_blinn) { - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - } else { - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; - } - - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; - actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; - - /* PARTICLES SHADER */ - - actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; - actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz"; - actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass"; - actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active"; - actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart"; - actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom"; - actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform"; - actions[RS::SHADER_PARTICLES].renames["TIME"] = "time"; - actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime"; - actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta"; - actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number"; - actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index"; - actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity"; - actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform"; - actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed"; - - actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; - actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; - actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; -#endif -} diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h deleted file mode 100644 index 0fe9047967..0000000000 --- a/servers/rendering/renderer_rd/shader_compiler_rd.h +++ /dev/null @@ -1,132 +0,0 @@ -/*************************************************************************/ -/* shader_compiler_rd.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 SHADER_COMPILER_RD_H -#define SHADER_COMPILER_RD_H - -#include "core/templates/pair.h" -#include "servers/rendering/shader_language.h" -#include "servers/rendering/shader_types.h" -#include "servers/rendering_server.h" - -class ShaderCompilerRD { -public: - enum Stage { - STAGE_VERTEX, - STAGE_FRAGMENT, - STAGE_COMPUTE, - STAGE_MAX - }; - - struct IdentifierActions { - Map<StringName, Stage> entry_point_stages; - - Map<StringName, Pair<int *, int>> render_mode_values; - Map<StringName, bool *> render_mode_flags; - Map<StringName, bool *> usage_flag_pointers; - Map<StringName, bool *> write_flag_pointers; - - Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms; - }; - - struct GeneratedCode { - Vector<String> defines; - struct Texture { - StringName name; - ShaderLanguage::DataType type; - ShaderLanguage::ShaderNode::Uniform::Hint hint; - ShaderLanguage::TextureFilter filter; - ShaderLanguage::TextureRepeat repeat; - bool global; - }; - - Vector<Texture> texture_uniforms; - - Vector<uint32_t> uniform_offsets; - uint32_t uniform_total_size; - String uniforms; - String stage_globals[STAGE_MAX]; - - Map<String, String> code; - - bool uses_global_textures; - bool uses_fragment_time; - bool uses_vertex_time; - }; - - struct DefaultIdentifierActions { - Map<StringName, String> renames; - Map<StringName, String> render_mode_defines; - Map<StringName, String> usage_defines; - Map<StringName, String> custom_samplers; - ShaderLanguage::TextureFilter default_filter; - ShaderLanguage::TextureRepeat default_repeat; - String sampler_array_name; - int base_texture_binding_index = 0; - int texture_layout_set = 0; - String base_uniform_string; - String global_buffer_array_variable; - String instance_uniform_index_variable; - uint32_t base_varying_index = 0; - bool apply_luminance_multiplier = false; - }; - -private: - ShaderLanguage parser; - - String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat); - - void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added); - String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true); - - const ShaderLanguage::ShaderNode *shader; - const ShaderLanguage::FunctionNode *function; - StringName current_func_name; - StringName time_name; - Set<StringName> texture_functions; - - Set<StringName> used_name_defines; - Set<StringName> used_flag_pointers; - Set<StringName> used_rmode_defines; - Set<StringName> internal_functions; - Set<StringName> fragment_varyings; - - DefaultIdentifierActions actions; - - static ShaderLanguage::DataType _get_variable_type(const StringName &p_type); - -public: - Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); - - void initialize(DefaultIdentifierActions p_actions); - ShaderCompilerRD(); -}; - -#endif // SHADERCOMPILERRD_H diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 82efa1318c..c9b6d09d4c 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -79,7 +79,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { } if (push_chunk) { - if (text != String()) { + if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); @@ -90,7 +90,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { } } - if (text != String()) { + if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); @@ -174,9 +174,12 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c if (p_version->uniforms.size()) { builder.append("#define MATERIAL_UNIFORMS_USED\n"); } - for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) { - builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n"); + for (const KeyValue<StringName, CharString> &E : p_version->code_sections) { + builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } +#if defined(MACOS_ENABLED) || defined(IOS_ENABLED) + builder.append("#define MOLTENVK_USED\n"); +#endif } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) @@ -292,7 +295,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) { } RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) { - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); RS::ShaderNativeSourceCode source_code; ERR_FAIL_COND_V(!version, source_code); @@ -355,8 +358,8 @@ String ShaderRD::_version_get_sha1(Version *p_version) const { hash_build.append(p_version->compute_globals.get_data()); Vector<StringName> code_sections; - for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) { - code_sections.push_back(E->key()); + for (const KeyValue<StringName, CharString> &E : p_version->code_sections) { + code_sections.push_back(E.key); } code_sections.sort_custom<StringName::AlphCompare>(); @@ -379,8 +382,8 @@ bool ShaderRD::_load_from_cache(Version *p_version) { String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; - FileAccessRef f = FileAccess::open(path, FileAccess::READ); - if (!f) { + Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ); + if (f.is_null()) { return false; } @@ -442,8 +445,8 @@ void ShaderRD::_save_to_cache(Version *p_version) { String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; - FileAccessRef f = FileAccess::open(path, FileAccess::WRITE); - ERR_FAIL_COND(!f); + Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE); + ERR_FAIL_COND(f.is_null()); f->store_buffer((const uint8_t *)shader_file_header, 4); f->store_32(cache_file_version); //file version uint32_t variant_count = variant_defines.size(); @@ -453,8 +456,6 @@ void ShaderRD::_save_to_cache(Version *p_version) { f->store_32(p_version->variant_data[i].size()); //stage count f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size()); } - - f->close(); } void ShaderRD::_compile_version(Version *p_version) { @@ -475,7 +476,9 @@ void ShaderRD::_compile_version(Version *p_version) { #if 1 - RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version); + WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation")); + WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); + #else for (int i = 0; i < variant_defines.size(); i++) { _compile_variant(i, p_version); @@ -521,17 +524,17 @@ void ShaderRD::_compile_version(Version *p_version) { p_version->valid = true; } -void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) { +void ShaderRD::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) { ERR_FAIL_COND(is_compute); - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND(!version); version->vertex_globals = p_vertex_globals.utf8(); version->fragment_globals = p_fragment_globals.utf8(); version->uniforms = p_uniforms.utf8(); version->code_sections.clear(); - for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) { - version->code_sections[StringName(E->key().to_upper())] = E->get().utf8(); + for (const KeyValue<String, String> &E : p_code) { + version->code_sections[StringName(E.key.to_upper())] = E.value.utf8(); } version->custom_defines.clear(); @@ -546,18 +549,18 @@ void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code } } -void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) { +void ShaderRD::version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) { ERR_FAIL_COND(!is_compute); - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND(!version); version->compute_globals = p_compute_globals.utf8(); version->uniforms = p_uniforms.utf8(); version->code_sections.clear(); - for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) { - version->code_sections[StringName(E->key().to_upper())] = E->get().utf8(); + for (const KeyValue<String, String> &E : p_code) { + version->code_sections[StringName(E.key.to_upper())] = E.value.utf8(); } version->custom_defines.clear(); @@ -573,7 +576,7 @@ void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> } bool ShaderRD::version_is_valid(RID p_version) { - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, false); if (version->dirty) { @@ -585,7 +588,7 @@ bool ShaderRD::version_is_valid(RID p_version) { bool ShaderRD::version_free(RID p_version) { if (version_owner.owns(p_version)) { - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); _clear_version(version); version_owner.free(p_version); } else { @@ -635,7 +638,7 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String variants_enabled.push_back(true); } - if (shader_cache_dir != String()) { + if (!shader_cache_dir.is_empty()) { StringBuilder hash_build; hash_build.append("[base_hash]"); @@ -649,8 +652,8 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String base_sha256 = hash_build.as_string().sha256_text(); - DirAccessRef d = DirAccess::open(shader_cache_dir); - ERR_FAIL_COND(!d); + Ref<DirAccess> d = DirAccess::open(shader_cache_dir); + ERR_FAIL_COND(d.is_null()); if (d->change_dir(name) != OK) { Error err = d->make_dir(name); ERR_FAIL_COND(err != OK); diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 529328f0ed..40b10808c2 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -35,16 +35,11 @@ #include "core/string/string_builder.h" #include "core/templates/hash_map.h" #include "core/templates/local_vector.h" -#include "core/templates/map.h" +#include "core/templates/rb_map.h" #include "core/templates/rid_owner.h" #include "core/variant/variant.h" #include "servers/rendering_server.h" -#include <stdio.h> -/** - @author Juan Linietsky <reduzio@gmail.com> -*/ - class ShaderRD { //versions CharString general_defines; @@ -56,7 +51,7 @@ class ShaderRD { CharString vertex_globals; CharString compute_globals; CharString fragment_globals; - Map<StringName, CharString> code_sections; + HashMap<StringName, CharString> code_sections; Vector<CharString> custom_defines; Vector<uint8_t> *variant_data = nullptr; @@ -134,14 +129,14 @@ protected: public: RID version_create(); - void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines); - void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines); + void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines); + void version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines); _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) { ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID()); ERR_FAIL_COND_V(!variants_enabled[p_variant], RID()); - Version *version = version_owner.getornull(p_version); + Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, RID()); if (version->dirty) { @@ -173,4 +168,4 @@ public: virtual ~ShaderRD(); }; -#endif +#endif // SHADER_RD_H diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index fc513d3fb9..d352743908 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -10,8 +10,11 @@ if "RD_GLSL" in env["BUILDERS"]: glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] # make sure we recompile shaders if include files change - env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files) + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) # compile shaders for glsl_file in glsl_files: env.RD_GLSL(glsl_file) + +SConscript("effects/SCsub") +SConscript("environment/SCsub") diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl index 967da1e6e4..14f190a49f 100644 --- a/servers/rendering/renderer_rd/shaders/blit.glsl +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -4,7 +4,8 @@ #VERSION_DEFINES -layout(push_constant, binding = 0, std140) uniform Pos { +layout(push_constant, std140) uniform Pos { + vec4 src_rect; vec4 dst_rect; vec2 eye_center; @@ -22,8 +23,8 @@ layout(location = 0) out vec2 uv; void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); - uv = base_arr[gl_VertexIndex]; - vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw; + uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw; + vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw; gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0); } @@ -33,7 +34,8 @@ void main() { #VERSION_DEFINES -layout(push_constant, binding = 0, std140) uniform Pos { +layout(push_constant, std140) uniform Pos { + vec4 src_rect; vec4 dst_rect; vec2 eye_center; diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl deleted file mode 100644 index 52bf2886b5..0000000000 --- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl +++ /dev/null @@ -1,21 +0,0 @@ -#define FLAG_HORIZONTAL (1 << 0) -#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1) -#define FLAG_GLOW_FIRST_PASS (1 << 2) - -layout(push_constant, binding = 1, std430) uniform Blur { - vec2 pixel_size; - uint flags; - uint pad; - - // Glow. - float glow_strength; - float glow_bloom; - float glow_hdr_threshold; - float glow_hdr_scale; - - float glow_exposure; - float glow_white; - float glow_luminance_cap; - float glow_auto_exposure_grey; -} -blur; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 2911e8b731..f8e9020f9f 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -82,7 +82,7 @@ void main() { #endif - mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0)); + mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0)); #define FLAGS_INSTANCING_MASK 0x7F #define FLAGS_INSTANCING_HAS_COLORS (1 << 7) @@ -91,7 +91,6 @@ void main() { uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK; #ifdef USE_ATTRIBUTES - if (instancing > 1) { // trails @@ -128,37 +127,37 @@ void main() { vertex = new_vertex; color *= pcolor; - } else #endif // USE_ATTRIBUTES + { + if (instancing == 1) { + uint stride = 2; + { + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { + stride += 1; + } + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { + stride += 1; + } + } + + uint offset = stride * gl_InstanceIndex; + + mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; - if (instancing == 1) { - uint stride = 2; - { if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { - stride += 1; + color *= transforms.data[offset]; + offset += 1; } + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { - stride += 1; + instance_custom = transforms.data[offset]; } - } - - uint offset = stride * gl_InstanceIndex; - mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); - offset += 2; - - if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { - color *= transforms.data[offset]; - offset += 1; + matrix = transpose(matrix); + model_matrix = model_matrix * matrix; } - - if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { - instance_custom = transforms.data[offset]; - } - - matrix = transpose(matrix); - world_matrix = world_matrix * matrix; } #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) @@ -180,7 +179,7 @@ void main() { #endif #if !defined(SKIP_TRANSFORM_USED) - vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy; + vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy; #endif color_interp = color; @@ -462,10 +461,6 @@ float msdf_median(float r, float g, float b, float a) { return min(max(min(r, g), min(max(r, g), b)), a); } -vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) { - return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min); -} - void main() { vec4 color = color_interp; vec2 uv = uv_interp; diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl index 9f89f4b3b7..930cf792cb 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl @@ -6,7 +6,7 @@ layout(location = 0) in highp vec3 vertex; -layout(push_constant, binding = 0, std430) uniform Constants { +layout(push_constant, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; @@ -34,7 +34,7 @@ void main() { #VERSION_DEFINES -layout(push_constant, binding = 0, std430) uniform Constants { +layout(push_constant, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl index 2bdfbabfcf..0fafc7d486 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl @@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process; layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 size; int stride; int shift; diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 0cff505cae..2ea6965c09 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -41,7 +41,7 @@ // Push Constant -layout(push_constant, binding = 0, std430) uniform DrawData { +layout(push_constant, std430) uniform DrawData { vec2 world_x; vec2 world_y; vec2 world_ofs; @@ -138,10 +138,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture; layout(set = 0, binding = 8) uniform sampler material_samplers[12]; -layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* SET1: Is reserved for the material */ diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl index 40da2c6e5c..0034de8c91 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl @@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32 vec3(0.83, 0.22, 0.27), vec3(0.83, 0.22, 0.32), vec3(1.00, 0.63, 0.70)); -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { uvec2 screen_size; uvec2 cluster_screen_size; diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl index 6d95722a57..2fe230f0bf 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl @@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib; layout(location = 0) out float depth_interp; layout(location = 1) out flat uint element_index; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint base_index; uint pad0; uint pad1; diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl index b0606efa94..64a145f3c6 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl @@ -6,7 +6,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint cluster_render_data_size; // how much data for a single cluster takes uint max_render_element_count_div_32; //divided by 32 uvec2 cluster_screen_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl index f8b4e3f610..96f5c3e9f2 100644 --- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl @@ -53,7 +53,9 @@ void main() { #ifdef MODE_GAUSSIAN_BLUR - //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect + // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect + + // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount. if (bool(blur.flags & FLAG_HORIZONTAL)) { vec2 pix_size = blur.pixel_size; @@ -94,6 +96,7 @@ void main() { if (bool(blur.flags & FLAG_HORIZONTAL)) { vec2 pix_size = blur.pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938; GLOW_ADD(vec2(1.0, 0.0), 0.165569); GLOW_ADD(vec2(2.0, 0.0), 0.140367); @@ -101,7 +104,10 @@ void main() { GLOW_ADD(vec2(-1.0, 0.0), 0.165569); GLOW_ADD(vec2(-2.0, 0.0), 0.140367); GLOW_ADD(vec2(-3.0, 0.0), 0.106595); + + // only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up. color *= blur.glow_strength; + frag_color = color; } else { vec2 pix_size = blur.pixel_size; @@ -110,13 +116,17 @@ void main() { GLOW_ADD(vec2(0.0, 2.0), 0.122581); GLOW_ADD(vec2(0.0, -1.0), 0.233062); GLOW_ADD(vec2(0.0, -2.0), 0.122581); - color *= blur.glow_strength; + frag_color = color; } #undef GLOW_ADD if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) { + // In the first pass bring back to correct color range else we're applying the wrong threshold + // in subsequent passes we can use it as is as we'd just be undoing it right after. + frag_color *= blur.luminance_multiplier; + #ifdef GLOW_USE_AUTO_EXPOSURE frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; @@ -126,10 +136,10 @@ void main() { float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom); - frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)); + frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier; } -#endif +#endif // MODE_GAUSSIAN_GLOW #ifdef MODE_COPY vec4 color = textureLod(source_color, uv_interp, 0.0); diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl new file mode 100644 index 0000000000..730504571a --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl @@ -0,0 +1,26 @@ +#define FLAG_HORIZONTAL (1 << 0) +#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1) +#define FLAG_GLOW_FIRST_PASS (1 << 2) + +layout(push_constant, std430) uniform Blur { + vec2 pixel_size; // 08 - 08 + uint flags; // 04 - 12 + uint pad; // 04 - 16 + + // Glow. + float glow_strength; // 04 - 20 + float glow_bloom; // 04 - 24 + float glow_hdr_threshold; // 04 - 28 + float glow_hdr_scale; // 04 - 32 + + float glow_exposure; // 04 - 36 + float glow_white; // 04 - 40 + float glow_luminance_cap; // 04 - 44 + float glow_auto_exposure_grey; // 04 - 48 + + float luminance_multiplier; // 04 - 52 + float res1; // 04 - 56 + float res2; // 04 - 60 + float res3; // 04 - 64 +} +blur; diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl index 0438671dd2..0438671dd2 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl index fadea1631c..b90a527554 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl @@ -1,4 +1,4 @@ -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 size; float z_far; float z_near; diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl index a3b3938ee9..a3b3938ee9 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index 4110a95ddb..3a4ef86ef0 100644 --- a/servers/rendering/renderer_rd/shaders/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #define FLAG_HIGH_QUALITY_GLOW (1 << 8) #define FLAG_ALPHA_TO_ONE (1 << 9) -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec4 section; ivec2 target; uint flags; @@ -61,7 +61,7 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer; #endif -#ifdef MODE_GAUSSIAN_GLOW +#ifdef MODE_GAUSSIAN_BLUR shared vec4 local_cache[256]; shared vec4 temp_cache[128]; #endif @@ -70,7 +70,7 @@ void main() { // Pixel being shaded ivec2 pos = ivec2(gl_GlobalInvocationID.xy); -#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads +#ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing return; } @@ -84,41 +84,19 @@ void main() { color += texelFetch(source_color, base_pos + ivec2(1, 0), 0); color += texelFetch(source_color, base_pos + ivec2(1, 1), 0); color /= 4.0; + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color)); + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color)); imageStore(dest_buffer, pos + params.target, color); #endif #ifdef MODE_GAUSSIAN_BLUR - //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect - - if (bool(params.flags & FLAG_HORIZONTAL)) { - ivec2 base_pos = (pos + params.section.xy) << 1; - vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607; - color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879; - color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514; - color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303; - color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879; - color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514; - color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303; - imageStore(dest_buffer, pos + params.target, color); - } else { - ivec2 base_pos = (pos + params.section.xy); - vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774; - color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477; - color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136; - color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477; - color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136; - imageStore(dest_buffer, pos + params.target, color); - } -#endif - -#ifdef MODE_GAUSSIAN_GLOW - // First pass copy texture into 16x16 local memory for every 8x8 thread block vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16; +#ifdef MODE_GLOW if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) { vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); @@ -126,35 +104,49 @@ void main() { local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5; local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5; local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5; - } else { + } else +#endif + { local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0); local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0); local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); } - +#ifdef MODE_GLOW + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114)); + } + const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 }; +#else + // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect. + const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 }; +#endif memoryBarrierShared(); barrier(); // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4; vec4 color_top = vec4(0.0); - color_top += local_cache[read_index] * 0.174938; - color_top += local_cache[read_index + 1] * 0.165569; - color_top += local_cache[read_index + 2] * 0.140367; - color_top += local_cache[read_index + 3] * 0.106595; - color_top += local_cache[read_index - 1] * 0.165569; - color_top += local_cache[read_index - 2] * 0.140367; - color_top += local_cache[read_index - 3] * 0.106595; + color_top += local_cache[read_index] * kernel[0]; + color_top += local_cache[read_index + 1] * kernel[1]; + color_top += local_cache[read_index + 2] * kernel[2]; + color_top += local_cache[read_index + 3] * kernel[3]; + color_top += local_cache[read_index - 1] * kernel[1]; + color_top += local_cache[read_index - 2] * kernel[2]; + color_top += local_cache[read_index - 3] * kernel[3]; vec4 color_bottom = vec4(0.0); - color_bottom += local_cache[read_index + 16] * 0.174938; - color_bottom += local_cache[read_index + 1 + 16] * 0.165569; - color_bottom += local_cache[read_index + 2 + 16] * 0.140367; - color_bottom += local_cache[read_index + 3 + 16] * 0.106595; - color_bottom += local_cache[read_index - 1 + 16] * 0.165569; - color_bottom += local_cache[read_index - 2 + 16] * 0.140367; - color_bottom += local_cache[read_index - 3 + 16] * 0.106595; + color_bottom += local_cache[read_index + 16] * kernel[0]; + color_bottom += local_cache[read_index + 1 + 16] * kernel[1]; + color_bottom += local_cache[read_index + 2 + 16] * kernel[2]; + color_bottom += local_cache[read_index + 3 + 16] * kernel[3]; + color_bottom += local_cache[read_index - 1 + 16] * kernel[1]; + color_bottom += local_cache[read_index - 2 + 16] * kernel[2]; + color_bottom += local_cache[read_index - 3 + 16] * kernel[3]; // rotate samples to take advantage of cache coherency uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16; @@ -165,17 +157,28 @@ void main() { memoryBarrierShared(); barrier(); + // If destination outside of texture, can stop doing work now + if (any(greaterThanEqual(pos, params.section.zw))) { + return; + } + // Vertical pass uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4; vec4 color = vec4(0.0); - color += temp_cache[index] * 0.174938; - color += temp_cache[index + 1] * 0.165569; - color += temp_cache[index + 2] * 0.140367; - color += temp_cache[index + 3] * 0.106595; - color += temp_cache[index - 1] * 0.165569; - color += temp_cache[index - 2] * 0.140367; - color += temp_cache[index - 3] * 0.106595; + color += temp_cache[index] * kernel[0]; + color += temp_cache[index + 1] * kernel[1]; + color += temp_cache[index + 2] * kernel[2]; + color += temp_cache[index + 3] * kernel[3]; + color += temp_cache[index - 1] * kernel[1]; + color += temp_cache[index - 2] * kernel[2]; + color += temp_cache[index - 3] * kernel[3]; + +#ifdef MODE_GLOW + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114)); + } color *= params.glow_strength; @@ -191,7 +194,7 @@ void main() { color = min(color * feedback, vec4(params.glow_luminance_cap)); } - +#endif imageStore(dest_buffer, pos + params.target, color); #endif @@ -256,7 +259,9 @@ void main() { const float PI = 3.14159265359; vec2 uv = vec2(pos) / vec2(params.section.zw); - uv.y = 1.0 - uv.y; + if (bool(params.flags & FLAG_FLIP_Y)) { + uv.y = 1.0 - uv.y; + } float phi = uv.x * 2.0 * PI; float theta = uv.y * PI; diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 8c68e2dc2f..1c17eabb56 100644 --- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -4,9 +4,22 @@ #VERSION_DEFINES +#ifdef MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#endif //MULTIVIEW + +#ifdef MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else layout(location = 0) out vec2 uv_interp; +#endif -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec4 section; vec2 pixel_size; bool flip_y; @@ -19,9 +32,11 @@ params; void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); - uv_interp = base_arr[gl_VertexIndex]; - - vec2 vpos = uv_interp; + uv_interp.xy = base_arr[gl_VertexIndex]; +#ifdef MULTIVIEW + uv_interp.z = ViewIndex; +#endif + vec2 vpos = uv_interp.xy; if (params.use_section) { vpos = params.section.xy + vpos * params.section.zw; } @@ -39,7 +54,16 @@ void main() { #VERSION_DEFINES -layout(push_constant, binding = 1, std430) uniform Params { +#ifdef MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#endif //MULTIVIEW + +layout(push_constant, std430) uniform Params { vec4 section; vec2 pixel_size; bool flip_y; @@ -52,12 +76,25 @@ layout(push_constant, binding = 1, std430) uniform Params { } params; +#ifdef MULTIVIEW +layout(location = 0) in vec3 uv_interp; +#else layout(location = 0) in vec2 uv_interp; +#endif +#ifdef MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray source_color; +#ifdef MODE_TWO_SOURCES +layout(set = 1, binding = 0) uniform sampler2DArray source_depth; +layout(location = 1) out float depth; +#endif /* MODE_TWO_SOURCES */ +#else /* MULTIVIEW */ layout(set = 0, binding = 0) uniform sampler2D source_color; #ifdef MODE_TWO_SOURCES layout(set = 1, binding = 0) uniform sampler2D source_color2; -#endif +#endif /* MODE_TWO_SOURCES */ +#endif /* MULTIVIEW */ + layout(location = 0) out vec4 frag_color; vec3 linear_to_srgb(vec3 color) { @@ -68,9 +105,14 @@ vec3 linear_to_srgb(vec3 color) { } void main() { +#ifdef MULTIVIEW + vec3 uv = uv_interp; +#else vec2 uv = uv_interp; +#endif #ifdef MODE_PANORAMA_TO_DP + // Note, multiview and panorama should not be mixed at this time //obtain normal from dual paraboloid uv #define M_PI 3.14159265359 @@ -97,11 +139,22 @@ void main() { //uv.y = 1.0 - uv.y; uv = 1.0 - uv; } -#endif +#endif /* MODE_PANORAMA_TO_DP */ + +#ifdef MULTIVIEW + vec4 color = textureLod(source_color, uv, 0.0); +#ifdef MODE_TWO_SOURCES + // In multiview our 2nd input will be our depth map + depth = textureLod(source_depth, uv, 0.0).r; +#endif /* MODE_TWO_SOURCES */ + +#else /* MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); #ifdef MODE_TWO_SOURCES color += textureLod(source_color2, uv, 0.0); -#endif +#endif /* MODE_TWO_SOURCES */ +#endif /* MULTIVIEW */ + if (params.force_luminance) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } @@ -111,5 +164,6 @@ void main() { if (params.srgb) { color.rgb = linear_to_srgb(color.rgb); } + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl index 69b895ed29..e77d0de719 100644 --- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl @@ -4,7 +4,7 @@ #VERSION_DEFINES -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { float z_far; float z_near; vec2 texel_size; @@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform samplerCube source_cube; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { float z_far; float z_near; vec2 texel_size; diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl index 63f0ce690e..63f0ce690e 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_inc.glsl index b329e67293..641e0906f5 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_inc.glsl @@ -1,4 +1,4 @@ -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint face_size; uint face_id; // only used in raster shader } diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl index 0828ffd921..0828ffd921 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl index 2a774b0eb4..2a774b0eb4 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl index 324d306218..0990dc7c2f 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl @@ -25,7 +25,7 @@ #VERSION_DEFINES -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { int mip_level; uint face_id; } @@ -47,7 +47,7 @@ void main() { #VERSION_DEFINES -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { int mip_level; uint face_id; } diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl index 28f4dc59ec..1d46f59408 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl @@ -21,24 +21,38 @@ void main() { vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0); vec3 N = texelCoordToVec(uv, id.z); - //vec4 color = color_interp; - if (params.use_direct_write) { imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0)); } else { vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size); + float roughness2 = params.roughness * params.roughness; + float roughness4 = roughness2 * roughness2; + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + mat3 T; + T[0] = normalize(cross(UpVector, N)); + T[1] = cross(N, T[0]); + T[2] = N; + for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { vec2 xi = Hammersley(sampleNum, params.sample_count); - vec3 H = ImportanceSampleGGX(xi, params.roughness, N); - vec3 V = N; - vec3 L = (2.0 * dot(V, H) * H - V); + vec3 H = T * ImportanceSampleGGX(xi, roughness4); + float NdotH = dot(N, H); + vec3 L = (2.0 * NdotH * H - N); float ndotl = clamp(dot(N, L), 0.0, 1.0); if (ndotl > 0.0) { - sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; + float D = DistributionGGX(NdotH, roughness4); + float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; + + float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001); + + float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel); + + sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl; sum.a += ndotl; } } diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl index be12be5dec..1bee428a6f 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl @@ -1,6 +1,6 @@ #define M_PI 3.14159265359 -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint face_id; uint sample_count; float roughness; @@ -47,12 +47,10 @@ vec3 texelCoordToVec(vec2 uv, uint faceID) { return normalize(result); } -vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { - float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] - +vec3 ImportanceSampleGGX(vec2 xi, float roughness4) { // Compute distribution direction - float Phi = 2.0 * M_PI * Xi.x; - float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y)); + float Phi = 2.0 * M_PI * xi.x; + float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y)); float SinTheta = sqrt(1.0 - CosTheta * CosTheta); // Convert to spherical direction @@ -61,12 +59,15 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { H.y = SinTheta * sin(Phi); H.z = CosTheta; - vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - vec3 TangentX = normalize(cross(UpVector, N)); - vec3 TangentY = cross(N, TangentX); + return H; +} + +float DistributionGGX(float NdotH, float roughness4) { + float NdotH2 = NdotH * NdotH; + float denom = (NdotH2 * (roughness4 - 1.0) + 1.0); + denom = M_PI * denom * denom; - // Tangent to world space - return TangentX * H.x + TangentY * H.y + N * H.z; + return roughness4 / denom; } // https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl index 2570308816..c29accd8a7 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl @@ -42,17 +42,33 @@ void main() { } else { vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size); + float roughness2 = params.roughness * params.roughness; + float roughness4 = roughness2 * roughness2; + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + mat3 T; + T[0] = normalize(cross(UpVector, N)); + T[1] = cross(N, T[0]); + T[2] = N; + for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) { vec2 xi = Hammersley(sampleNum, params.sample_count); - vec3 H = ImportanceSampleGGX(xi, params.roughness, N); - vec3 V = N; - vec3 L = (2.0 * dot(V, H) * H - V); + vec3 H = T * ImportanceSampleGGX(xi, roughness4); + float NdotH = dot(N, H); + vec3 L = (2.0 * NdotH * H - N); float ndotl = clamp(dot(N, L), 0.0, 1.0); if (ndotl > 0.0) { - sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; + float D = DistributionGGX(NdotH, roughness4); + float pdf = D * NdotH / (4.0 * NdotH) + 0.0001; + + float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001); + + float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel); + + sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl; sum.a += ndotl; } } diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl index fecf812a8c..0e086331c0 100644 --- a/servers/rendering/renderer_rd/shaders/resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl @@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox #endif -layout(push_constant, binding = 16, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 screen_size; int sample_count; uint pad; diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index 78e0a85341..246ef81cb2 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_ layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness; layout(set = 3, binding = 0) uniform sampler2D source_metallic; -layout(push_constant, binding = 2, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec4 proj_info; ivec2 screen_size; @@ -32,12 +32,17 @@ layout(push_constant, binding = 2, std430) uniform Params { bool use_half_res; uint metallic_mask; - mat4 projection; + uint view_index; + uint pad1; + uint pad2; + uint pad3; } params; +#include "screen_space_reflection_inc.glsl" + vec2 view_to_screen(vec3 view_pos, out float w) { - vec4 projected = params.projection * vec4(view_pos, 1.0); + vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0); projected.xyz /= projected.w; projected.xy = projected.xy * 0.5 + 0.5; w = projected.w; @@ -46,24 +51,16 @@ vec2 view_to_screen(vec3 view_pos, out float w) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } vec2 pixel_size = 1.0 / vec2(params.screen_size); - vec2 uv = vec2(ssC) * pixel_size; + vec2 uv = vec2(ssC.xy) * pixel_size; uv += pixel_size * 0.5; @@ -77,7 +74,12 @@ void main() { normal = normalize(normal); normal.y = -normal.y; //because this code reads flipped - vec3 view_dir = normalize(vertex); + vec3 view_dir; + if (sc_multiview) { + view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); + } else { + view_dir = normalize(vertex); + } vec3 ray_dir = normalize(reflect(view_dir, normal)); if (dot(ray_dir, normal) < 0.001) { @@ -154,6 +156,11 @@ void main() { // convert to linear depth depth = imageLoad(source_depth, ivec2(pos - 0.5)).r; + if (sc_multiview) { + depth = depth * 2.0 - 1.0; + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + depth = -depth; + } z_from = z_to; z_to = z / w; @@ -175,23 +182,23 @@ void main() { if (found) { float margin_blend = 1.0; - vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin - if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) { - // clip outside screen + margin + vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin + if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) { + // clip at the screen edges imageStore(ssr_image, ssC, vec4(0.0)); return; } { - //blend fading out towards external margin - vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0))); - margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y)); + //blend fading out towards inner margin + // 0.5 = midpoint of reflection + vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5)); + margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y); //margin_blend = 1.0; } vec2 final_pos; - float grad; - grad = steps_taken / float(params.num_steps); + float grad = (steps_taken + 1.0) / float(params.num_steps); float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in); float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade; final_pos = pos; @@ -224,13 +231,15 @@ void main() { } } + // Isn't this going to be overwritten after our endif? final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 -#endif +#endif // MODE_ROUGH final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); + //change blend by metallic vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask); final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0)); diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl index 62d1cffb0a..a63d60e0b2 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl @@ -16,13 +16,13 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius; #endif layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth; -layout(push_constant, binding = 2, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec4 proj_info; bool orthogonal; float edge_tolerance; int increment; - uint pad; + uint view_index; ivec2 screen_size; bool vertical; @@ -30,6 +30,8 @@ layout(push_constant, binding = 2, std430) uniform Params { } params; +#include "screen_space_reflection_inc.glsl" + #define GAUSS_TABLE_SIZE 15 const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[]( @@ -64,14 +66,6 @@ float gauss_weight(float p_val) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) { for (int i = 1; i < params.steps; i++) { float d = float(i * params.increment); @@ -110,7 +104,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } @@ -130,13 +124,13 @@ void main() { ivec2 direction = ivec2(params.increment, 0); #endif float depth = imageLoad(source_depth, ssC).r; - vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth); + vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth); vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0; normal = normalize(normal); normal.y = -normal.y; - do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius); - do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius); if (divisor > 0.0) { accum /= divisor; diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl new file mode 100644 index 0000000000..26405ab040 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl @@ -0,0 +1,28 @@ +layout(constant_id = 0) const bool sc_multiview = false; + +layout(set = 4, binding = 0, std140) uniform SceneData { + mat4x4 projection[2]; + mat4x4 inv_projection[2]; + vec4 eye_offset[2]; +} +scene_data; + +vec3 reconstructCSPosition(vec2 screen_pos, float z) { + if (sc_multiview) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0; + pos.z = z * 2.0 - 1.0; + pos.w = 1.0; + + pos = scene_data.inv_projection[params.view_index] * pos; + pos.xyz /= pos.w; + + return pos.xyz; + } else { + if (params.orthogonal) { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); + } else { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); + } + } +} diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl index 2328effe7b..a7da0812df 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -6,6 +6,11 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_multiview = false; + +/* inputs */ layout(set = 0, binding = 0) uniform sampler2D source_ssr; layout(set = 1, binding = 0) uniform sampler2D source_depth; layout(set = 1, binding = 1) uniform sampler2D source_normal; @@ -13,7 +18,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth; layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 screen_size; float camera_z_near; float camera_z_far; @@ -28,7 +33,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } //do not filter, SSR will generate arctifacts if this is done @@ -57,13 +62,19 @@ void main() { normal.xyz += nr.xyz * 2.0 - 1.0; normal.w += nr.w; - d = d * 2.0 - 1.0; - if (params.orthogonal) { - d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + if (sc_multiview) { + // we're doing a full unproject so we need the value as is. + depth += d; } else { - d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + // unproject our Z value so we can use it directly. + d = d * 2.0 - 1.0; + if (params.orthogonal) { + d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + } + depth += -d; } - depth += -d; } color /= 4.0; @@ -71,17 +82,22 @@ void main() { normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5; normal.w /= 4.0; } else { - color = texelFetch(source_ssr, ssC << 1, 0); - depth = texelFetch(source_depth, ssC << 1, 0).r; - normal = texelFetch(source_normal, ssC << 1, 0); - - depth = depth * 2.0 - 1.0; - if (params.orthogonal) { - depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; - } else { - depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + ivec2 ofs = ssC << 1; + + color = texelFetch(source_ssr, ofs, 0); + depth = texelFetch(source_depth, ofs, 0).r; + normal = texelFetch(source_normal, ofs, 0); + + if (!sc_multiview) { + // unproject our Z value so we can use it directly. + depth = depth * 2.0 - 1.0; + if (params.orthogonal) { + depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + } + depth = -depth; } - depth = -depth; } imageStore(dest_ssr, ssC, color); diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl new file mode 100644 index 0000000000..c62144fdaf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl @@ -0,0 +1,112 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) out vec2 uv_interp; +#endif //USE_MULTIVIEW + +void main() { + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + +#ifdef USE_MULTIVIEW + uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex); + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +#else + uv_interp = base_arr[gl_VertexIndex]; + + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); +#endif +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(location = 0) in vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) in vec2 uv_interp; +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray specular; +#else // USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2D specular; +#endif //USE_MULTIVIEW + +#ifdef MODE_SSR + +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2DArray ssr; +#else // USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2D ssr; +#endif //USE_MULTIVIEW + +#endif + +#ifdef MODE_MERGE + +#ifdef USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2DArray diffuse; +#else // USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2D diffuse; +#endif //USE_MULTIVIEW + +#endif + +layout(location = 0) out vec4 frag_color; + +void main() { + frag_color.rgb = texture(specular, uv_interp).rgb; + frag_color.a = 0.0; +#ifdef MODE_SSR + + vec4 ssr_color = texture(ssr, uv_interp); + frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); +#endif + +#ifdef MODE_MERGE + frag_color += texture(diffuse, uv_interp); +#endif + //added using additive blend +} diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl index ee0db6a6f0..134aae5ce7 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl @@ -25,7 +25,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec2 pixel_size; float z_far; float z_near; @@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_ layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1; layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2; layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3; +#ifdef GENERATE_FULL_MIPS +layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4; +#endif #endif vec4 screen_space_to_view_space_depth(vec4 p_depth) { @@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); +#ifndef GENERATE_FULL_MIPS + } +#else + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; } + still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + } +#endif } #else #ifndef USE_HALF_BUFFERS diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 6e945edfcd..2a87e273bc 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -23,8 +23,6 @@ #VERSION_DEFINES -#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 - #define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32) const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = { vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), @@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; #define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) #define SSAO_MAX_TAPS 32 -#define SSAO_MAX_REF_TAPS 512 #define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 #define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT) #define SSAO_DEPTH_MIP_LEVELS 4 @@ -88,7 +85,7 @@ counter; layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; // This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead -layout(push_constant, binding = 3, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 screen_size; int pass; int quality; diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl index d9cd2b4e85..f42734c46d 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl @@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao; layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { float edge_sharpness; float pad; vec2 half_screen_pixel_size; @@ -128,19 +128,19 @@ void main() { #ifdef MODE_NON_SMART - vec2 halfPixel = params.half_screen_pixel_size * 0.5f; + vec2 half_pixel = params.half_screen_pixel_size * 0.5; vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; - vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy; + vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy; vec4 vals; - vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x; - vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x; - vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x; - vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x; + vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x; + vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x; + vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x; + vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x; - vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y); + vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y); #else #ifdef MODE_SMART diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl index 687fe1e6e2..04f98964e8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl @@ -26,7 +26,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef GENERATE_MAP -layout(set = 0, binding = 0) uniform sampler2DArray source_ssao; +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; #else layout(set = 0, binding = 0) uniform sampler2D source_importance; #endif @@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter { counter; #endif -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec2 half_screen_pixel_size; float intensity; float power; @@ -56,11 +56,10 @@ void main() { vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size; - float avg = 0.0; float minV = 1.0; float maxV = 0.0; for (int i = 0; i < 4; i++) { - vec4 vals = textureGather(source_ssao, vec3(base_uv, i)); + vec4 vals = textureGather(source_texture, vec3(base_uv, i)); // apply the same modifications that would have been applied in the main shader vals = params.intensity * vals; @@ -69,8 +68,6 @@ void main() { vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power)); - avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0)); - maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w))); minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w))); } diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl index 0907423d5d..f6a9a92fac 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl @@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; layout(set = 1, binding = 0) uniform sampler2DArray source_texture; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { float inv_sharpness; uint size_modifier; vec2 pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl new file mode 100644 index 0000000000..513791dfbf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -0,0 +1,444 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// 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. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define SSIL_MAIN_DISK_SAMPLE_COUNT (32) +const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = { + vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), + vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283), + vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055), + vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520), + vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800), + vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046), + vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246), + vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244) +}; + +// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors +// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples) +const int num_taps[5] = { 3, 5, 12, 0, 0 }; + +#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar +#define SSIL_TILT_SAMPLES_AMOUNT (0.4) +// +#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar +#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable) +// +#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) +#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically +// +// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for +// testing purposes, it will not yield performance gains (or correct results) +#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) +// +#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) + +#define SSIL_MAX_TAPS 32 +#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5 +#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT) +#define SSIL_DEPTH_MIP_LEVELS 4 + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps; +layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal; +layout(set = 0, binding = 2) uniform Constants { //get into a lower set + vec4 rotation_matrices[20]; +} +constants; + +#ifdef ADAPTIVE +layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil; +layout(set = 1, binding = 1) uniform sampler2D source_importance; +layout(set = 1, binding = 2, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; +layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image; + +layout(set = 3, binding = 0) uniform sampler2D last_frame; +layout(set = 3, binding = 1) uniform ProjectionConstants { + mat4 reprojection; +} +projection_constants; + +layout(push_constant, std430) uniform Params { + ivec2 screen_size; + int pass; + int quality; + + vec2 half_screen_pixel_size; + vec2 half_screen_pixel_size_x025; + + vec2 NDC_to_view_mul; + vec2 NDC_to_view_add; + + vec2 pad2; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + bool is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + ivec2 pass_coord_offset; + vec2 pass_uv_offset; +} +params; + +float pack_edges(vec4 p_edgesLRTB) { + p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05); + return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0)); +} + +vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) { + if (params.is_orthogonal) { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth); + } else { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth); + } +} + +// calculate effect radius and fit our screen sampling pattern inside it +void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) { + r_radius = params.radius; + + // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts + const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2; + + r_radius *= too_close_limit; + + // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence + r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x; + + // used to calculate falloff (both for AO samples and per-sample weights) + r_fallof_sq = -1.0 / (r_radius * r_radius); +} + +vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) { + // slope-sensitive depth-based edge detection + vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z; + vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz; + edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted)); + return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); +} + +vec3 decode_normal(vec3 p_encoded_normal) { + vec3 normal = p_encoded_normal * 2.0 - 1.0; + return normal; +} + +vec3 load_normal(ivec2 p_pos) { + vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { + vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +// all vectors in viewspace +float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) { + float length_sq = dot(p_hit_delta, p_hit_delta); + float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq); + + float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0); + + return max(0, NdotD - 0.05) * falloff_mult; +} + +void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) { + // get depth at sample + float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x; + vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size))); + + // convert to viewspace + vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z); + vec3 hit_delta = hit_pos - p_pix_center_pos; + + float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq); + float weight = 1.0; + + if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) { + float reduct = max(0, -hit_delta.z); + reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0); + weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT); + } + + // Translate sampling_uv to last screen's coordinates + const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0); + vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5; + + weight *= p_weight_mod; + + r_obscurance_sum += obscurance * weight; + + vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb; + // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html + sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114))); + r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount); + r_weight_sum += weight; +} + +void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) { + vec2 sample_offset; + float sample_pow_2_len; + + // patterns + { + vec4 new_sample = sample_pattern[p_tap_index]; + sample_offset = new_sample.xy * p_rot_scale; + sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) ); + p_weight_mod *= new_sample.z; + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + sample_offset = round(sample_offset); + + // calculate MIP based on the sample distance from the centre, similar to as described + // in http://graphics.cs.williams.edu/papers/SAOHPG12/. + float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); + + vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); + + // for the second tap, just use the mirrored offset + vec2 sample_offset_mirrored_uv = -sample_offset; + + // tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) { + float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy); + sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy; + sample_offset_mirrored_uv = round(sample_offset_mirrored_uv); + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); +} + +void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { + vec2 pos_rounded = trunc(p_pos); + uvec2 upos = uvec2(pos_rounded); + + const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); + float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; + + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); + + // get this pixel's viewspace depth + pix_z = valuesUL.y; + + // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + pix_left_z = valuesUL.x; + pix_top_z = valuesUL.z; + pix_right_z = valuesBR.z; + pix_bottom_z = valuesBR.x; + + vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025; + vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z); + + // Load this pixel's viewspace normal + uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; + vec3 pixel_normal = load_normal(ivec2(full_res_coord)); + + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; + + float pixel_lookup_radius; + float fallof_sq; + + // calculate effect radius and fit our screen sampling pattern inside it + float viewspace_radius; + calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq); + + // calculate samples rotation/scaling + mat2 rot_scale_matrix; + uint pseudo_random_index; + + { + vec4 rotation_scale; + // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead + if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) { + float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y)); + near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0); + pixel_lookup_radius *= near_screen_border; + } + + // load & update pseudo-random rotation matrix + pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5; + rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index]; + rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius); + } + + // the main obscurance & sample weight storage + vec3 color_sum = vec3(0.0); + float obscurance_sum = 0.0; + float weight_sum = 0.0; + + // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); + + // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats + pix_center_pos *= 0.9992; + + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z); + } + + const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET; + float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset); + + // Used to tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y); + float norm_xy_length = length(norm_xy); + norm_xy /= vec2(norm_xy_length, -norm_xy_length); + norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT; + + // standard, non-adaptive approach + if ((p_quality_level != 3) || p_adaptive_base) { + for (int i = 0; i < number_of_taps; i++) { + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length); + } + } +#ifdef ADAPTIVE + else { + // add new ones if needed + vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy; + float importance = textureLod(source_importance, full_res_uv, 0.0).x; + + //Need to store obscurance from base pass + // load existing base values + vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass)); + weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0); + color_sum += (base_values.rgb) * weight_sum; + obscurance_sum += (base_values.a) * weight_sum; + + // increase importance around edges + float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0)); + + float avg_total_importance = float(counter.sum) * params.load_counter_avg_div; + + float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0); + importance *= importance_limiter; + + float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance; + + const float blend_range = 3.0; + const float blend_range_inv = 1.0 / blend_range; + + additional_sample_count += 0.5; + uint additional_samples = uint(additional_sample_count); + uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT); + + for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) { + additional_sample_count -= 1.0f; + float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0); + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length); + } + } +#endif + + // Early out for adaptive base + if (p_adaptive_base) { + vec3 color = color_sum / weight_sum; + + r_color = color; + r_edges = vec4(0.0); + r_obscurance = obscurance_sum / weight_sum; + r_weight = weight_sum; + return; + } + + // Calculate weighted average + vec3 color = color_sum / weight_sum; + color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114)); + + // Calculate fadeout (1 close, gradient, 0 far) + float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0); + + // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one) + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts + float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0); + + fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); + } + + color = params.intensity * color; + + color *= fade_out; + + // outputs! + r_color = color; + r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc. + r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0); + r_weight = weight_sum; +} + +void main() { + vec3 out_color; + float out_obscurance; + float out_weight; + vec4 out_edges; + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5); +#ifdef SSIL_BASE + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true); + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0))); +#else + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges))); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl new file mode 100644 index 0000000000..47c56571f6 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl @@ -0,0 +1,144 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// 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. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2D source_ssil; + +layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges; + +layout(push_constant, std430) uniform Params { + float edge_sharpness; + float pad; + vec2 half_screen_pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); +} + +void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) { + float weight = p_edge_value; + + r_sum += (weight * p_ssil_value); + r_sum_weight += weight; +} + +#ifdef MODE_WIDE +vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) { + vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0)); + vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2)); + vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0)); + vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2)); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r); + edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y; + edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w; + edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x; + edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z; + + float sum_weight = 0.8; + vec4 sum = ssil_value * sum_weight; + + add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight); + add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +#ifdef MODE_SMART +vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) { + vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0)); + vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1)); + vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0)); + vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1)); + + float packed_edges = imageLoad(source_edges, p_pos).r; + vec4 edgesLRTB = unpack_edges(packed_edges); + + float sum_weight = 0.5; + vec4 sum = vC * sum_weight; + + add_sample(vL, edgesLRTB.x, sum, sum_weight); + add_sample(vR, edgesLRTB.y, sum, sum_weight); + add_sample(vT, edgesLRTB.z, sum, sum_weight); + add_sample(vB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + vec4 ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_NON_SMART + + vec2 half_pixel = params.half_screen_pixel_size * 0.5; + + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; + + vec4 centre = textureLod(source_ssil, uv, 0.0); + + vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; + + vec4 sampled = value + centre * 0.2; + +#else +#ifdef MODE_SMART + vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#else // MODE_WIDE + vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#endif +#endif // MODE_NON_SMART + imageStore(dest_image, ssC, sampled); +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl new file mode 100644 index 0000000000..6b6b02739d --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl @@ -0,0 +1,125 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// 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. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#ifdef GENERATE_MAP +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; +#else +layout(set = 0, binding = 0) uniform sampler2D source_importance; +#endif +layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +#ifdef PROCESS_MAPB +layout(set = 2, binding = 0, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(push_constant, std430) uniform Params { + vec2 half_screen_pixel_size; + float intensity; + float pad; +} +params; + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef GENERATE_MAP + // importance map stuff + uvec2 base_position = ssC * 2; + + float avg = 0.0; + float minV = 1.0; + float maxV = 0.0; + for (int i = 0; i < 4; i++) { + vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity; + vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity; + vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity; + vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity; + + // Calculate luminance (black and white value) + float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721)); + float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721)); + float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721)); + float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721)); + + maxV = max(maxV, max(max(a, b), max(c, d))); + minV = min(minV, min(min(a, b), min(c, d))); + } + + float min_max_diff = maxV - minV; + + imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6))); +#endif + +#ifdef PROCESS_MAPA + vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); +#endif + +#ifdef PROCESS_MAPB + vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); + + // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel + uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5); + + // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9 + if (((ssC.x % 3) + (ssC.y % 3)) == 0) { + atomicAdd(counter.sum, sum); + } +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl new file mode 100644 index 0000000000..9e86ac0cf0 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl @@ -0,0 +1,122 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// 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. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 1, binding = 0) uniform sampler2DArray source_texture; +layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges; + +layout(push_constant, std430) uniform Params { + float inv_sharpness; + uint size_modifier; + vec2 pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); +} + +void main() { + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing + return; + } + +#ifdef MODE_SMART + uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; + + // calculate index in the four deinterleaved source array texture + int mx = int(pix_pos.x % 2); + int my = int(pix_pos.y % 2); + int index_center = mx + my * 2; // center index + int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal + + vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r); + + // convert index shifts to sampling offsets + float fmx = float(mx); + float fmy = float(my); + + // in case of an edge, push sampling offsets away from the edge (towards pixel center) + float fmxe = (edgesLRTB.y - edgesLRTB.x); + float fmye = (edgesLRTB.w - edgesLRTB.z); + + // calculate final sampling offsets and sample using bilinear filter + vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; + vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0); + vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0); + vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0); + + // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 + vec4 blendWeights; + blendWeights.x = 1.0; + blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; + blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; + blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; + + // calculate weighted average + float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); + color += color_horizontal * blendWeights.y; + color += color_vertical * blendWeights.z; + color += color_diagonal * blendWeights.w; + color /= blendWeightsSum; + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color); +#else // !MODE_SMART + + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; +#ifdef MODE_HALF + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + d) * 0.5; + +#else + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0); + vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + b + c + d) * 0.25; + +#endif + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 4411587116..62a7b0e7d7 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -44,7 +44,12 @@ layout(set = 0, binding = 0) uniform sampler2D source_color; #endif layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; +#ifdef MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2DArray source_glow; +#else layout(set = 2, binding = 0) uniform sampler2D source_glow; +#endif +layout(set = 2, binding = 1) uniform sampler2D glow_map; #ifdef USE_1D_LUT layout(set = 3, binding = 0) uniform sampler2D source_color_correction; @@ -52,7 +57,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction; layout(set = 3, binding = 0) uniform sampler3D source_color_correction; #endif -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec3 bcs; bool use_bcs; @@ -63,7 +68,7 @@ layout(push_constant, binding = 1, std430) uniform Params { uvec2 glow_texture_size; float glow_intensity; - uint pad3; + float glow_map_strength; uint glow_mode; float glow_levels[7]; @@ -117,6 +122,36 @@ float h1(float a) { return 1.0f + w3(a) / (w2(a) + w3(a)); } +#ifdef MULTIVIEW +vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) { + float lod = float(p_lod); + vec2 tex_size = vec2(params.glow_texture_size >> p_lod); + vec2 pixel_size = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex); + vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex); + vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex); + vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex); + + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); +} + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +#else // MULTIVIEW + vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(params.glow_texture_size >> p_lod); @@ -140,16 +175,21 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +#endif // !MULTIVIEW -#else +#else // USE_GLOW_FILTER_BICUBIC +#ifdef MULTIVIEW +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod)) +#else // MULTIVIEW #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) +#endif // !MULTIVIEW -#endif +#endif // !USE_GLOW_FILTER_BICUBIC vec3 tonemap_filmic(vec3 color, float white) { // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers @@ -169,16 +209,33 @@ vec3 tonemap_filmic(vec3 color, float white) { return color_tonemapped / white_tonemapped; } +// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +// (MIT License). vec3 tonemap_aces(vec3 color, float white) { - const float exposure_bias = 0.85f; - const float A = 2.51f * exposure_bias * exposure_bias; - const float B = 0.03f * exposure_bias; - const float C = 2.43f * exposure_bias * exposure_bias; - const float D = 0.59f * exposure_bias; - const float E = 0.14f; - - vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); - float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); + const float exposure_bias = 1.8f; + const float A = 0.0245786f; + const float B = 0.000090537f; + const float C = 0.983729f; + const float D = 0.432951f; + const float E = 0.238081f; + + // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` + const mat3 rgb_to_rrt = mat3( + vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), + vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), + vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); + + const mat3 odt_to_rgb = mat3( + vec3(1.60475f, -0.53108f, -0.07367f), + vec3(-0.10208f, 1.10813f, -0.00605f), + vec3(-0.00327f, -0.07276f, 1.07602f)); + + color *= rgb_to_rrt; + vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); + color_tonemapped *= odt_to_rgb; + + white *= exposure_bias; + float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E); return color_tonemapped / white_tonemapped; } @@ -200,19 +257,24 @@ vec3 linear_to_srgb(vec3 color) { #define TONEMAPPER_ACES 3 vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color - + // Ensure color values passed to tonemappers are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. if (params.tonemapper == TONEMAPPER_LINEAR) { return color; } else if (params.tonemapper == TONEMAPPER_REINHARD) { - return tonemap_reinhard(color, white); + return tonemap_reinhard(max(vec3(0.0f), color), white); } else if (params.tonemapper == TONEMAPPER_FILMIC) { - return tonemap_filmic(color, white); + return tonemap_filmic(max(vec3(0.0f), color), white); } else { // TONEMAPPER_ACES - return tonemap_aces(color, white); + return tonemap_aces(max(vec3(0.0f), color), white); } } +#ifdef MULTIVIEW +vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later +#else vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels +#endif // defined(MULTIVIEW) vec3 glow = vec3(0.0f); if (params.glow_levels[0] > 0.0001) { @@ -323,14 +385,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * - (0.25 * FXAA_REDUCE_MUL), + (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * - params.pixel_size; + params.pixel_size; #ifdef MULTIVIEW vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier; @@ -364,12 +426,13 @@ vec3 screen_space_dither(vec2 frag_coord) { void main() { #ifdef SUBPASS // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer - vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier; + vec4 color = subpassLoad(input_color); #elif defined(MULTIVIEW) - vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier; + vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f); #else - vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier; + vec4 color = textureLod(source_color, uv_interp, 0.0f); #endif + color.rgb *= params.luminance_multiplier; // Exposure @@ -381,55 +444,59 @@ void main() { } #endif - color *= exposure; + color.rgb *= exposure; // Early Tonemap & SRGB Conversion #ifndef SUBPASS + if (params.use_fxaa) { + // FXAA must be performed before glow to preserve the "bleed" effect of glow. + color.rgb = do_fxaa(color.rgb, exposure, uv_interp); + } + if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) { vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier; + if (params.glow_map_strength > 0.001) { + glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength); + } color.rgb = mix(color.rgb, glow, params.glow_intensity); } - - if (params.use_fxaa) { - color = do_fxaa(color, exposure, uv_interp); - } #endif if (params.use_debanding) { // For best results, debanding should be done before tonemapping. // Otherwise, we're adding noise to an already-quantized image. - color += screen_space_dither(gl_FragCoord.xy); + color.rgb += screen_space_dither(gl_FragCoord.xy); } - // Ensure color values passed to tonemappers are positive. - // They can be negative in the case of negative lights, which leads to undesired behavior. - color = apply_tonemapping(max(vec3(0.0), color), params.white); + color.rgb = apply_tonemapping(color.rgb, params.white); - color = linear_to_srgb(color); // regular linear -> SRGB conversion + color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion #ifndef SUBPASS // Glow - if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) { vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier; + if (params.glow_map_strength > 0.001) { + glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength); + } // high dynamic range -> SRGB glow = apply_tonemapping(glow, params.white); glow = linear_to_srgb(glow); - color = apply_glow(color, glow); + color.rgb = apply_glow(color.rgb, glow); } #endif // Additional effects if (params.use_bcs) { - color = apply_bcs(color, params.bcs); + color.rgb = apply_bcs(color.rgb, params.bcs); } if (params.use_color_correction) { - color = apply_color_correction(color); + color.rgb = apply_color_correction(color.rgb); } - frag_color = vec4(color, 1.0f); + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl new file mode 100644 index 0000000000..5ef83c0b44 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl @@ -0,0 +1,72 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#ifdef MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#endif //MULTIVIEW + +#ifdef MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else +layout(location = 0) out vec2 uv_interp; +#endif + +void main() { + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + uv_interp.xy = base_arr[gl_VertexIndex]; +#ifdef MULTIVIEW + uv_interp.z = ViewIndex; +#endif + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#ifdef MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#endif //MULTIVIEW + +#ifdef MULTIVIEW +layout(location = 0) in vec3 uv_interp; +layout(set = 0, binding = 0) uniform sampler2DArray source_color; +#else /* MULTIVIEW */ +layout(location = 0) in vec2 uv_interp; +layout(set = 0, binding = 0) uniform sampler2D source_color; +#endif /* MULTIVIEW */ + +layout(location = 0) out uint frag_color; + +void main() { +#ifdef MULTIVIEW + vec3 uv = uv_interp; +#else + vec2 uv = uv_interp; +#endif + +#ifdef MULTIVIEW + vec4 color = textureLod(source_color, uv, 0.0); +#else /* MULTIVIEW */ + vec4 color = textureLod(source_color, uv, 0.0); +#endif /* MULTIVIEW */ + + // See if we can change the sampler to one that returns int... + frag_color = uint(color.r * 256.0); +} diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/environment/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index 60c881881d..6ea8cb1377 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -8,6 +8,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #define M_PI 3.141592 +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_half_res = false; +layout(constant_id = 1) const bool sc_use_full_projection_matrix = false; +layout(constant_id = 2) const bool sc_use_vrs = false; + #define SDFGI_MAX_CASCADES 8 //set 0 for SDFGI and render buffers @@ -68,19 +74,15 @@ sdfgi; #define MAX_VOXEL_GI_INSTANCES 8 struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - uint pad0; - uint pad1; - uint pad2; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 0, binding = 16, std140) uniform VoxelGIs { @@ -90,21 +92,31 @@ voxel_gi_instances; layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; -layout(push_constant, binding = 0, std430) uniform Params { +layout(set = 0, binding = 18, std140) uniform SceneData { + mat4x4 inv_projection[2]; + mat4x4 cam_transform; + vec4 eye_offset[2]; + ivec2 screen_size; - float z_near; - float z_far; + float pad1; + float pad2; +} +scene_data; - vec4 proj_info; +layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer; - vec3 ao_color; +layout(push_constant, std430) uniform Params { uint max_voxel_gi_instances; - bool high_quality_vct; bool orthogonal; - uint pad[2]; + uint view_index; + + vec4 proj_info; - mat3x4 cam_rotation; + float z_near; + float z_far; + float pad2; + float pad3; } params; @@ -136,23 +148,34 @@ vec4 blend_color(vec4 src, vec4 dst) { } vec3 reconstruct_position(ivec2 screen_pos) { - vec3 pos; - pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r; + if (sc_use_full_projection_matrix) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0; + pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0; + pos.w = 1.0; + + pos = scene_data.inv_projection[params.view_index] * pos; - pos.z = pos.z * 2.0 - 1.0; - if (params.orthogonal) { - pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + return pos.xyz / pos.w; } else { - pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near)); - } - pos.z = -pos.z; + vec3 pos; + pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r; + + pos.z = pos.z * 2.0 - 1.0; + if (params.orthogonal) { + pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + } else { + pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near)); + } + pos.z = -pos.z; - pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw; - if (!params.orthogonal) { - pos.xy *= pos.z; - } + pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw; + if (!params.orthogonal) { + pos.xy *= pos.z; + } - return pos; + return pos; + } } void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) { @@ -572,7 +595,6 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 vec4 fetch_normal_and_roughness(ivec2 pos) { vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0); - normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0); return normal_roughness; } @@ -585,9 +607,10 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref if (normal.length() > 0.5) { //valid normal, can do GI float roughness = normal_roughness.w; - vertex = mat3(params.cam_rotation) * vertex; - normal = normalize(mat3(params.cam_rotation) * normal); - vec3 reflection = normalize(reflect(normalize(vertex), normal)); + vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[gl_GlobalInvocationID.z].xyz)); + vertex = mat3(scene_data.cam_transform) * vertex; + normal = normalize(mat3(scene_data.cam_transform) * normal); + vec3 reflection = normalize(reflect(-view, normal)); #ifdef USE_SDFGI sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light); @@ -632,10 +655,36 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); -#ifdef MODE_HALF_RES - pos <<= 1; -#endif - if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing + uint vrs_x, vrs_y; + if (sc_use_vrs) { + ivec2 vrs_pos; + + // Currently we use a 16x16 texel, possibly some day make this configurable. + if (sc_half_res) { + vrs_pos = pos >> 3; + } else { + vrs_pos = pos >> 4; + } + + uint vrs_texel = imageLoad(vrs_buffer, vrs_pos).r; + // note, valid values for vrs_x and vrs_y are 1, 2 and 4. + vrs_x = 1 << ((vrs_texel >> 2) & 3); + vrs_y = 1 << (vrs_texel & 3); + + if (mod(pos.x, vrs_x) != 0) { + return; + } + + if (mod(pos.y, vrs_y) != 0) { + return; + } + } + + if (sc_half_res) { + pos <<= 1; + } + + if (any(greaterThanEqual(pos, scene_data.screen_size))) { //too large, do nothing return; } @@ -647,10 +696,69 @@ void main() { process_gi(pos, vertex, ambient_light, reflection_light); -#ifdef MODE_HALF_RES - pos >>= 1; -#endif + if (sc_half_res) { + pos >>= 1; + } imageStore(ambient_buffer, pos, ambient_light); imageStore(reflection_buffer, pos, reflection_light); + + if (sc_use_vrs) { + if (vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 0), reflection_light); + } + + if (vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 0), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 0), reflection_light); + } + + if (vrs_y > 1) { + imageStore(ambient_buffer, pos + ivec2(0, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 1), reflection_light); + } + + if (vrs_y > 1 && vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 1), reflection_light); + } + + if (vrs_y > 1 && vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 1), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 1), reflection_light); + } + + if (vrs_y > 2) { + imageStore(ambient_buffer, pos + ivec2(0, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(0, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 3), reflection_light); + } + + if (vrs_y > 2 && vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(1, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 3), reflection_light); + } + + if (vrs_y > 2 && vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(2, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 3), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(3, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light); + } + } } diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index 8b58796962..9640d30e78 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -32,18 +32,19 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec3 grid_size; uint max_cascades; ivec2 screen_size; - bool use_occlusion; float y_mult; - vec3 cam_extent; - int probe_axis_size; + float z_near; - mat4 cam_transform; + mat3x4 inv_projection; + // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery. + float cam_basis[3][3]; + float cam_origin[3]; } params; @@ -79,12 +80,21 @@ void main() { vec3 ray_pos; vec3 ray_dir; { - ray_pos = params.cam_transform[3].xyz; + ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]); - ray_dir.xy = params.cam_extent.xy * ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); - ray_dir.z = params.cam_extent.z; + ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); + ray_dir.z = params.z_near; - ray_dir = normalize(mat3(params.cam_transform) * ray_dir); + ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz; + + mat3 cam_basis; + { + vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]); + vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]); + vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]); + cam_basis = mat3(c0, c1, c2); + } + ray_dir = normalize(cam_basis * ray_dir); } ray_pos.y *= params.y_mult; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl index 4290d5b869..75b1ad2130 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl @@ -2,13 +2,28 @@ #version 450 +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + #VERSION_DEFINES #define MAX_CASCADES 8 +#define MAX_VIEWS 2 -layout(push_constant, binding = 0, std430) uniform Params { - mat4 projection; - +layout(push_constant, std430) uniform Params { uint band_power; uint sections_in_band; uint band_mask; @@ -68,6 +83,11 @@ cascades; layout(set = 0, binding = 4) uniform texture3D occlusion_texture; layout(set = 0, binding = 3) uniform sampler linear_sampler; +layout(set = 0, binding = 5, std140) uniform SceneData { + mat4 projection[MAX_VIEWS]; +} +scene_data; + void main() { #ifdef MODE_PROBES probe_index = gl_InstanceIndex; @@ -85,7 +105,7 @@ void main() { vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0); - gl_Position = params.projection * vec4(vertex, 1.0); + gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0); #endif #ifdef MODE_VISIBILITY @@ -144,7 +164,7 @@ void main() { visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]); - gl_Position = params.projection * vec4(vertex, 1.0); + gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0); #endif } @@ -153,16 +173,32 @@ void main() { #version 450 +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + #VERSION_DEFINES +#define MAX_VIEWS 2 + layout(location = 0) out vec4 frag_color; layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture; layout(set = 0, binding = 3) uniform sampler linear_sampler; -layout(push_constant, binding = 0, std430) uniform Params { - mat4 projection; - +layout(push_constant, std430) uniform Params { uint band_power; uint sections_in_band; uint band_mask; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl index d6e5c6a92e..b95fad650e 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl @@ -70,8 +70,6 @@ struct Light { float cos_spot_angle; float inv_spot_attenuation; float radius; - - vec4 shadow_color; }; layout(set = 0, binding = 9, std140) buffer restrict readonly Lights { @@ -82,7 +80,7 @@ lights; layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture; layout(set = 0, binding = 11) uniform texture3D occlusion_texture; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec3 grid_size; uint max_cascades; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl index eedd28959c..9c03297f5c 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl @@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps; #define SKY_MODE_COLOR 1 #define SKY_MODE_SKY 2 -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec3 grid_size; uint max_cascades; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl index 4d9fa85a74..bce98f4054 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl @@ -102,7 +102,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 @@ -135,7 +135,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 @@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu #endif -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec3 scroll; int grid_size; diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index d07a454ade..e825020a4e 100644 --- a/servers/rendering/renderer_rd/shaders/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -12,7 +12,7 @@ layout(location = 0) out vec2 uv_interp; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; vec4 position_multiplier; @@ -52,7 +52,7 @@ void main() { layout(location = 0) in vec2 uv_interp; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; vec4 position_multiplier; @@ -77,10 +77,10 @@ params; layout(set = 0, binding = 0) uniform sampler material_samplers[12]; -layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; layout(set = 0, binding = 2, std140) uniform SceneData { bool volumetric_fog_enabled; @@ -180,12 +180,11 @@ void main() { cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y; cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w; cube_normal = mat3(params.orientation) * cube_normal; - cube_normal.z = -cube_normal.z; cube_normal = normalize(cube_normal); vec2 uv = uv_interp * 0.5 + 0.5; - vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y)); + vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y)); if (panorama_coords.x < 0.0) { panorama_coords.x += M_PI * 2.0; @@ -200,13 +199,11 @@ void main() { vec4 custom_fog = vec4(0.0); #ifdef USE_CUBEMAP_PASS - vec3 inverted_cube_normal = cube_normal; - inverted_cube_normal.z *= -1.0; #ifdef USES_HALF_RES_COLOR - half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier; + half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier; + quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; #endif #else #ifdef USES_HALF_RES_COLOR diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl new file mode 100644 index 0000000000..4658afd02d --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl @@ -0,0 +1,309 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; + +#define SAMPLER_NEAREST_CLAMP 0 +#define SAMPLER_LINEAR_CLAMP 1 +#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 +#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 +#define SAMPLER_NEAREST_REPEAT 6 +#define SAMPLER_LINEAR_REPEAT 7 +#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 +#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 + +#define DENSITY_SCALE 1024.0 + +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" + +#define M_PI 3.14159265359 + +layout(set = 0, binding = 1) uniform sampler material_samplers[12]; + +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { + vec4 data[]; +} +global_shader_uniforms; + +layout(push_constant, std430) uniform Params { + vec3 position; + float pad; + + vec3 extents; + float pad2; + + ivec3 corner; + uint shape; + + mat4 transform; +} +params; + +#ifdef MOLTENVK_USED +layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else +layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map; +#endif + +layout(set = 1, binding = 2, std140) uniform SceneParams { + vec2 fog_frustum_size_begin; + vec2 fog_frustum_size_end; + + float fog_frustum_end; + float z_near; // + float z_far; // + float time; + + ivec3 fog_volume_size; + uint directional_light_count; // + + bool use_temporal_reprojection; + uint temporal_frame; + float detail_spread; + float temporal_blend; + + mat4 to_prev_view; + mat4 transform; +} +scene_params; + +#ifdef MOLTENVK_USED +layout(set = 1, binding = 3) volatile buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 1, binding = 4) volatile buffer light_only_map_buffer { + uint light_only_map[]; +}; +#else +layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map; +layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map; +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(set = 2, binding = 0, std140) uniform MaterialUniforms{ +#MATERIAL_UNIFORMS +} material; +#endif + +#GLOBALS + +float get_depth_at_pos(float cell_depth_size, int z) { + float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels + d = pow(d, scene_params.detail_spread); + return scene_params.fog_frustum_end * d; +} + +#define TEMPORAL_FRAMES 16 + +const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( + vec3(0.5, 0.33333333, 0.2), + vec3(0.25, 0.66666667, 0.4), + vec3(0.75, 0.11111111, 0.6), + vec3(0.125, 0.44444444, 0.8), + vec3(0.625, 0.77777778, 0.04), + vec3(0.375, 0.22222222, 0.24), + vec3(0.875, 0.55555556, 0.44), + vec3(0.0625, 0.88888889, 0.64), + vec3(0.5625, 0.03703704, 0.84), + vec3(0.3125, 0.37037037, 0.08), + vec3(0.8125, 0.7037037, 0.28), + vec3(0.1875, 0.14814815, 0.48), + vec3(0.6875, 0.48148148, 0.68), + vec3(0.4375, 0.81481481, 0.88), + vec3(0.9375, 0.25925926, 0.12), + vec3(0.03125, 0.59259259, 0.32)); + +void main() { + vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size); + + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner; + if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) { + return; //do not compute + } +#ifdef MOLTENVK_USED + uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x; +#endif + + vec3 posf = vec3(pos); + + vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels + fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread); + + vec3 view_pos; + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + + if (scene_params.use_temporal_reprojection) { + vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz; + //undo transform into prev view + prev_view.y = -prev_view.y; + //z back to unit size + prev_view.z /= -scene_params.fog_frustum_end; + //xy back to unit size + prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z)); + prev_view.xy = prev_view.xy * 0.5 + 0.5; + //z back to unspread value + prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread); + + if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) { + //reprojectinon fits + // Since we can reproject, now we must jitter the current view pos. + // This is done here because cells that can't reproject should not jitter. + + fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table + fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread); + + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + } + } + + float density = 0.0; + vec3 emission = vec3(0.0); + vec3 albedo = vec3(0.0); + + float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); + + vec4 world = scene_params.transform * vec4(view_pos, 1.0); + world.xyz /= world.w; + + vec3 uvw = fog_unit_pos; + + vec4 local_pos = params.transform * world; + local_pos.xyz /= local_pos.w; + + float sdf = -1.0; + if (params.shape == 0) { + // Ellipsoid + // https://www.shadertoy.com/view/tdS3DG + float k0 = length(local_pos.xyz / params.extents); + float k1 = length(local_pos.xyz / (params.extents * params.extents)); + sdf = k0 * (k0 - 1.0) / k1; + } else if (params.shape == 1) { + // Cone + // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm + + // Compute the cone angle automatically to fit within the volume's extents. + float inv_height = 1.0 / max(0.001, params.extents.y); + float radius = 1.0 / max(0.001, (min(params.extents.x, params.extents.z) * 0.5)); + float hypotenuse = sqrt(radius * radius + inv_height * inv_height); + float rsin = radius / hypotenuse; + float rcos = inv_height / hypotenuse; + vec2 c = vec2(rsin, rcos); + + float q = length(local_pos.xz); + sdf = max(dot(c, vec2(q, local_pos.y - params.extents.y)), -params.extents.y - local_pos.y); + } else if (params.shape == 2) { + // Cylinder + // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm + vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(params.extents.x, params.extents.z), params.extents.y); + sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); + } else if (params.shape == 3) { + // Box + // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm + vec3 q = abs(local_pos.xyz) - params.extents; + sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); + } + + float cull_mask = 1.0; //used to cull cells that do not contribute + if (params.shape <= 3) { +#ifndef SDF_USED + cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf); +#endif + uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0); + } + + if (cull_mask > 0.0) { + { +#CODE : FOG + } + +#ifdef DENSITY_USED + density *= cull_mask; + if (abs(density) > 0.001) { + int final_density = int(density * DENSITY_SCALE); +#ifdef MOLTENVK_USED + atomicAdd(density_only_map[lpos], uint(final_density)); +#else + imageAtomicAdd(density_only_map, pos, uint(final_density)); +#endif + +#ifdef EMISSION_USED + { + emission *= clamp(density, 0.0, 1.0); + emission = clamp(emission, vec3(0.0), vec3(4.0)); + // Scale to fit into R11G11B10 with a range of 0-4 + uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0); + // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint + uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b; +#ifdef MOLTENVK_USED + uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission); +#else + uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission); +#endif + + // Adding can lead to colors overflowing, so validate + uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024); + uint add_emission = final_emission + prev_emission; + uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024); + + bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u); + + if (any(overflowing)) { + uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); + uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(emissive_only_map[lpos], force_max); +#else + imageAtomicOr(emissive_only_map, pos, force_max); +#endif + } + } +#endif +#ifdef ALBEDO_USED + { + vec3 scattering = albedo * clamp(density, 0.0, 1.0); + scattering = clamp(scattering, vec3(0.0), vec3(1.0)); + uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0); + // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint + uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b; +#ifdef MOLTENVK_USED + uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering); +#else + uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering); +#endif + + // Adding can lead to colors overflowing, so validate + uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024); + uint add_scattering = final_scattering + prev_scattering; + uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024); + + bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u); + + if (any(overflowing)) { + uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); + uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(light_only_map[lpos], force_max); +#else + imageAtomicOr(light_only_map, pos, force_max); +#endif + } + } +#endif // ALBEDO_USED + } +#endif // DENSITY_USED + } +} diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl new file mode 100644 index 0000000000..6f79b9e771 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -0,0 +1,782 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +/* Do not use subgroups here, seems there is not much advantage and causes glitches +#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) +#extension GL_KHR_shader_subgroup_ballot: enable +#extension GL_KHR_shader_subgroup_arithmetic: enable + +#define USE_SUBGROUPS +#endif +*/ + +#ifdef MODE_DENSITY +layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; +#else +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; +#endif + +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" + +#define M_PI 3.14159265359 + +#define DENSITY_SCALE 1024.0 + +layout(set = 0, binding = 1) uniform texture2D shadow_atlas; +layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas; + +layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { + LightData data[]; +} +omni_lights; + +layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { + LightData data[]; +} +spot_lights; + +layout(set = 0, binding = 5, std140) uniform DirectionalLights { + DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +} +directional_lights; + +layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer { + uint data[]; +} +cluster_buffer; + +layout(set = 0, binding = 7) uniform sampler linear_sampler; + +#ifdef MODE_DENSITY +layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map; +#endif + +#ifdef MODE_FOG +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map; +#endif + +#ifdef MODE_COPY +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; +#endif + +#ifdef MODE_FILTER +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; +#endif + +layout(set = 0, binding = 10) uniform sampler shadow_sampler; + +#define MAX_VOXEL_GI_INSTANCES 8 + +struct VoxelGIData { + mat4 xform; // 64 - 64 + + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 + + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 +}; + +layout(set = 0, binding = 11, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; +} +voxel_gi_instances; + +layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; + +layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; + +#ifdef ENABLE_SDFGI + +// SDFGI Integration on set 1 +#define SDFGI_MAX_CASCADES 8 + +struct SDFVoxelGICascadeData { + vec3 position; + float to_probe; + ivec3 probe_world_offset; + float to_cell; // 1/bounds * grid_size +}; + +layout(set = 1, binding = 0, std140) uniform SDFGI { + vec3 grid_size; + uint max_cascades; + + bool use_occlusion; + int probe_axis_size; + float probe_to_uvw; + float normal_bias; + + vec3 lightprobe_tex_pixel_size; + float energy; + + vec3 lightprobe_uv_offset; + float y_mult; + + vec3 occlusion_clamp; + uint pad3; + + vec3 occlusion_renormalize; + uint pad4; + + vec3 cascade_probe_size; + uint pad5; + + SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; +} +sdfgi; + +layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture; + +layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture; + +#endif //SDFGI + +layout(set = 0, binding = 14, std140) uniform Params { + vec2 fog_frustum_size_begin; + vec2 fog_frustum_size_end; + + float fog_frustum_end; + float ambient_inject; + float z_far; + int filter_axis; + + vec3 ambient_color; + float sky_contribution; + + ivec3 fog_volume_size; + uint directional_light_count; + + vec3 base_emission; + float base_density; + + vec3 base_scattering; + float phase_g; + + float detail_spread; + float gi_inject; + uint max_voxel_gi_instances; + uint cluster_type_size; + + vec2 screen_size; + uint cluster_shift; + uint cluster_width; + + uint max_cluster_element_count_div_32; + bool use_temporal_reprojection; + uint temporal_frame; + float temporal_blend; + + mat3x4 cam_rotation; + mat4 to_prev_view; + + mat3 radiance_inverse_xform; +} +params; +#ifndef MODE_COPY +layout(set = 0, binding = 15) uniform texture3D prev_density_texture; + +#ifdef MOLTENVK_USED +layout(set = 0, binding = 16) buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 0, binding = 17) buffer light_only_map_buffer { + uint light_only_map[]; +}; +layout(set = 0, binding = 18) buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else +layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map; +layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map; +layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map; +#endif + +#ifdef USE_RADIANCE_CUBEMAP_ARRAY +layout(set = 0, binding = 19) uniform textureCubeArray sky_texture; +#else +layout(set = 0, binding = 19) uniform textureCube sky_texture; +#endif +#endif // MODE_COPY + +float get_depth_at_pos(float cell_depth_size, int z) { + float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels + d = pow(d, params.detail_spread); + return params.fog_frustum_end * d; +} + +vec3 hash3f(uvec3 x) { + x = ((x >> 16) ^ x) * 0x45d9f3b; + x = ((x >> 16) ^ x) * 0x45d9f3b; + x = (x >> 16) ^ x; + return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); +} + +float get_omni_attenuation(float dist, float inv_range, float decay) { + float nd = dist * inv_range; + nd *= nd; + nd *= nd; // nd^4 + nd = max(1.0 - nd, 0.0); + nd *= nd; // nd^2 + return nd * pow(max(dist, 0.0001), -decay); +} + +void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { + uint item_min_max = cluster_buffer.data[p_offset]; + item_min = item_min_max & 0xFFFF; + item_max = item_min_max >> 16; + + item_from = item_min >> 5; + item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements +} + +uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { + int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); + int mask_width = min(int(z_max) - int(z_min), 32 - local_min); + return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); +} + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; // 1 / (4 * PI) + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +#define TEMPORAL_FRAMES 16 + +const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( + vec3(0.5, 0.33333333, 0.2), + vec3(0.25, 0.66666667, 0.4), + vec3(0.75, 0.11111111, 0.6), + vec3(0.125, 0.44444444, 0.8), + vec3(0.625, 0.77777778, 0.04), + vec3(0.375, 0.22222222, 0.24), + vec3(0.875, 0.55555556, 0.44), + vec3(0.0625, 0.88888889, 0.64), + vec3(0.5625, 0.03703704, 0.84), + vec3(0.3125, 0.37037037, 0.08), + vec3(0.8125, 0.7037037, 0.28), + vec3(0.1875, 0.14814815, 0.48), + vec3(0.6875, 0.48148148, 0.68), + vec3(0.4375, 0.81481481, 0.88), + vec3(0.9375, 0.25925926, 0.12), + vec3(0.03125, 0.59259259, 0.32)); + +void main() { + vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); + +#ifdef MODE_DENSITY + + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } +#ifdef MOLTENVK_USED + uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x; +#endif + + vec3 posf = vec3(pos); + + //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0; + + vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels + + uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); + uvec2 cluster_pos = screen_pos >> params.cluster_shift; + uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); + //positions in screen are too spread apart, no hopes for optimizing with subgroups + + fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); + + vec3 view_pos; + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + + vec4 reprojected_density = vec4(0.0); + float reproject_amount = 0.0; + + if (params.use_temporal_reprojection) { + vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz; + //undo transform into prev view + prev_view.y = -prev_view.y; + //z back to unit size + prev_view.z /= -params.fog_frustum_end; + //xy back to unit size + prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z)); + prev_view.xy = prev_view.xy * 0.5 + 0.5; + //z back to unspread value + prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread); + + if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) { + //reprojectinon fits + + reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0); + reproject_amount = params.temporal_blend; + + // Since we can reproject, now we must jitter the current view pos. + // This is done here because cells that can't reproject should not jitter. + + fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table + + screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); + cluster_pos = screen_pos >> params.cluster_shift; + cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); + //positions in screen are too spread apart, no hopes for optimizing with subgroups + + fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); + + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + } + } + + uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0)); + + vec3 total_light = vec3(0.0); + + float total_density = params.base_density; +#ifdef MOLTENVK_USED + uint local_density = density_only_map[lpos]; +#else + uint local_density = imageLoad(density_only_map, pos).x; +#endif + + total_density += float(int(local_density)) / DENSITY_SCALE; + total_density = max(0.0, total_density); + +#ifdef MOLTENVK_USED + uint scattering_u = light_only_map[lpos]; +#else + uint scattering_u = imageLoad(light_only_map, pos).x; +#endif + vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0); + scattering += params.base_scattering * params.base_density; + +#ifdef MOLTENVK_USED + uint emission_u = emissive_only_map[lpos]; +#else + uint emission_u = imageLoad(emissive_only_map, pos).x; +#endif + vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0); + emission += params.base_emission * params.base_density; + + float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); + //compute directional lights + + if (total_density > 0.001) { + for (uint i = 0; i < params.directional_light_count; i++) { + vec3 shadow_attenuation = vec3(1.0); + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -view_pos.z; + + vec4 pssm_coord; + vec3 light_dir = directional_lights.data[i].direction; + vec4 v = vec4(view_pos, 1.0); + float z_range; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.x; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.y; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.z; + + } else { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.w; + } + + float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; + float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance + + shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow); + } + + total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); + } + + // Compute light from sky + if (params.ambient_inject > 0.0) { + vec3 isotropic = vec3(0.0); + vec3 anisotropic = vec3(0.0); + if (params.sky_contribution > 0.0) { + float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice + vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g); +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb; + anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb; +#else + isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb; + anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + } + + total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject; + } + + //compute lights from cluster + + { //omni lights + + uint cluster_omni_offset = cluster_offset; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_omni_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + uint light_index = 32 * i + bit; + + //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) { + // continue; //not masked + //} + + vec3 light_pos = omni_lights.data[light_index].position; + float d = distance(omni_lights.data[light_index].position, view_pos); + float shadow_attenuation = 1.0; + + if (d * omni_lights.data[light_index].inv_radius < 1.0) { + float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); + + vec3 light = omni_lights.data[light_index].color; + + if (omni_lights.data[light_index].shadow_opacity > 0.001) { + //has shadow + vec4 uv_rect = omni_lights.data[light_index].atlas_rect; + vec2 flip_offset = omni_lights.data[light_index].direction.xy; + + vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; + + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); + + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias); + pos.z *= omni_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); + } + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g); + } + } + } + } + + { //spot lights + + uint cluster_spot_offset = cluster_offset + params.cluster_type_size; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_spot_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + + //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) { + // continue; //not masked + //} + + uint light_index = 32 * i + bit; + + vec3 light_pos = spot_lights.data[light_index].position; + vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos; + float d = length(light_rel_vec); + float shadow_attenuation = 1.0; + + if (d * spot_lights.data[light_index].inv_radius < 1.0) { + float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); + + vec3 spot_dir = spot_lights.data[light_index].direction; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle)); + attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation); + + vec3 light = spot_lights.data[light_index].color; + + if (spot_lights.data[light_index].shadow_opacity > 0.001) { + //has shadow + vec4 uv_rect = spot_lights.data[light_index].atlas_rect; + vec2 flip_offset = spot_lights.data[light_index].direction.xy; + + vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; + + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); + + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias); + pos.z *= spot_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + } + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); + } + } + } + } + + vec3 world_pos = mat3(params.cam_rotation) * view_pos; + + for (uint i = 0; i < params.max_voxel_gi_instances; i++) { + vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz; + + //this causes corrupted pixels, i have no idea why.. + if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) { + position /= voxel_gi_instances.data[i].bounds; + + vec4 light = vec4(0.0); + for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) { + vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j)); + float a = (1.0 - light.a); + light += a * slight; + } + + light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; + + total_light += light.rgb; + } + } + + //sdfgi +#ifdef ENABLE_SDFGI + + { + float blend = -1.0; + vec3 ambient_total = vec3(0.0); + + for (uint i = 0; i < sdfgi.max_cascades; i++) { + vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; + + if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { + continue; //skip cascade + } + + vec3 base_pos = floor(cascade_pos); + ivec3 probe_base_pos = ivec3(base_pos); + + vec4 ambient_accum = vec4(0.0); + + ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i)); + tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; + + for (uint j = 0; j < 8; j++) { + ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); + ivec3 probe_posi = probe_base_pos; + probe_posi += offset; + + // Compute weight + + vec3 probe_pos = vec3(probe_posi); + vec3 probe_to_pos = cascade_pos - probe_pos; + + vec3 trilinear = vec3(1.0) - abs(probe_to_pos); + float weight = trilinear.x * trilinear.y * trilinear.z; + + // Compute lightprobe occlusion + + if (sdfgi.use_occlusion) { + ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); + vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); + + vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; + occ_pos.z += float(i); + if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures + occ_pos.x += 1.0; + } + + occ_pos *= sdfgi.occlusion_renormalize; + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); + + weight *= max(occlusion, 0.01); + } + + // Compute ambient texture position + + ivec3 uvw = tex_pos; + uvw.xy += offset.xy; + uvw.x += offset.z * sdfgi.probe_axis_size; + + vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; + + ambient_accum.rgb += ambient * weight; + ambient_accum.a += weight; + } + + if (ambient_accum.a > 0) { + ambient_accum.rgb /= ambient_accum.a; + } + ambient_total = ambient_accum.rgb; + break; + } + + total_light += ambient_total * params.gi_inject; + } + +#endif + } + + vec4 final_density = vec4(total_light * scattering + emission, total_density); + + final_density = mix(final_density, reprojected_density, reproject_amount); + + imageStore(density_map, pos, final_density); +#ifdef MOLTENVK_USED + density_only_map[lpos] = 0; + light_only_map[lpos] = 0; + emissive_only_map[lpos] = 0; +#else + imageStore(density_only_map, pos, uvec4(0)); + imageStore(light_only_map, pos, uvec4(0)); + imageStore(emissive_only_map, pos, uvec4(0)); +#endif +#endif + +#ifdef MODE_FOG + + ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0); + + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } + + vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0); + float prev_z = 0.0; + + for (int i = 0; i < params.fog_volume_size.z; i++) { + //compute fog position + ivec3 fog_pos = pos + ivec3(0, 0, i); + //get fog value + vec4 fog = imageLoad(density_map, fog_pos); + + //get depth at cell pos + float z = get_depth_at_pos(fog_cell_size.z, i); + //get distance from previous pos + float d = abs(prev_z - z); + //compute transmittance using beer's law + float transmittance = exp(-d * fog.a); + + fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a; + fog_accum.a *= transmittance; + + prev_z = z; + + imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a)); + } + +#endif + +#ifdef MODE_FILTER + + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + + const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303); + + const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1)); + ivec3 offset = filter_dir[params.filter_axis]; + + vec4 accum = vec4(0.0); + for (int i = -3; i <= 3; i++) { + accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3]; + } + + imageStore(dest_map, pos, accum); + +#endif +#ifdef MODE_COPY + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } + + imageStore(dest_map, pos, imageLoad(source_map, pos)); + +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl index 779f04ed35..577c6d0cd0 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl @@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #ifndef MODE_DYNAMIC #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; @@ -75,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture; #ifndef MODE_DYNAMIC -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec3 limits; uint stack_size; @@ -109,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex #ifdef MODE_DYNAMIC -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec3 limits; uint light_count; //when not lighting ivec3 x_dir; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl index 281c496df3..fd7a2bf8ad 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl @@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex; layout(set = 0, binding = 3) uniform sampler tex_sampler; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { mat4 projection; uint cell_offset; float dynamic_range; @@ -90,66 +90,10 @@ void main() { #endif #ifdef MODE_DEBUG_LIGHT - -#ifdef USE_ANISOTROPY - -#define POS_X 0 -#define POS_Y 1 -#define POS_Z 2 -#define NEG_X 3 -#define NEG_Y 4 -#define NEG_Z 5 - - const uint triangle_aniso[12] = uint[]( - NEG_X, - NEG_Z, - NEG_Y, - NEG_Z, - NEG_X, - NEG_Y, - POS_Z, - POS_X, - POS_X, - POS_Y, - POS_Y, - POS_Z); - - color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range; - vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - uint side = triangle_aniso[gl_VertexIndex / 3]; - - float strength = 0.0; - switch (side) { - case POS_X: - strength = aniso_pos.x; - break; - case POS_Y: - strength = aniso_pos.y; - break; - case POS_Z: - strength = aniso_pos.z; - break; - case NEG_X: - strength = aniso_neg.x; - break; - case NEG_Y: - strength = aniso_neg.y; - break; - case NEG_Z: - strength = aniso_neg.z; - break; - } - - color_interp.xyz *= strength; - -#else color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)); color_interp.xyz *params.dynamic_range; - #endif -#endif float scale = (1 << params.level); gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0); diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl index e20b3f680d..47a611a543 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl @@ -6,10 +6,9 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; -#define MAX_DISTANCE 100000 +#define MAX_DISTANCE 100000.0 #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; @@ -34,7 +33,7 @@ cell_data; layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint offset; uint end; uint pad0; @@ -44,7 +43,7 @@ params; void main() { vec3 pos = vec3(gl_GlobalInvocationID); - float closest_dist = 100000.0; + float closest_dist = MAX_DISTANCE; for (uint i = params.offset; i < params.end; i++) { vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21)); @@ -67,7 +66,7 @@ void main() { } #if 0 -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec3 limits; uint stack_size; } diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl new file mode 100644 index 0000000000..c8eb78a2f0 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl @@ -0,0 +1,173 @@ +/*************************************************************************/ +/* fsr_upscale.glsl */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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. */ +/*************************************************************************/ + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define A_GPU +#define A_GLSL + +#ifdef MODE_FSR_UPSCALE_NORMAL + +#define A_HALF + +#endif + +#include "thirdparty/amd-fsr/ffx_a.h" + +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; + +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image; +layout(set = 0, binding = 0) uniform sampler2D source_image; + +#define FSR_UPSCALE_PASS_TYPE_EASU 0 +#define FSR_UPSCALE_PASS_TYPE_RCAS 1 + +layout(push_constant, std430) uniform Params { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; +} +params; + +AU4 Const0, Const1, Const2, Const3; + +#ifdef MODE_FSR_UPSCALE_FALLBACK + +#define FSR_EASU_F +AF4 FsrEasuRF(AF2 p) { + AF4 res = textureGather(source_image, p, 0); + return res; +} +AF4 FsrEasuGF(AF2 p) { + AF4 res = textureGather(source_image, p, 1); + return res; +} +AF4 FsrEasuBF(AF2 p) { + AF4 res = textureGather(source_image, p, 2); + return res; +} + +#define FSR_RCAS_F +AF4 FsrRcasLoadF(ASU2 p) { + return AF4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} + +#else + +#define FSR_EASU_H +AH4 FsrEasuRH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 0)); + return res; +} +AH4 FsrEasuGH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 1)); + return res; +} +AH4 FsrEasuBH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 2)); + return res; +} + +#define FSR_RCAS_H +AH4 FsrRcasLoadH(ASW2 p) { + return AH4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {} + +#endif + +#include "thirdparty/amd-fsr/ffx_fsr1.h" + +void fsr_easu_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_rcas_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_pass(AU2 pos) { + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + fsr_easu_pass(pos); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + fsr_rcas_pass(pos); + } +} + +void main() { + // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + FsrRcasCon(Const0, params.sharpness); + } + + AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); + + fsr_pass(gxy); + gxy.x += 8u; + fsr_pass(gxy); + gxy.y += 8u; + fsr_pass(gxy); + gxy.x -= 8u; + fsr_pass(gxy); +} diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index 25d87ca45d..6c73864bf6 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -7,7 +7,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; @@ -59,7 +58,7 @@ lights; #endif -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec3 limits; uint stack_size; diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index fdc7729338..799f7087b6 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -1,6 +1,6 @@ #define LIGHT_BAKE_DISABLED 0 -#define LIGHT_BAKE_DYNAMIC 1 -#define LIGHT_BAKE_STATIC 2 +#define LIGHT_BAKE_STATIC 1 +#define LIGHT_BAKE_DYNAMIC 2 struct LightData { //this structure needs to be as packed as possible highp vec3 position; @@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible mediump float cone_attenuation; mediump float cone_angle; mediump float specular_amount; - bool shadow_enabled; + mediump float shadow_opacity; highp vec4 atlas_rect; // rect in the shadow atlas highp mat4 shadow_matrix; @@ -60,7 +60,7 @@ struct DirectionalLightData { highp float softshadow_angle; highp float soft_shadow_scale; bool blend_splits; - bool shadow_enabled; + mediump float shadow_opacity; highp float fade_from; highp float fade_to; uvec2 pad; @@ -76,10 +76,6 @@ struct DirectionalLightData { highp mat4 shadow_matrix2; highp mat4 shadow_matrix3; highp mat4 shadow_matrix4; - mediump vec4 shadow_color1; - mediump vec4 shadow_color2; - mediump vec4 shadow_color3; - mediump vec4 shadow_color4; highp vec2 uv_scale1; highp vec2 uv_scale2; highp vec2 uv_scale3; diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl index 466442b67a..0ee4cf6e31 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl +++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl @@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin layout(set = 2, binding = 0) uniform sampler2D prev_luminance; #endif -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 source_size; float max_luminance; float min_luminance; diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl index 3cde9923fa..b8860f6518 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl @@ -1,5 +1,5 @@ -layout(push_constant, binding = 1, std430) uniform PushConstant { +layout(push_constant, std430) uniform PushConstant { ivec2 source_size; ivec2 dest_size; diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 9f8410fd8a..fb5759bc17 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: FRAME AND PARTICLE DATA */ @@ -112,6 +112,24 @@ struct ParticleData { uint flags; vec4 color; vec4 custom; +#ifdef USERDATA1_USED + vec4 userdata1; +#endif +#ifdef USERDATA2_USED + vec4 userdata2; +#endif +#ifdef USERDATA3_USED + vec4 userdata3; +#endif +#ifdef USERDATA4_USED + vec4 userdata4; +#endif +#ifdef USERDATA5_USED + vec4 userdata5; +#endif +#ifdef USERDATA6_USED + vec4 userdata6; +#endif }; layout(set = 1, binding = 1, std430) restrict buffer Particles { @@ -168,7 +186,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{ } material; #endif -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { float lifetime; bool clear; uint total_particles; @@ -210,6 +228,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom return true; } +vec3 safe_normalize(vec3 direction) { + const float EPSILON = 0.001; + if (length(direction) < EPSILON) { + return vec3(0.0); + } + return normalize(direction); +} + #GLOBALS void main() { @@ -413,7 +439,7 @@ void main() { switch (FRAME.attractors[i].type) { case ATTRACTOR_TYPE_SPHERE: { - dir = normalize(rel_vec); + dir = safe_normalize(rel_vec); float d = length(local_pos) / FRAME.attractors[i].extents.x; if (d > 1.0) { continue; @@ -421,7 +447,7 @@ void main() { amount = max(0.0, 1.0 - d); } break; case ATTRACTOR_TYPE_BOX: { - dir = normalize(rel_vec); + dir = safe_normalize(rel_vec); vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents); float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z)); @@ -432,18 +458,18 @@ void main() { } break; case ATTRACTOR_TYPE_VECTOR_FIELD: { - vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0; + vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5; if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) { continue; } - vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz; - dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction + vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0; + dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction amount = length(s); } break; } amount = pow(amount, FRAME.attractors[i].attenuation); - dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality)); + dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality)); attractor_force -= amount * dir * FRAME.attractors[i].strength; } @@ -567,11 +593,11 @@ void main() { depth = particle_size - s; const float EPSILON = 0.001; normal = mat3(FRAME.colliders[i].transform) * - normalize( - vec3( - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); + normalize( + vec3( + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); } } break; diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl index e88e68b511..afbd5a9caa 100644 --- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl +++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl @@ -16,6 +16,9 @@ struct ParticleData { uint flags; vec4 color; vec4 custom; +#ifdef USERDATA_COUNT + vec4 userdata[USERDATA_COUNT]; +#endif }; layout(set = 0, binding = 1, std430) restrict readonly buffer Particles { @@ -42,7 +45,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses { } trail_bind_poses; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { vec3 sort_direction; uint total_particles; @@ -57,7 +60,9 @@ layout(push_constant, binding = 0, std430) uniform Params { bool order_by_lifetime; uint lifetime_split; bool lifetime_reverse; - uint pad; + bool copy_mode_2d; + + mat4 inv_emission_transform; } params; @@ -196,30 +201,33 @@ void main() { txform = txform * trail_bind_poses.data[part_ofs]; } + if (params.copy_mode_2d) { + // In global mode, bring 2D particles to local coordinates + // as they will be drawn with the node position as origin. + txform = params.inv_emission_transform * txform; + } + txform = transpose(txform); } else { txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible } -#ifdef MODE_2D - - uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom + if (params.copy_mode_2d) { + uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom - instances.data[write_offset + 0] = txform[0]; - instances.data[write_offset + 1] = txform[1]; - instances.data[write_offset + 2] = particles.data[particle].color; - instances.data[write_offset + 3] = particles.data[particle].custom; - -#else - - uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom + instances.data[write_offset + 0] = txform[0]; + instances.data[write_offset + 1] = txform[1]; + instances.data[write_offset + 2] = particles.data[particle].color; + instances.data[write_offset + 3] = particles.data[particle].custom; + } else { + uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom - instances.data[write_offset + 0] = txform[0]; - instances.data[write_offset + 1] = txform[1]; - instances.data[write_offset + 2] = txform[2]; - instances.data[write_offset + 3] = particles.data[particle].color; - instances.data[write_offset + 4] = particles.data[particle].custom; -#endif //MODE_2D + instances.data[write_offset + 0] = txform[0]; + instances.data[write_offset + 1] = txform[1]; + instances.data[write_offset + 2] = txform[2]; + instances.data[write_offset + 3] = particles.data[particle].color; + instances.data[write_offset + 4] = particles.data[particle].custom; + } #endif } diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl index 7b964675ca..59027df8e9 100644 --- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl +++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl @@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0) uniform sampler2D source_normal; layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness; -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 screen_size; float curve; uint pad; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl index 99714b4504..97c913d489 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl @@ -2,7 +2,7 @@ float hash_2d(vec2 p) { return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) * - (0.1 + abs(sin(13.0 * p.y + p.x)))); + (0.1 + abs(sin(13.0 * p.y + p.x)))); } float hash_3d(vec3 p) { @@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) { vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)), (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp), - 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / - (2.0 * min_lerp * (1.0 - min_lerp)))); + 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp)))); float alpha_hash_threshold = (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index edbe1031b7..e9515c7670 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -6,6 +6,8 @@ #include "scene_forward_clustered_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -81,6 +83,11 @@ layout(location = 5) out vec3 tangent_interp; layout(location = 6) out vec3 binormal_interp; #endif +#ifdef MOTION_VECTORS +layout(location = 7) out vec4 screen_position; +layout(location = 8) out vec4 prev_screen_position; +#endif + #ifdef MATERIAL_UNIFORMS_USED layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ @@ -89,38 +96,43 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms } material; #endif +float global_time; + #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) out float dp_clip; +layout(location = 9) out float dp_clip; #endif -layout(location = 9) out flat uint instance_index; +layout(location = 10) out flat uint instance_index_interp; + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW invariant gl_Position; #GLOBALS -void main() { +void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; #endif - instance_index = draw_call.instance_index; - - bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); - if (!is_multimesh) { - instance_index += gl_InstanceIndex; - } - - mat4 world_matrix = instances.data[instance_index].transform; - - mat3 world_normal_matrix; + mat3 model_normal_matrix; if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - world_normal_matrix = transpose(inverse(mat3(world_matrix))); + model_normal_matrix = transpose(inverse(mat3(model_matrix))); } else { - world_normal_matrix = mat3(world_matrix); + model_normal_matrix = mat3(model_matrix); } if (is_multimesh) { @@ -213,8 +225,8 @@ void main() { #endif //transpose matrix = transpose(matrix); - world_matrix = world_matrix * matrix; - world_normal_matrix = world_normal_matrix * mat3(matrix); + model_matrix = model_matrix * matrix; + model_normal_matrix = model_normal_matrix * mat3(matrix); } vec3 vertex = vertex_attrib; @@ -240,27 +252,35 @@ void main() { vec4 position; #endif +#ifdef USE_MULTIVIEW + mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; +#else mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; +#endif //USE_MULTIVIEW //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = (world_matrix * vec4(vertex, 1.0)).xyz; + vertex = (model_matrix * vec4(vertex, 1.0)).xyz; - normal = world_normal_matrix * normal; +#ifdef NORMAL_USED + normal = model_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - tangent = world_normal_matrix * tangent; - binormal = world_normal_matrix * binormal; + tangent = model_normal_matrix * tangent; + binormal = model_normal_matrix * binormal; #endif #endif float roughness = 1.0; - mat4 modelview = scene_data.inv_camera_matrix * world_matrix; - mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; + mat4 modelview = scene_data.view_matrix * model_matrix; + mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; { #CODE : VERTEX @@ -285,17 +305,23 @@ void main() { //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; + vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; #endif #endif vertex_interp = vertex; + +#ifdef MOTION_VECTORS + screen_pos = projection_matrix * vec4(vertex_interp, 1.0); +#endif + #ifdef NORMAL_USED normal_interp = normal; #endif @@ -350,12 +376,37 @@ void main() { #endif } +void main() { + uint instance_index = draw_call.instance_index; + + bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); + if (!is_multimesh) { + instance_index += gl_InstanceIndex; + } + + instance_index_interp = instance_index; + + mat4 model_matrix = instances.data[instance_index].transform; +#if defined(MOTION_VECTORS) + global_time = scene_data_block.prev_data.time; + vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + global_time = scene_data_block.data.time; + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); +#else + global_time = scene_data_block.data.time; + vec4 screen_position; + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); +#endif +} + #[fragment] #version 450 #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants (Toggles) */ layout(constant_id = 0) const bool sc_use_forward_gi = false; @@ -404,18 +455,43 @@ layout(location = 5) in vec3 tangent_interp; layout(location = 6) in vec3 binormal_interp; #endif +#ifdef MOTION_VECTORS +layout(location = 7) in vec4 screen_position; +layout(location = 8) in vec4 prev_screen_position; +#endif + #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) in float dp_clip; +layout(location = 9) in float dp_clip; #endif -layout(location = 9) in flat uint instance_index; +layout(location = 10) in flat uint instance_index_interp; + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW //defines to keep compatibility with vertex -#define world_matrix instances.data[instance_index].transform +#define model_matrix instances.data[draw_call.instance_index].transform +#ifdef USE_MULTIVIEW +#define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] +#else #define projection_matrix scene_data.projection_matrix +#define inv_projection_matrix scene_data.inv_projection_matrix +#endif + +#define global_time scene_data_block.data.time #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) //both required for transmittance to be enabled @@ -454,23 +530,27 @@ layout(location = 1) out uvec2 voxel_gi_buffer; #endif //MODE_RENDER_NORMAL #else // RENDER DEPTH -#ifdef MODE_MULTIPLE_RENDER_TARGETS +#ifdef MODE_SEPARATE_SPECULAR layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) #else layout(location = 0) out vec4 frag_color; -#endif // MODE_MULTIPLE_RENDER_TARGETS +#endif // MODE_SEPARATE_SPECULAR #endif // RENDER DEPTH +#ifdef MOTION_VECTORS +layout(location = 2) out vec2 motion_vector; +#endif + #include "scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) -/* Make a default specular mode SPECULAR_SCHLICK_GGX. */ -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX #endif @@ -483,24 +563,24 @@ layout(location = 0) out vec4 frag_color; #ifndef MODE_RENDER_DEPTH vec4 volumetric_fog_process(vec2 screen_uv, float z) { - vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length); + vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { return vec4(0.0); } else if (fog_pos.z < 1.0) { - fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread); + fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread); } return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); } vec4 fog_process(vec3 vertex) { - vec3 fog_color = scene_data.fog_light_color; + vec3 fog_color = scene_data_block.data.fog_light_color; - if (scene_data.fog_aerial_perspective > 0.0) { + if (scene_data_block.data.fog_aerial_perspective > 0.0) { vec3 sky_fog_color = vec3(0.0); - vec3 cube_view = scene_data.radiance_inverse_xform * vertex; + vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred - float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod, blend; blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); @@ -509,29 +589,29 @@ vec4 fog_process(vec3 vertex) { #else sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); + fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); } - if (scene_data.fog_sun_scatter > 0.001) { + if (scene_data_block.data.fog_sun_scatter > 0.001) { vec4 sun_scatter = vec4(0.0); float sun_total = 0.0; vec3 view = normalize(vertex); - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; } } - float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density)); + float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); - if (abs(scene_data.fog_height_density) > 0.001) { - float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; + if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { + float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; - float y_dist = scene_data.fog_height - y; + float y_dist = y - scene_data_block.data.fog_height; - float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); fog_amount = max(vfog_amount, fog_amount); } @@ -543,7 +623,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, uint item_min_max = cluster_buffer.data[p_offset]; item_min = item_min_max & 0xFFFF; item_max = item_min_max >> 16; - ; item_from = item_min >> 5; item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements @@ -557,16 +636,16 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { #endif //!MODE_RENDER DEPTH -void main() { -#ifdef MODE_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif +void fragment_shader(in SceneData scene_data) { + uint instance_index = instance_index_interp; - //lay out everything, whathever is unused is optimized away anyway + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else vec3 view = -normalize(vertex_interp); +#endif vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); @@ -579,7 +658,7 @@ void main() { float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; - float clearcoat_gloss = 0.0; + float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec4 fog = vec4(0.0); @@ -593,7 +672,7 @@ void main() { float ao = 1.0; float ao_light_affect = 0.0; - float alpha = 1.0; + float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0); #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); @@ -633,7 +712,7 @@ void main() { float normal_map_depth = 1.0; - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; float sss_strength = 0.0; @@ -687,7 +766,7 @@ void main() { #endif // ALPHA_ANTIALIASING_EDGE_USED #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS @@ -868,9 +947,9 @@ void main() { if (decals.data[decal_index].emission_rect != vec4(0.0)) { //emission is additive, so its independent from albedo if (sc_decal_use_mipmaps) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } } } @@ -902,7 +981,20 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); +#else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); +#endif + + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -915,7 +1007,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -944,6 +1035,37 @@ void main() { #if defined(CUSTOM_IRRADIANCE_USED) ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif + +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //radiance @@ -957,22 +1079,22 @@ void main() { if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture uint index = instances.data[instance_index].gi_offset; - vec3 wnormal = mat3(scene_data.camera_matrix) * normal; + vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; const float c1 = 0.429043; const float c2 = 0.511664; const float c3 = 0.743125; const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1011,9 +1133,9 @@ void main() { if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture //make vertex orientation the world one, but still align to camera - vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex; - vec3 cam_normal = mat3(scene_data.camera_matrix) * normal; - vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal); + vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex; + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal; + vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal); //apply y-mult cam_pos.y *= sdfgi.y_mult; @@ -1083,7 +1205,8 @@ void main() { if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - vec3 ref_vec = normalize(reflect(normalize(vertex), normal)); + vec3 ref_vec = normalize(reflect(-view, normal)); + ref_vec = mix(ref_vec, normal, roughness * roughness); //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal)); @@ -1119,12 +1242,20 @@ void main() { if (scene_data.gi_upscale_for_msaa) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; +#ifdef USE_MULTIVIEW + float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); +#else // USE_MULTIVIEW float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0); +#endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size; +#ifdef USE_MULTIVIEW + float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); +#else // USE_MULTIVIEW float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0); +#endif // USE_MULTIVIEW if (neighbour_ang > closest_ang) { closest_ang = neighbour_ang; closest_coord = neighbour_coord; @@ -1137,15 +1268,20 @@ void main() { coord = screen_uv; } +#ifdef USE_MULTIVIEW + vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); + vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); +#else // USE_MULTIVIEW vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); +#endif // USE_MULTIVIEW ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a); } #endif // !USE_LIGHTMAP - if (scene_data.ssao_enabled) { + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); @@ -1170,6 +1306,18 @@ void main() { item_to = subgroupBroadcastFirst(subgroupMax(item_to)); #endif +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = item_from; i < item_to; i++) { uint mask = cluster_buffer.data[cluster_reflection_offset + i]; mask &= cluster_get_range_clip_mask(i, item_min, item_max); @@ -1193,7 +1341,7 @@ void main() { continue; //not masked } - reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } } @@ -1215,6 +1363,12 @@ void main() { // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); + ambient_light *= 1.0 - ssil.a; + ambient_light += ssil.rgb * albedo.rgb; + } + //this saves some VGPRs vec3 f0 = F0(metallic, specular, albedo); @@ -1235,7 +1389,7 @@ void main() { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); #endif } @@ -1249,9 +1403,10 @@ void main() { // LIGHTING #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - { //directional light + { // Directional light. - // Do shadow and lighting in two passes to reduce register pressure + // Do shadow and lighting in two passes to reduce register pressure. +#ifndef SHADOWS_DISABLED uint shadow0 = 0; uint shadow1 = 0; @@ -1270,21 +1425,21 @@ void main() { float shadow = 1.0; - //version with soft shadows, more expensive - if (directional_lights.data[i].shadow_enabled) { - if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { - float depth_z = -vertex.z; - - vec3 shadow_color = vec3(0.0); - vec3 light_dir = directional_lights.data[i].direction; + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -vertex.z; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ m_var.xyz += normal_bias; - uint blend_index = 0; + //version with soft shadows, more expensive + if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { + uint blend_count = 0; + const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1299,10 +1454,10 @@ void main() { float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) @@ -1316,7 +1471,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1324,10 +1479,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1341,7 +1496,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1349,10 +1504,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2) { + if (blend_count < blend_max) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1366,7 +1521,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1375,20 +1530,10 @@ void main() { } } -#undef BIAS_FUNC } else { //no soft shadows - float depth_z = -vertex.z; - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; + float blur_factor; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1396,63 +1541,77 @@ void main() { BIAS_FUNC(v, 0) pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + blur_factor = 1.0; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; } else { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; } pssm_coord /= pssm_coord.w; - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); if (directional_lights.data[i].blend_splits) { float pssm_blend; + float blur_factor2; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; } else { pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + blur_factor2 = 1.0; } pssm_coord /= pssm_coord.w; - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); } + } - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance #undef BIAS_FUNC - } } // shadows if (i < 4) { @@ -1461,6 +1620,7 @@ void main() { shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); } } +#endif // SHADOWS_DISABLED for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { @@ -1474,7 +1634,7 @@ void main() { #ifdef LIGHT_TRANSMITTANCE_USED float transmittance_z = transmittance_depth; - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { @@ -1523,18 +1683,21 @@ void main() { #endif float shadow = 1.0; - +#ifndef SHADOWS_DISABLED if (i < 4) { shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } + shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; +#endif + blur_shadow(shadow); float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; - light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, + light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1545,16 +1708,14 @@ void main() { transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim, rim_tint, albedo, + rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - binormal, tangent, anisotropy, -#endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, + binormal, + tangent, anisotropy, #endif diffuse_light, specular_light); @@ -1608,7 +1769,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1620,17 +1781,13 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } } @@ -1684,7 +1841,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1696,16 +1853,13 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, -#endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1723,7 +1877,7 @@ void main() { #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } @@ -1757,7 +1911,7 @@ void main() { vec3(0, -1, 0), vec3(0, 0, -1)); - vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp); + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp); float closest_dist = -1e20; @@ -1769,7 +1923,11 @@ void main() { } } +#ifdef MOLTENVK_USED + imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits +#else imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits +#endif if (length(emission) > 0.001) { float lumas[6]; @@ -1880,7 +2038,7 @@ void main() { //restore fog fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); -#ifdef MODE_MULTIPLE_RENDER_TARGETS +#ifdef MODE_SEPARATE_SPECULAR #ifdef MODE_UNSHADED diffuse_buffer = vec4(albedo.rgb, 0.0); @@ -1898,20 +2056,38 @@ void main() { diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); -#else //MODE_MULTIPLE_RENDER_TARGETS +#else //MODE_SEPARATE_SPECULAR #ifdef MODE_UNSHADED frag_color = vec4(albedo, alpha); #else frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); - //frag_color = vec4(1.0); +//frag_color = vec4(1.0); #endif //USE_NO_SHADING // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); - ; -#endif //MODE_MULTIPLE_RENDER_TARGETS +#endif //MODE_SEPARATE_SPECULAR #endif //MODE_RENDER_DEPTH +#ifdef MOTION_VECTORS + vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; + vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter; + + vec2 position_uv = position_clip * vec2(0.5, 0.5); + vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); + + motion_vector = position_uv - prev_position_uv; +#endif +} + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + fragment_shader(scene_data_block.data); } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index b53bf6a6d4..f0717294ef 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -2,6 +2,7 @@ #define ROUGHNESS_MAX_LOD 5 #define MAX_VOXEL_GI_INSTANCES 8 +#define MAX_VIEWS 2 #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) @@ -12,16 +13,20 @@ #endif +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + #include "cluster_data_inc.glsl" #include "decal_data_inc.glsl" -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED #define NORMAL_USED #endif #endif -layout(push_constant, binding = 0, std430) uniform DrawCall { +layout(push_constant, std430) uniform DrawCall { uint instance_index; uint uv_offset; uint pad0; @@ -68,9 +73,13 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler; #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) #define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) #define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 +#define INSTANCE_FLAGS_FADE_SHIFT 24 //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 + layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { LightData data[]; } @@ -120,10 +129,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; struct SDFVoxelGICascadeData { vec3 position; @@ -162,12 +171,16 @@ sdfgi; /* Set 1: Render Pass (changes per render pass) */ -layout(set = 1, binding = 0, std140) uniform SceneData { +struct SceneData { mat4 projection_matrix; mat4 inv_projection_matrix; + mat4 inv_view_matrix; + mat4 view_matrix; - mat4 camera_matrix; - mat4 inv_camera_matrix; + // only used for multiview + mat4 projection_matrix_view[MAX_VIEWS]; + mat4 inv_projection_matrix_view[MAX_VIEWS]; + vec4 eye_offset[MAX_VIEWS]; vec2 viewport_size; vec2 screen_pixel_size; @@ -200,16 +213,15 @@ layout(set = 1, binding = 0, std140) uniform SceneData { float z_far; float z_near; - bool ssao_enabled; + uint ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; bool roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; - uvec2 roughness_limiter_pad; - - vec4 ao_color; + float opaque_prepass_threshold; + uint roughness_limiter_pad; mat4 sdf_to_bounds; @@ -238,11 +250,19 @@ layout(set = 1, binding = 0, std140) uniform SceneData { float reflection_multiplier; // one normally, zero when rendering reflections bool pancake_shadows; + vec2 taa_jitter; + uvec2 pad2; +}; + +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; + SceneData prev_data; } -scene_data; +scene_data_block; struct InstanceData { mat4 transform; + mat4 prev_transform; uint flags; uint instance_uniforms_ofs; //base offset in global buffer for instance variables uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) @@ -297,27 +317,29 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; layout(set = 1, binding = 9) uniform texture2D depth_buffer; layout(set = 1, binding = 10) uniform texture2D color_buffer; +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer; +layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer; +#else // USE_MULTIVIEW layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer; -layout(set = 1, binding = 12) uniform texture2D ao_buffer; layout(set = 1, binding = 13) uniform texture2D ambient_buffer; layout(set = 1, binding = 14) uniform texture2D reflection_buffer; +#endif +layout(set = 1, binding = 12) uniform texture2D ao_buffer; layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 1, binding = 17, std140) uniform VoxelGIs { @@ -327,6 +349,8 @@ voxel_gi_instances; layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 19) uniform texture2D ssil_buffer; + #endif /* Set 2 Skeleton & Instancing (can change per item) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index f3db4abe3b..7299bb0576 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -1,55 +1,29 @@ // Functions related to lighting -// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. -// We're dividing this factor off because the overall term we'll end up looks like -// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): -// -// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) -// -// We're basically regouping this as -// -// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] -// -// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. -// -// The contents of the D and G (G1) functions (GGX) are taken from -// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). -// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). - -float G_GGX_2cos(float cos_theta_m, float alpha) { - // Schlick's approximation - // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) - // Eq. (19), although see Heitz (2014) the about the problems with his derivation. - // It nevertheless approximates GGX well with k = alpha/2. - float k = 0.5 * alpha; - return 0.5 / (cos_theta_m * (1.0 - k) + k); - - // float cos2 = cos_theta_m * cos_theta_m; - // float sin2 = (1.0 - cos2); - // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2)); -} - float D_GGX(float cos_theta_m, float alpha) { - float alpha2 = alpha * alpha; - float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m; - return alpha2 / (M_PI * d * d); + float a = cos_theta_m * alpha; + float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a); + return k * k * (1.0 / M_PI); } -float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { - float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float s_x = alpha_x * cos_phi; - float s_y = alpha_y * sin_phi; - return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001); +// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX +float V_GGX(float NdotL, float NdotV, float alpha) { + return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha); } float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { - float cos2 = cos_theta_m * cos_theta_m; - float sin2 = (1.0 - cos2); - float r_x = cos_phi / alpha_x; - float r_y = sin_phi / alpha_y; - float d = cos2 + sin2 * (r_x * r_x + r_y * r_y); - return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); + float alpha2 = alpha_x * alpha_y; + highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m); + highp float v2 = dot(v, v); + float w2 = alpha2 / v2; + float D = alpha2 * w2 * w2 * (1.0 / M_PI); + return D; +} + +float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) { + float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV)); + float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL)); + return 0.5 / (Lambda_V + Lambda_L); } float SchlickFresnel(float u) { @@ -58,14 +32,6 @@ float SchlickFresnel(float u) { return m2 * m2 * m; // pow(m,5) } -float GTR1(float NdotH, float a) { - if (a >= 1.0) - return 1.0 / M_PI; - float a2 = a * a; - float t = 1.0 + (a2 - 1.0) * NdotH * NdotH; - return (a2 - 1.0) / (M_PI * log(a2) * t); -} - vec3 F0(float metallic, float specular, vec3 albedo) { float dielectric = 0.16 * specular * specular; // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials; @@ -73,7 +39,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } -void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -84,19 +50,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float transmittance_z, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 B, vec3 T, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { + vec4 orms_unpacked = unpackUnorm4x8(orms); + + float roughness = orms_unpacked.y; + float metallic = orms_unpacked.z; + #if defined(LIGHT_CODE_USED) // light is written by the light shader @@ -111,13 +79,13 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float NdotL = min(A + dot(N, L), 1.0); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); - float cNdotV = max(NdotV, 0.0); + float cNdotV = max(NdotV, 1e-4); -#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) vec3 H = normalize(V + L); #endif -#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED) +#if defined(SPECULAR_SCHLICK_GGX) float cNdotH = clamp(A + dot(N, H), 0.0, 1.0); #endif @@ -125,9 +93,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float cLdotH = clamp(A + dot(L, H), 0.0, 1.0); #endif - float metallic = unpackUnorm4x8(orms).z; if (metallic < 1.0) { - float roughness = unpackUnorm4x8(orms).y; float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #if defined(DIFFUSE_LAMBERT_WRAP) @@ -168,7 +134,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #if defined(LIGHT_RIM_USED) float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); - diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color; + diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color; #endif #ifdef LIGHT_TRANSMITTANCE_USED @@ -179,11 +145,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float d = scale * abs(transmittance_z); float dd = -d * d; vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + - vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + - vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + - vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + - vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + - vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI); #else @@ -199,31 +165,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif //LIGHT_TRANSMITTANCE_USED } - float roughness = unpackUnorm4x8(orms).y; if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely // D -#if defined(SPECULAR_BLINN) - - //normalized blinn - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); - blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI)); - - specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w; - -#elif defined(SPECULAR_PHONG) - - vec3 R = normalize(-reflect(L, N)); - float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); - float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float phong = pow(cRdotV, shininess); - phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI)); - - specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w; - -#elif defined(SPECULAR_TOON) +#if defined(SPECULAR_TOON) vec3 R = normalize(-reflect(L, N)); float RdotV = dot(R, V); @@ -237,26 +183,26 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - + float alpha_ggx = roughness * roughness; #if defined(LIGHT_ANISOTROPY_USED) - float alpha_ggx = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha_ggx / aspect; float ay = alpha_ggx * aspect; float XdotH = dot(T, H); float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); - float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); - -#else - float alpha_ggx = roughness * roughness; + float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); +#else // LIGHT_ANISOTROPY_USED float D = D_GGX(cNdotH, alpha_ggx); - float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx); -#endif - // F + float G = V_GGX(cNdotL, cNdotV, alpha_ggx); +#endif // LIGHT_ANISOTROPY_USED + // F float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); + // Calculate Fresnel using specular occlusion term from Filament: + // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion + float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0); + vec3 F = f0 + (f90 - f0) * cLdotH5; vec3 specular_brdf_NL = cNdotL * D * F * G; @@ -264,18 +210,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif #if defined(LIGHT_CLEARCOAT_USED) + // Clearcoat ignores normal_map, use vertex normal instead + float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0); + float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0); + float ccNdotV = max(dot(vertex_normal, V), 1e-4); #if !defined(SPECULAR_SCHLICK_GGX) float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness)); + float Gr = 0.25 / (cLdotH * cLdotH); float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL; specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount; -#endif + // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR) + // but to do so we need to rearrange this entire function +#endif // LIGHT_CLEARCOAT_USED } #ifdef USE_SHADOW_TO_OPACITY @@ -285,7 +236,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif //defined(LIGHT_CODE_USED) } -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED // Interleaved Gradient Noise // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare @@ -299,7 +250,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_directional_soft_shadow_samples == 1) { + if (sc_directional_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -314,7 +265,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float avg = 0.0; for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) { - avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); } return avg * (1.0 / float(sc_directional_soft_shadow_samples)); @@ -325,7 +276,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -340,7 +291,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float avg = 0.0; for (uint i = 0; i < sc_soft_shadow_samples; i++) { - avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0)); + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy), depth, 1.0)); } return avg * (1.0 / float(sc_soft_shadow_samples)); @@ -348,7 +299,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) { //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { vec2 pos = coord * 0.5 + 0.5; pos = uv_rect.xy + pos * uv_rect.zw; return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); @@ -363,10 +314,10 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec } float avg = 0.0; - vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw; + vec2 offset_scale = blur_scale * 2.0 * scene_data_block.data.shadow_atlas_pixel_size / uv_rect.zw; for (uint i = 0; i < sc_soft_shadow_samples; i++) { - vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy); + vec2 offset = offset_scale * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy); vec2 sample_coord = coord + offset; float sample_coord_length_sqaured = dot(sample_coord, sample_coord); @@ -403,7 +354,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex } for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { - vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; if (d < pssm_coord.z) { blocker_average += d; @@ -419,7 +370,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex float s = 0.0; for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { - vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0)); } @@ -431,7 +382,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex } } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED float get_omni_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; @@ -443,10 +394,10 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { } float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS - if (omni_lights.data[idx].shadow_enabled) { +#ifndef SHADOWS_DISABLED + if (omni_lights.data[idx].shadow_opacity > 0.001) { // there is a shadowmap - vec2 texel_size = scene_data.shadow_atlas_pixel_size; + vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size; vec4 base_uv_rect = omni_lights.data[idx].atlas_rect; base_uv_rect.xy += texel_size; base_uv_rect.zw -= texel_size * 2.0; @@ -490,7 +441,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy; vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y; @@ -526,7 +477,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { shadow = 0.0; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy; vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y; pos = normalize(pos); @@ -547,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { } shadow /= float(sc_penumbra_shadow_samples); + shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity); } else { //no blockers found, so no shadow @@ -565,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { vec2 pos = shadow_sample.xy / shadow_sample.z; float depth = shadow_len - omni_lights.data[idx].shadow_bias; depth *= omni_lights.data[idx].inv_radius; - shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth); + shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity); } return shadow; @@ -575,7 +527,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { return 1.0; } -void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -585,17 +537,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float transmittance_boost, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); @@ -634,7 +583,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v splane.xy = splane.xy * 0.5 + 0.5; splane.z = shadow_len * omni_lights.data[idx].inv_radius; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size ); + // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); splane.w = 1.0; //needed? i think it should be 1 already float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r; @@ -701,7 +650,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -712,24 +661,21 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim * omni_attenuation, rim_tint, rim_color, + rim * omni_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS - if (spot_lights.data[idx].shadow_enabled) { +#ifndef SHADOWS_DISABLED + if (spot_lights.data[idx].shadow_opacity > 0.001) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); vec3 spot_dir = spot_lights.data[idx].direction; @@ -767,7 +713,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale; vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; if (d < splane.z) { @@ -784,12 +730,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { shadow = 0.0; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0)); } shadow /= float(sc_penumbra_shadow_samples); + shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity); } else { //no blockers found, so no shadow @@ -798,13 +745,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { } else { //hard shadow vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z); - shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv); + shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity); } return shadow; } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED return 1.0; } @@ -821,7 +768,7 @@ vec2 normal_to_panorama(vec3 n) { return panorama_coords; } -void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -831,17 +778,14 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float transmittance_boost, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - float clearcoat, float clearcoat_gloss, + float clearcoat, float clearcoat_roughness, vec3 vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; @@ -887,17 +831,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)); splane /= splane.w; - vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw; + vec2 proj_uv = splane.xy * spot_lights.data[idx].projector_rect.zw; if (sc_projector_use_mipmaps) { //ensure we have proper mipmaps vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)); splane_ddx /= splane_ddx.w; - vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; + vec2 proj_uv_ddx = splane_ddx.xy * spot_lights.data[idx].projector_rect.zw - proj_uv; vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)); splane_ddy /= splane_ddy.w; - vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; + vec2 proj_uv_ddy = splane_ddy.xy * spot_lights.data[idx].projector_rect.zw - proj_uv; vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy); color *= proj.rgb * proj.a; @@ -908,7 +852,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v } light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -919,21 +863,18 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim * spot_attenuation, rim_tint, rim_color, + rim * spot_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, vertex_normal, #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } -void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { +void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) { vec3 box_extents = reflections.data[ref_index].box_extents; vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz; @@ -941,8 +882,6 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes return; } - vec3 ref_vec = normalize(reflect(vertex, normal)); - vec3 inner_pos = abs(local_pos / box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); //make blend more rounded diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 518b0a6c7f..6548793bee 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -7,6 +7,8 @@ /* Include our forward mobile UBOs definitions etc. */ #include "scene_forward_mobile_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -112,6 +114,8 @@ invariant gl_Position; #GLOBALS +#define scene_data scene_data_block.data + void main() { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) @@ -120,13 +124,13 @@ void main() { bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); - mat4 world_matrix = draw_call.transform; + mat4 model_matrix = draw_call.transform; - mat3 world_normal_matrix; + mat3 model_normal_matrix; if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - world_normal_matrix = transpose(inverse(mat3(world_matrix))); + model_normal_matrix = transpose(inverse(mat3(model_matrix))); } else { - world_normal_matrix = mat3(world_matrix); + model_normal_matrix = mat3(model_matrix); } if (is_multimesh) { @@ -219,8 +223,8 @@ void main() { #endif //transpose matrix = transpose(matrix); - world_matrix = world_matrix * matrix; - world_normal_matrix = world_normal_matrix * mat3(matrix); + model_matrix = model_matrix * matrix; + model_normal_matrix = model_normal_matrix * mat3(matrix); } vec3 vertex = vertex_attrib; @@ -257,22 +261,24 @@ void main() { //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = (world_matrix * vec4(vertex, 1.0)).xyz; + vertex = (model_matrix * vec4(vertex, 1.0)).xyz; - normal = world_normal_matrix * normal; +#ifdef NORMAL_USED + normal = model_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - tangent = world_normal_matrix * tangent; - binormal = world_normal_matrix * binormal; + tangent = model_normal_matrix * tangent; + binormal = model_normal_matrix * binormal; #endif #endif float roughness = 1.0; - mat4 modelview = scene_data.inv_camera_matrix * world_matrix; - mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; + mat4 modelview = scene_data.view_matrix * model_matrix; + mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; { #CODE : VERTEX @@ -299,13 +305,14 @@ void main() { //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; + vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; #endif #endif @@ -370,6 +377,8 @@ void main() { #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants */ #if !defined(MODE_RENDER_DEPTH) @@ -451,7 +460,7 @@ layout(location = 8) highp in float dp_clip; //defines to keep compatibility with vertex -#define world_matrix draw_call.transform +#define model_matrix draw_call.transform #ifdef USE_MULTIVIEW #define projection_matrix scene_data.projection_matrix_view[ViewIndex] #else @@ -504,8 +513,8 @@ layout(location = 0) out mediump vec4 frag_color; #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) -/* Make a default specular mode SPECULAR_SCHLICK_GGX. */ -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON) +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX #endif @@ -520,13 +529,13 @@ layout(location = 0) out mediump vec4 frag_color; */ vec4 fog_process(vec3 vertex) { - vec3 fog_color = scene_data.fog_light_color; + vec3 fog_color = scene_data_block.data.fog_light_color; - if (scene_data.fog_aerial_perspective > 0.0) { + if (scene_data_block.data.fog_aerial_perspective > 0.0) { vec3 sky_fog_color = vec3(0.0); - vec3 cube_view = scene_data.radiance_inverse_xform * vertex; + vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred - float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod, blend; blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); @@ -535,29 +544,29 @@ vec4 fog_process(vec3 vertex) { #else sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); + fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); } - if (scene_data.fog_sun_scatter > 0.001) { + if (scene_data_block.data.fog_sun_scatter > 0.001) { vec4 sun_scatter = vec4(0.0); float sun_total = 0.0; vec3 view = normalize(vertex); - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; } } - float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density)); + float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); - if (abs(scene_data.fog_height_density) > 0.001) { - float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; + if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { + float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; - float y_dist = scene_data.fog_height - y; + float y_dist = y - scene_data_block.data.fog_height; - float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); fog_amount = max(vfog_amount, fog_amount); } @@ -567,6 +576,8 @@ vec4 fog_process(vec3 vertex) { #endif //!MODE_RENDER DEPTH +#define scene_data scene_data_block.data + void main() { #ifdef MODE_DUAL_PARABOLOID @@ -574,9 +585,13 @@ void main() { discard; #endif - //lay out everything, whathever is unused is optimized away anyway + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else vec3 view = -normalize(vertex_interp); +#endif vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0); @@ -589,7 +604,7 @@ void main() { float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; - float clearcoat_gloss = 0.0; + float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec4 fog = vec4(0.0); @@ -643,7 +658,7 @@ void main() { float normal_map_depth = 1.0; - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; float sss_strength = 0.0; @@ -701,7 +716,7 @@ void main() { #endif // ALPHA_ANTIALIASING_EDGE_USED #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS @@ -867,7 +882,19 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); +#else vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); +#endif + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -880,7 +907,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -908,9 +934,38 @@ void main() { #endif // !USE_LIGHTMAP #if defined(CUSTOM_IRRADIANCE_USED) - ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a); + ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif // CUSTOM_IRRADIANCE_USED +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) //radiance @@ -923,22 +978,22 @@ void main() { if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture uint index = draw_call.gi_offset; - vec3 wnormal = mat3(scene_data.camera_matrix) * normal; + vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; const float c1 = 0.429043; const float c2 = 0.511664; const float c3 = 0.743125; const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -984,6 +1039,19 @@ void main() { vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); uint reflection_indices = draw_call.reflection_probes.x; + +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + for (uint i = 0; i < 8; i++) { uint reflection_index = reflection_indices & 0xFF; if (i == 4) { @@ -996,12 +1064,18 @@ void main() { break; } - reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } if (reflection_accum.a > 0.0) { specular_light = reflection_accum.rgb / reflection_accum.a; } + +#if !defined(USE_LIGHTMAP) + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } +#endif } //Reflection probes // finalize ambient light here @@ -1046,7 +1120,7 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (!sc_disable_directional_lights) { //directional light - +#ifndef SHADOWS_DISABLED // Do shadow and lighting in two passes to reduce register pressure uint shadow0 = 0; uint shadow1 = 0; @@ -1068,11 +1142,10 @@ void main() { #ifdef USE_SOFT_SHADOWS //version with soft shadows, more expensive - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; vec4 pssm_coord; - vec3 shadow_color = vec3(0.0); vec3 light_dir = directional_lights.data[i].direction; #define BIAS_FUNC(m_var, m_idx) \ @@ -1098,9 +1171,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color1.rgb; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); @@ -1118,8 +1188,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color2.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); @@ -1137,9 +1205,6 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color3.rgb; - } else { vec4 v = vec4(vertex, 1.0); @@ -1157,12 +1222,9 @@ void main() { } else { shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); } - - shadow_color = directional_lights.data[i].shadow_color4.rgb; } if (directional_lights.data[i].blend_splits) { - vec3 shadow_color_blend = vec3(0.0); float pssm_blend; float shadow2; @@ -1183,7 +1245,6 @@ void main() { } pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - shadow_color_blend = directional_lights.data[i].shadow_color2.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1201,8 +1262,6 @@ void main() { } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - - shadow_color_blend = directional_lights.data[i].shadow_color3.rgb; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1219,7 +1278,6 @@ void main() { } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - shadow_color_blend = directional_lights.data[i].shadow_color4.rgb; } else { pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) } @@ -1227,7 +1285,6 @@ void main() { pssm_blend = sqrt(pssm_blend); shadow = mix(shadow, shadow2, pssm_blend); - shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend); } shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance @@ -1237,10 +1294,11 @@ void main() { #else // Soft shadow disabled version - if (directional_lights.data[i].shadow_enabled) { + if (directional_lights.data[i].shadow_opacity > 0.001) { float depth_z = -vertex.z; vec4 pssm_coord; + float blur_factor; vec3 light_dir = directional_lights.data[i].direction; vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); @@ -1256,56 +1314,71 @@ void main() { BIAS_FUNC(v, 0) pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + blur_factor = 1.0; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; + ; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; } else { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; } pssm_coord /= pssm_coord.w; - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); if (directional_lights.data[i].blend_splits) { float pssm_blend; + float blur_factor2; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; } else { pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + blur_factor2 = 1.0; } pssm_coord /= pssm_coord.w; - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); } @@ -1322,6 +1395,8 @@ void main() { } } +#endif // SHADOWS_DISABLED + for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { break; @@ -1334,16 +1409,16 @@ void main() { // We're not doing light transmittence float shadow = 1.0; - +#ifndef SHADOWS_DISABLED if (i < 4) { shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } - +#endif blur_shadow(shadow); - light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, + light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1356,10 +1431,10 @@ void main() { #endif */ #ifdef LIGHT_RIM_USED - rim, rim_tint, albedo, + rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, @@ -1367,9 +1442,6 @@ void main() { #ifdef USE_SOFT_SHADOW directional_lights.data[i].size, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } @@ -1393,7 +1465,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1407,16 +1479,13 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, -#endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1441,7 +1510,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1455,16 +1524,13 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_gloss, + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, -#endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, + tangent, + binormal, anisotropy, #endif diffuse_light, specular_light); } @@ -1481,7 +1547,7 @@ void main() { #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index dd8879acb4..98ad674ce0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -7,7 +7,7 @@ #include "decal_data_inc.glsl" -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED #define NORMAL_USED #endif @@ -15,7 +15,7 @@ /* don't exceed 128 bytes!! */ /* put instance data into our push content, not a array */ -layout(push_constant, binding = 0, std430) uniform DrawCall { +layout(push_constant, std430) uniform DrawCall { highp mat4 transform; // 64 - 64 uint flags; // 04 - 68 uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72 @@ -118,22 +118,23 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { highp vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: Render Pass (changes per render pass) */ -layout(set = 1, binding = 0, std140) uniform SceneData { +struct SceneData { highp mat4 projection_matrix; highp mat4 inv_projection_matrix; - highp mat4 camera_matrix; - highp mat4 inv_camera_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; // only used for multiview highp mat4 projection_matrix_view[MAX_VIEWS]; highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; highp vec2 viewport_size; highp vec2 screen_pixel_size; @@ -168,9 +169,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData { mediump float roughness_limiter_amount; mediump float roughness_limiter_limit; - uvec2 roughness_limiter_pad; - - mediump vec4 ao_color; + mediump float opaque_prepass_threshold; + uint roughness_limiter_pad; bool fog_enabled; highp float fog_density; @@ -190,8 +190,12 @@ layout(set = 1, binding = 0, std140) uniform SceneData { uint pad1; uint pad2; uint pad3; +}; + +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; } -scene_data; +scene_data_block; #ifdef USE_RADIANCE_CUBEMAP_ARRAY diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index b831005256..a893a66c94 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData { } bone_transforms; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { bool has_normal; bool has_tangent; bool has_skeleton; @@ -160,7 +160,7 @@ void main() { } if (params.has_tangent) { - blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb; + blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; @@ -174,8 +174,8 @@ void main() { } vertex += blend_vertex; - normal += normalize(normal + blend_normal); - tangent.rgb += normalize(tangent.rgb + blend_tangent); + normal = normalize(normal + blend_normal); + tangent.rgb = normalize(tangent.rgb + blend_tangent); } if (params.has_skeleton) { diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl index 307e60dc21..48cf69012a 100644 --- a/servers/rendering/renderer_rd/shaders/sort.glsl +++ b/servers/rendering/renderer_rd/shaders/sort.glsl @@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer { } sort_buffer; -layout(push_constant, binding = 0, std430) uniform Params { +layout(push_constant, std430) uniform Params { uint total_elements; uint pad[3]; ivec4 job_params; diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl deleted file mode 100644 index 3579c35cce..0000000000 --- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl +++ /dev/null @@ -1,53 +0,0 @@ -#[vertex] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) out vec2 uv_interp; - -void main() { - vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); - uv_interp = base_arr[gl_VertexIndex]; - - gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); -} - -#[fragment] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) in vec2 uv_interp; - -layout(set = 0, binding = 0) uniform sampler2D specular; - -#ifdef MODE_SSR - -layout(set = 1, binding = 0) uniform sampler2D ssr; - -#endif - -#ifdef MODE_MERGE - -layout(set = 2, binding = 0) uniform sampler2D diffuse; - -#endif - -layout(location = 0) out vec4 frag_color; - -void main() { - frag_color.rgb = texture(specular, uv_interp).rgb; - frag_color.a = 0.0; -#ifdef MODE_SSR - - vec4 ssr_color = texture(ssr, uv_interp); - frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); -#endif - -#ifdef MODE_MERGE - frag_color += texture(diffuse, uv_interp); -#endif - //added using additive blend -} diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl index 9367b641c2..fb35d3cde6 100644 --- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl @@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[]( #endif //USE_11_SAMPLES -layout(push_constant, binding = 1, std430) uniform Params { +layout(push_constant, std430) uniform Params { ivec2 screen_size; float camera_z_far; float camera_z_near; diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl new file mode 100644 index 0000000000..b0a0839836 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl @@ -0,0 +1,394 @@ +/////////////////////////////////////////////////////////////////////////////////// +// Copyright(c) 2016-2022 Panos Karabelas +// +// 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. +/////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2022-05-06: Panos Karabelas: first commit +// 2020-12-05: Joan Fons: convert to Vulkan and Godot +/////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +// Based on Spartan Engine's TAA implementation (without TAA upscale). +// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl> + +#define USE_SUBGROUPS + +#define GROUP_SIZE 8 +#define FLT_MIN 0.00000001 +#define FLT_MAX 32767.0 +#define RPC_9 0.11111111111 +#define RPC_16 0.0625 + +#ifdef USE_SUBGROUPS +layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in; +#endif + +layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D color_buffer; +layout(set = 0, binding = 1) uniform sampler2D depth_buffer; +layout(rg16f, set = 0, binding = 2) uniform restrict readonly image2D velocity_buffer; +layout(rg16f, set = 0, binding = 3) uniform restrict readonly image2D last_velocity_buffer; +layout(set = 0, binding = 4) uniform sampler2D history_buffer; +layout(rgba16f, set = 0, binding = 5) uniform restrict writeonly image2D output_buffer; + +layout(push_constant, std430) uniform Params { + vec2 resolution; + float disocclusion_threshold; // 0.1 / max(params.resolution.x, params.resolution.y + float disocclusion_scale; +} +params; + +const ivec2 kOffsets3x3[9] = { + ivec2(-1, -1), + ivec2(0, -1), + ivec2(1, -1), + ivec2(-1, 0), + ivec2(0, 0), + ivec2(1, 0), + ivec2(-1, 1), + ivec2(0, 1), + ivec2(1, 1), +}; + +/*------------------------------------------------------------------------------ + THREAD GROUP SHARED MEMORY (LDS) +------------------------------------------------------------------------------*/ + +const int kBorderSize = 1; +const int kGroupSize = GROUP_SIZE; +const int kTileDimension = kGroupSize + kBorderSize * 2; +const int kTileDimension2 = kTileDimension * kTileDimension; + +vec3 reinhard(vec3 hdr) { + return hdr / (hdr + 1.0); +} +vec3 reinhard_inverse(vec3 sdr) { + return sdr / (1.0 - sdr); +} + +float get_depth(ivec2 thread_id) { + return texelFetch(depth_buffer, thread_id, 0).r; +} + +#ifdef USE_SUBGROUPS +shared vec3 tile_color[kTileDimension][kTileDimension]; +shared float tile_depth[kTileDimension][kTileDimension]; + +vec3 load_color(uvec2 group_thread_id) { + group_thread_id += kBorderSize; + return tile_color[group_thread_id.x][group_thread_id.y]; +} + +void store_color(uvec2 group_thread_id, vec3 color) { + tile_color[group_thread_id.x][group_thread_id.y] = color; +} + +float load_depth(uvec2 group_thread_id) { + group_thread_id += kBorderSize; + return tile_depth[group_thread_id.x][group_thread_id.y]; +} + +void store_depth(uvec2 group_thread_id, float depth) { + tile_depth[group_thread_id.x][group_thread_id.y] = depth; +} + +void store_color_depth(uvec2 group_thread_id, ivec2 thread_id) { + // out of bounds clamp + thread_id = clamp(thread_id, ivec2(0, 0), ivec2(params.resolution) - ivec2(1, 1)); + + store_color(group_thread_id, imageLoad(color_buffer, thread_id).rgb); + store_depth(group_thread_id, get_depth(thread_id)); +} + +void populate_group_shared_memory(uvec2 group_id, uint group_index) { + // Populate group shared memory + ivec2 group_top_left = ivec2(group_id) * kGroupSize - kBorderSize; + if (group_index < (kTileDimension2 >> 2)) { + ivec2 group_thread_id_1 = ivec2(group_index % kTileDimension, group_index / kTileDimension); + ivec2 group_thread_id_2 = ivec2((group_index + (kTileDimension2 >> 2)) % kTileDimension, (group_index + (kTileDimension2 >> 2)) / kTileDimension); + ivec2 group_thread_id_3 = ivec2((group_index + (kTileDimension2 >> 1)) % kTileDimension, (group_index + (kTileDimension2 >> 1)) / kTileDimension); + ivec2 group_thread_id_4 = ivec2((group_index + kTileDimension2 * 3 / 4) % kTileDimension, (group_index + kTileDimension2 * 3 / 4) / kTileDimension); + + store_color_depth(group_thread_id_1, group_top_left + group_thread_id_1); + store_color_depth(group_thread_id_2, group_top_left + group_thread_id_2); + store_color_depth(group_thread_id_3, group_top_left + group_thread_id_3); + store_color_depth(group_thread_id_4, group_top_left + group_thread_id_4); + } + + // Wait for group threads to load store data. + groupMemoryBarrier(); + barrier(); +} +#else +vec3 load_color(uvec2 screen_pos) { + return imageLoad(color_buffer, ivec2(screen_pos)).rgb; +} + +float load_depth(uvec2 screen_pos) { + return get_depth(ivec2(screen_pos)); +} +#endif + +/*------------------------------------------------------------------------------ + VELOCITY +------------------------------------------------------------------------------*/ + +void depth_test_min(uvec2 pos, inout float min_depth, inout uvec2 min_pos) { + float depth = load_depth(pos); + + if (depth < min_depth) { + min_depth = depth; + min_pos = pos; + } +} + +// Returns velocity with closest depth (3x3 neighborhood) +void get_closest_pixel_velocity_3x3(in uvec2 group_pos, uvec2 group_top_left, out vec2 velocity) { + float min_depth = 1.0; + uvec2 min_pos = group_pos; + + depth_test_min(group_pos + kOffsets3x3[0], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[1], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[2], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[3], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[4], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[5], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[6], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[7], min_depth, min_pos); + depth_test_min(group_pos + kOffsets3x3[8], min_depth, min_pos); + + // Velocity out + velocity = imageLoad(velocity_buffer, ivec2(group_top_left + min_pos)).xy; +} + +/*------------------------------------------------------------------------------ + HISTORY SAMPLING +------------------------------------------------------------------------------*/ + +vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) { + // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 + // License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae + + // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding + // down the sample location to get the exact center of our "starting" texel. The starting texel will be at + // location [1, 1] in the grid, where [0, 0] is the top left corner. + vec2 sample_pos = uv * resolution; + vec2 texPos1 = floor(sample_pos - 0.5f) + 0.5f; + + // Compute the fractional offset from our starting texel to our original sample location, which we'll + // feed into the Catmull-Rom spline function to get our filter weights. + vec2 f = sample_pos - texPos1; + + // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. + // These equations are pre-expanded based on our knowledge of where the texels will be located, + // which lets us avoid having to evaluate a piece-wise function. + vec2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f)); + vec2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f); + vec2 w2 = f * (0.5f + f * (2.0f - 1.5f * f)); + vec2 w3 = f * f * (-0.5f + 0.5f * f); + + // Work out weighting factors and sampling offsets that will let us use bilinear filtering to + // simultaneously evaluate the middle 2 samples from the 4x4 grid. + vec2 w12 = w1 + w2; + vec2 offset12 = w2 / (w1 + w2); + + // Compute the final UV coordinates we'll use for sampling the texture + vec2 texPos0 = texPos1 - 1.0f; + vec2 texPos3 = texPos1 + 2.0f; + vec2 texPos12 = texPos1 + offset12; + + texPos0 /= resolution; + texPos3 /= resolution; + texPos12 /= resolution; + + vec3 result = vec3(0.0f, 0.0f, 0.0f); + + result += textureLod(stex, vec2(texPos0.x, texPos0.y), 0.0).xyz * w0.x * w0.y; + result += textureLod(stex, vec2(texPos12.x, texPos0.y), 0.0).xyz * w12.x * w0.y; + result += textureLod(stex, vec2(texPos3.x, texPos0.y), 0.0).xyz * w3.x * w0.y; + + result += textureLod(stex, vec2(texPos0.x, texPos12.y), 0.0).xyz * w0.x * w12.y; + result += textureLod(stex, vec2(texPos12.x, texPos12.y), 0.0).xyz * w12.x * w12.y; + result += textureLod(stex, vec2(texPos3.x, texPos12.y), 0.0).xyz * w3.x * w12.y; + + result += textureLod(stex, vec2(texPos0.x, texPos3.y), 0.0).xyz * w0.x * w3.y; + result += textureLod(stex, vec2(texPos12.x, texPos3.y), 0.0).xyz * w12.x * w3.y; + result += textureLod(stex, vec2(texPos3.x, texPos3.y), 0.0).xyz * w3.x * w3.y; + + return max(result, 0.0f); +} + +/*------------------------------------------------------------------------------ + HISTORY CLIPPING +------------------------------------------------------------------------------*/ + +// Based on "Temporal Reprojection Anti-Aliasing" - https://github.com/playdeadgames/temporal +vec3 clip_aabb(vec3 aabb_min, vec3 aabb_max, vec3 p, vec3 q) { + vec3 r = q - p; + vec3 rmax = (aabb_max - p.xyz); + vec3 rmin = (aabb_min - p.xyz); + + if (r.x > rmax.x + FLT_MIN) + r *= (rmax.x / r.x); + if (r.y > rmax.y + FLT_MIN) + r *= (rmax.y / r.y); + if (r.z > rmax.z + FLT_MIN) + r *= (rmax.z / r.z); + + if (r.x < rmin.x - FLT_MIN) + r *= (rmin.x / r.x); + if (r.y < rmin.y - FLT_MIN) + r *= (rmin.y / r.y); + if (r.z < rmin.z - FLT_MIN) + r *= (rmin.z / r.z); + + return p + r; +} + +// Clip history to the neighbourhood of the current sample +vec3 clip_history_3x3(uvec2 group_pos, vec3 color_history, vec2 velocity_closest) { + // Sample a 3x3 neighbourhood + vec3 s1 = load_color(group_pos + kOffsets3x3[0]); + vec3 s2 = load_color(group_pos + kOffsets3x3[1]); + vec3 s3 = load_color(group_pos + kOffsets3x3[2]); + vec3 s4 = load_color(group_pos + kOffsets3x3[3]); + vec3 s5 = load_color(group_pos + kOffsets3x3[4]); + vec3 s6 = load_color(group_pos + kOffsets3x3[5]); + vec3 s7 = load_color(group_pos + kOffsets3x3[6]); + vec3 s8 = load_color(group_pos + kOffsets3x3[7]); + vec3 s9 = load_color(group_pos + kOffsets3x3[8]); + + // Compute min and max (with an adaptive box size, which greatly reduces ghosting) + vec3 color_avg = (s1 + s2 + s3 + s4 + s5 + s6 + s7 + s8 + s9) * RPC_9; + vec3 color_avg2 = ((s1 * s1) + (s2 * s2) + (s3 * s3) + (s4 * s4) + (s5 * s5) + (s6 * s6) + (s7 * s7) + (s8 * s8) + (s9 * s9)) * RPC_9; + float box_size = mix(0.0f, 2.5f, smoothstep(0.02f, 0.0f, length(velocity_closest))); + vec3 dev = sqrt(abs(color_avg2 - (color_avg * color_avg))) * box_size; + vec3 color_min = color_avg - dev; + vec3 color_max = color_avg + dev; + + // Variance clipping + vec3 color = clip_aabb(color_min, color_max, clamp(color_avg, color_min, color_max), color_history); + + // Clamp to prevent NaNs + color = clamp(color, FLT_MIN, FLT_MAX); + + return color; +} + +/*------------------------------------------------------------------------------ + TAA +------------------------------------------------------------------------------*/ + +const vec3 lumCoeff = vec3(0.299f, 0.587f, 0.114f); + +float luminance(vec3 color) { + return max(dot(color, lumCoeff), 0.0001f); +} + +float get_factor_disocclusion(vec2 uv_reprojected, vec2 velocity) { + vec2 velocity_previous = imageLoad(last_velocity_buffer, ivec2(uv_reprojected * params.resolution)).xy; + vec2 velocity_texels = velocity * params.resolution; + vec2 prev_velocity_texels = velocity_previous * params.resolution; + float disocclusion = length(prev_velocity_texels - velocity_texels) - params.disocclusion_threshold; + return clamp(disocclusion * params.disocclusion_scale, 0.0, 1.0); +} + +vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_screen, vec2 uv, sampler2D tex_history) { + // Get the velocity of the current pixel + vec2 velocity = imageLoad(velocity_buffer, ivec2(pos_screen)).xy; + + // Get reprojected uv + vec2 uv_reprojected = uv - velocity; + + // Get input color + vec3 color_input = load_color(pos_group); + + // Get history color (catmull-rom reduces a lot of the blurring that you get under motion) + vec3 color_history = sample_catmull_rom_9(tex_history, uv_reprojected, params.resolution).rgb; + + // Clip history to the neighbourhood of the current sample (fixes a lot of the ghosting). + vec2 velocity_closest = vec2(0.0); // This is best done by using the velocity with the closest depth. + get_closest_pixel_velocity_3x3(pos_group, pos_group_top_left, velocity_closest); + color_history = clip_history_3x3(pos_group, color_history, velocity_closest); + + // Compute blend factor + float blend_factor = RPC_16; // We want to be able to accumulate as many jitter samples as we generated, that is, 16. + { + // If re-projected UV is out of screen, converge to current color immediatel + float factor_screen = any(lessThan(uv_reprojected, vec2(0.0))) || any(greaterThan(uv_reprojected, vec2(1.0))) ? 1.0 : 0.0; + + // Increase blend factor when there is disocclusion (fixes a lot of the remaining ghosting). + float factor_disocclusion = get_factor_disocclusion(uv_reprojected, velocity); + + // Add to the blend factor + blend_factor = clamp(blend_factor + factor_screen + factor_disocclusion, 0.0, 1.0); + } + + // Resolve + vec3 color_resolved = vec3(0.0); + { + // Tonemap + color_history = reinhard(color_history); + color_input = reinhard(color_input); + + // Reduce flickering + float lum_color = luminance(color_input); + float lum_history = luminance(color_history); + float diff = abs(lum_color - lum_history) / max(lum_color, max(lum_history, 1.001)); + diff = 1.0 - diff; + diff = diff * diff; + blend_factor = mix(0.0, blend_factor, diff); + + // Lerp/blend + color_resolved = mix(color_history, color_input, blend_factor); + + // Inverse tonemap + color_resolved = reinhard_inverse(color_resolved); + } + + return color_resolved; +} + +void main() { +#ifdef USE_SUBGROUPS + populate_group_shared_memory(gl_WorkGroupID.xy, gl_LocalInvocationIndex); +#endif + + // Out of bounds check + if (any(greaterThanEqual(vec2(gl_GlobalInvocationID.xy), params.resolution))) { + return; + } + +#ifdef USE_SUBGROUPS + const uvec2 pos_group = gl_LocalInvocationID.xy; + const uvec2 pos_group_top_left = gl_WorkGroupID.xy * kGroupSize - kBorderSize; +#else + const uvec2 pos_group = gl_GlobalInvocationID.xy; + const uvec2 pos_group_top_left = uvec2(0, 0); +#endif + const uvec2 pos_screen = gl_GlobalInvocationID.xy; + const vec2 uv = (gl_GlobalInvocationID.xy + 0.5f) / params.resolution; + + vec3 result = temporal_antialiasing(pos_group_top_left, pos_group, pos_screen, uv, history_buffer); + imageStore(output_buffer, ivec2(gl_GlobalInvocationID.xy), vec4(result, 1.0)); +} diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl deleted file mode 100644 index f2010222e5..0000000000 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ /dev/null @@ -1,703 +0,0 @@ -#[compute] - -#version 450 - -#VERSION_DEFINES - -/* Do not use subgroups here, seems there is not much advantage and causes glitches -#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) -#extension GL_KHR_shader_subgroup_ballot: enable -#extension GL_KHR_shader_subgroup_arithmetic: enable - -#define USE_SUBGROUPS -#endif -*/ - -#if defined(MODE_FOG) || defined(MODE_FILTER) - -layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; - -#endif - -#if defined(MODE_DENSITY) - -layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; - -#endif - -#include "cluster_data_inc.glsl" -#include "light_data_inc.glsl" - -#define M_PI 3.14159265359 - -layout(set = 0, binding = 1) uniform texture2D shadow_atlas; -layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas; - -layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { - LightData data[]; -} -omni_lights; - -layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { - LightData data[]; -} -spot_lights; - -layout(set = 0, binding = 5, std140) uniform DirectionalLights { - DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; -} -directional_lights; - -layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer { - uint data[]; -} -cluster_buffer; - -layout(set = 0, binding = 7) uniform sampler linear_sampler; - -#ifdef MODE_DENSITY -layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused -#endif - -#ifdef MODE_FOG -layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map; -#endif - -#ifdef MODE_FILTER -layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; -#endif - -layout(set = 0, binding = 10) uniform sampler shadow_sampler; - -#define MAX_VOXEL_GI_INSTANCES 8 - -struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; - - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; - - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; -}; - -layout(set = 0, binding = 11, std140) uniform VoxelGIs { - VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; -} -voxel_gi_instances; - -layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; - -layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; - -#ifdef ENABLE_SDFGI - -// SDFGI Integration on set 1 -#define SDFGI_MAX_CASCADES 8 - -struct SDFVoxelGICascadeData { - vec3 position; - float to_probe; - ivec3 probe_world_offset; - float to_cell; // 1/bounds * grid_size -}; - -layout(set = 1, binding = 0, std140) uniform SDFGI { - vec3 grid_size; - uint max_cascades; - - bool use_occlusion; - int probe_axis_size; - float probe_to_uvw; - float normal_bias; - - vec3 lightprobe_tex_pixel_size; - float energy; - - vec3 lightprobe_uv_offset; - float y_mult; - - vec3 occlusion_clamp; - uint pad3; - - vec3 occlusion_renormalize; - uint pad4; - - vec3 cascade_probe_size; - uint pad5; - - SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; -} -sdfgi; - -layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture; - -layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture; - -#endif //SDFGI - -layout(set = 0, binding = 14, std140) uniform Params { - vec2 fog_frustum_size_begin; - vec2 fog_frustum_size_end; - - float fog_frustum_end; - float z_near; - float z_far; - int filter_axis; - - ivec3 fog_volume_size; - uint directional_light_count; - - vec3 light_color; - float base_density; - - float detail_spread; - float gi_inject; - uint max_voxel_gi_instances; - uint cluster_type_size; - - vec2 screen_size; - uint cluster_shift; - uint cluster_width; - - uint max_cluster_element_count_div_32; - bool use_temporal_reprojection; - uint temporal_frame; - float temporal_blend; - - mat3x4 cam_rotation; - mat4 to_prev_view; -} -params; - -layout(set = 0, binding = 15) uniform texture3D prev_density_texture; - -float get_depth_at_pos(float cell_depth_size, int z) { - float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels - d = pow(d, params.detail_spread); - return params.fog_frustum_end * d; -} - -vec3 hash3f(uvec3 x) { - x = ((x >> 16) ^ x) * 0x45d9f3b; - x = ((x >> 16) ^ x) * 0x45d9f3b; - x = (x >> 16) ^ x; - return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); -} - -float get_omni_attenuation(float distance, float inv_range, float decay) { - float nd = distance * inv_range; - nd *= nd; - nd *= nd; // nd^4 - nd = max(1.0 - nd, 0.0); - nd *= nd; // nd^2 - return nd * pow(max(distance, 0.0001), -decay); -} - -void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { - uint item_min_max = cluster_buffer.data[p_offset]; - item_min = item_min_max & 0xFFFF; - item_max = item_min_max >> 16; - ; - - item_from = item_min >> 5; - item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements -} - -uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { - int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); - int mask_width = min(int(z_max) - int(z_min), 32 - local_min); - return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); -} - -#define TEMPORAL_FRAMES 16 - -const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( - vec3(0.5, 0.33333333, 0.2), - vec3(0.25, 0.66666667, 0.4), - vec3(0.75, 0.11111111, 0.6), - vec3(0.125, 0.44444444, 0.8), - vec3(0.625, 0.77777778, 0.04), - vec3(0.375, 0.22222222, 0.24), - vec3(0.875, 0.55555556, 0.44), - vec3(0.0625, 0.88888889, 0.64), - vec3(0.5625, 0.03703704, 0.84), - vec3(0.3125, 0.37037037, 0.08), - vec3(0.8125, 0.7037037, 0.28), - vec3(0.1875, 0.14814815, 0.48), - vec3(0.6875, 0.48148148, 0.68), - vec3(0.4375, 0.81481481, 0.88), - vec3(0.9375, 0.25925926, 0.12), - vec3(0.03125, 0.59259259, 0.32)); - -void main() { - vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); - -#ifdef MODE_DENSITY - - ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); - if (any(greaterThanEqual(pos, params.fog_volume_size))) { - return; //do not compute - } - - vec3 posf = vec3(pos); - - //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0; - - vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels - - uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); - uvec2 cluster_pos = screen_pos >> params.cluster_shift; - uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); - //positions in screen are too spread apart, no hopes for optimizing with subgroups - - fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); - - vec3 view_pos; - view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); - view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; - view_pos.y = -view_pos.y; - - vec4 reprojected_density = vec4(0.0); - float reproject_amount = 0.0; - - if (params.use_temporal_reprojection) { - vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz; - //undo transform into prev view - prev_view.y = -prev_view.y; - //z back to unit size - prev_view.z /= -params.fog_frustum_end; - //xy back to unit size - prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z)); - prev_view.xy = prev_view.xy * 0.5 + 0.5; - //z back to unspread value - prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread); - - if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) { - //reprojectinon fits - - reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0); - reproject_amount = params.temporal_blend; - - // Since we can reproject, now we must jitter the current view pos. - // This is done here because cells that can't reproject should not jitter. - - fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table - - screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); - cluster_pos = screen_pos >> params.cluster_shift; - cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); - //positions in screen are too spread apart, no hopes for optimizing with subgroups - - fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); - - view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); - view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; - view_pos.y = -view_pos.y; - } - } - - uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0)); - - vec3 total_light = params.light_color; - - float total_density = params.base_density; - float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); - //compute directional lights - - for (uint i = 0; i < params.directional_light_count; i++) { - vec3 shadow_attenuation = vec3(1.0); - - if (directional_lights.data[i].shadow_enabled) { - float depth_z = -view_pos.z; - - vec4 pssm_coord; - vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; - vec3 light_dir = directional_lights.data[i].direction; - vec4 v = vec4(view_pos, 1.0); - float z_range; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.x; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.y; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.z; - - } else { - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.w; - } - - float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; - float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); - - /* - //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord); - float shadow = 0.0; - for(float xi=-1;xi<=1;xi++) { - for(float yi=-1;yi<=1;yi++) { - vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size; - shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0)); - } - - } - - shadow /= 3.0 * 3.0; - -*/ - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - - shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); - } - - total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI; - } - - //compute lights from cluster - - { //omni lights - - uint cluster_omni_offset = cluster_offset; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_omni_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - uint light_index = 32 * i + bit; - - //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) { - // continue; //not masked - //} - - vec3 light_pos = omni_lights.data[light_index].position; - float d = distance(omni_lights.data[light_index].position, view_pos); - float shadow_attenuation = 1.0; - - if (d * omni_lights.data[light_index].inv_radius < 1.0) { - float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); - - vec3 light = omni_lights.data[light_index].color / M_PI; - - if (omni_lights.data[light_index].shadow_enabled) { - //has shadow - vec4 v = vec4(view_pos, 1.0); - - vec4 splane = (omni_lights.data[light_index].shadow_matrix * v); - float shadow_len = length(splane.xyz); //need to remember shadow len from here - - splane.xyz = normalize(splane.xyz); - vec4 clamp_rect = omni_lights.data[light_index].atlas_rect; - - if (splane.z >= 0.0) { - splane.z += 1.0; - - clamp_rect.y += clamp_rect.w; - - } else { - splane.z = 1.0 - splane.z; - } - - splane.xy /= splane.z; - - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len * omni_lights.data[light_index].inv_radius; - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - splane.w = 1.0; //needed? i think it should be 1 already - - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; - - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); - } - total_light += light * attenuation * shadow_attenuation; - } - } - } - } - - { //spot lights - - uint cluster_spot_offset = cluster_offset + params.cluster_type_size; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_spot_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - - //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) { - // continue; //not masked - //} - - uint light_index = 32 * i + bit; - - vec3 light_pos = spot_lights.data[light_index].position; - vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos; - float d = length(light_rel_vec); - float shadow_attenuation = 1.0; - - if (d * spot_lights.data[light_index].inv_radius < 1.0) { - float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); - - vec3 spot_dir = spot_lights.data[light_index].direction; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle)); - attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation); - - vec3 light = spot_lights.data[light_index].color / M_PI; - - if (spot_lights.data[light_index].shadow_enabled) { - //has shadow - vec4 v = vec4(view_pos, 1.0); - - vec4 splane = (spot_lights.data[light_index].shadow_matrix * v); - splane /= splane.w; - - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; - - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); - } - - total_light += light * attenuation * shadow_attenuation; - } - } - } - } - - vec3 world_pos = mat3(params.cam_rotation) * view_pos; - - for (uint i = 0; i < params.max_voxel_gi_instances; i++) { - vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz; - - //this causes corrupted pixels, i have no idea why.. - if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) { - position /= voxel_gi_instances.data[i].bounds; - - vec4 light = vec4(0.0); - for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) { - vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j)); - float a = (1.0 - light.a); - light += a * slight; - } - - light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; - - total_light += light.rgb; - } - } - - //sdfgi -#ifdef ENABLE_SDFGI - - { - float blend = -1.0; - vec3 ambient_total = vec3(0.0); - - for (uint i = 0; i < sdfgi.max_cascades; i++) { - vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; - - if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { - continue; //skip cascade - } - - vec3 base_pos = floor(cascade_pos); - ivec3 probe_base_pos = ivec3(base_pos); - - vec4 ambient_accum = vec4(0.0); - - ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i)); - tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; - - for (uint j = 0; j < 8; j++) { - ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); - ivec3 probe_posi = probe_base_pos; - probe_posi += offset; - - // Compute weight - - vec3 probe_pos = vec3(probe_posi); - vec3 probe_to_pos = cascade_pos - probe_pos; - - vec3 trilinear = vec3(1.0) - abs(probe_to_pos); - float weight = trilinear.x * trilinear.y * trilinear.z; - - // Compute lightprobe occlusion - - if (sdfgi.use_occlusion) { - ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); - vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); - - vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; - occ_pos.z += float(i); - if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures - occ_pos.x += 1.0; - } - - occ_pos *= sdfgi.occlusion_renormalize; - float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); - - weight *= max(occlusion, 0.01); - } - - // Compute ambient texture position - - ivec3 uvw = tex_pos; - uvw.xy += offset.xy; - uvw.x += offset.z * sdfgi.probe_axis_size; - - vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; - - ambient_accum.rgb += ambient * weight; - ambient_accum.a += weight; - } - - if (ambient_accum.a > 0) { - ambient_accum.rgb /= ambient_accum.a; - } - ambient_total = ambient_accum.rgb; - break; - } - - total_light += ambient_total * params.gi_inject; - } - -#endif - - vec4 final_density = vec4(total_light, total_density); - - final_density = mix(final_density, reprojected_density, reproject_amount); - - imageStore(density_map, pos, final_density); -#endif - -#ifdef MODE_FOG - - ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0); - - if (any(greaterThanEqual(pos, params.fog_volume_size))) { - return; //do not compute - } - - vec4 fog_accum = vec4(0.0); - float prev_z = 0.0; - - float t = 1.0; - - for (int i = 0; i < params.fog_volume_size.z; i++) { - //compute fog position - ivec3 fog_pos = pos + ivec3(0, 0, i); - //get fog value - vec4 fog = imageLoad(density_map, fog_pos); - - //get depth at cell pos - float z = get_depth_at_pos(fog_cell_size.z, i); - //get distance from previous pos - float d = abs(prev_z - z); - //compute exinction based on beer's - float extinction = t * exp(-d * fog.a); - //compute alpha based on different of extinctions - float alpha = t - extinction; - //update extinction - t = extinction; - - fog_accum += vec4(fog.rgb * alpha, alpha); - prev_z = z; - - vec4 fog_value; - - if (fog_accum.a > 0.0) { - fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t); - } else { - fog_value = vec4(0.0); - } - - imageStore(fog_map, fog_pos, fog_value); - } - -#endif - -#ifdef MODE_FILTER - - ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); - - const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303); - - const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1)); - ivec3 offset = filter_dir[params.filter_axis]; - - vec4 accum = vec4(0.0); - for (int i = -3; i <= 3; i++) { - accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3]; - } - - imageStore(dest_map, pos, accum); - -#endif -} diff --git a/servers/rendering/renderer_rd/storage_rd/SCsub b/servers/rendering/renderer_rd/storage_rd/SCsub new file mode 100644 index 0000000000..86681f9c74 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/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/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp new file mode 100644 index 0000000000..882afdfa54 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -0,0 +1,810 @@ +/*************************************************************************/ +/* light_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "light_storage.h" +#include "core/config/project_settings.h" +#include "texture_storage.h" + +using namespace RendererRD; + +LightStorage *LightStorage::singleton = nullptr; + +LightStorage *LightStorage::get_singleton() { + return singleton; +} + +LightStorage::LightStorage() { + singleton = this; + + TextureStorage *texture_storage = TextureStorage::get_singleton(); + + using_lightmap_array = true; // high end + if (using_lightmap_array) { + uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); + + if (textures_per_stage <= 256) { + lightmap_textures.resize(32); + } else { + lightmap_textures.resize(1024); + } + + for (int i = 0; i < lightmap_textures.size(); i++) { + lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + } + } + + lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed"); +} + +LightStorage::~LightStorage() { + singleton = nullptr; +} + +/* LIGHT */ + +void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { + Light light; + light.type = p_type; + + light.param[RS::LIGHT_PARAM_ENERGY] = 1.0; + light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; + light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5; + light.param[RS::LIGHT_PARAM_RANGE] = 1.0; + light.param[RS::LIGHT_PARAM_SIZE] = 0.0; + light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0; + light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45; + light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0; + light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0; + light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1; + light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; + light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; + light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8; + light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0; + light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02; + light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0; + light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0; + light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0; + light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1; + light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05; + + light_owner.initialize_rid(p_light, light); +} + +RID LightStorage::directional_light_allocate() { + return light_owner.allocate_rid(); +} + +void LightStorage::directional_light_initialize(RID p_light) { + _light_initialize(p_light, RS::LIGHT_DIRECTIONAL); +} + +RID LightStorage::omni_light_allocate() { + return light_owner.allocate_rid(); +} + +void LightStorage::omni_light_initialize(RID p_light) { + _light_initialize(p_light, RS::LIGHT_OMNI); +} + +RID LightStorage::spot_light_allocate() { + return light_owner.allocate_rid(); +} + +void LightStorage::spot_light_initialize(RID p_light) { + _light_initialize(p_light, RS::LIGHT_SPOT); +} + +void LightStorage::light_free(RID p_rid) { + light_set_projector(p_rid, RID()); //clear projector + + // delete the texture + Light *light = light_owner.get_or_null(p_rid); + light->dependency.deleted_notify(p_rid); + light_owner.free(p_rid); +} + +void LightStorage::light_set_color(RID p_light, const Color &p_color) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->color = p_color; +} + +void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX); + + if (light->param[p_param] == p_value) { + return; + } + + switch (p_param) { + case RS::LIGHT_PARAM_RANGE: + case RS::LIGHT_PARAM_SPOT_ANGLE: + case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: + case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: + case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: + case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: + case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: + case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE: + case RS::LIGHT_PARAM_SHADOW_BIAS: { + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); + } break; + case RS::LIGHT_PARAM_SIZE: { + if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) { + //changing from no size to size and the opposite + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR); + } + } break; + default: { + } + } + + light->param[p_param] = p_value; +} + +void LightStorage::light_set_shadow(RID p_light, bool p_enabled) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + light->shadow = p_enabled; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_set_projector(RID p_light, RID p_texture) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + if (light->projector == p_texture) { + return; + } + + if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) { + texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI); + } + + light->projector = p_texture; + + if (light->type != RS::LIGHT_DIRECTIONAL) { + if (light->projector.is_valid()) { + texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI); + } + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR); + } +} + +void LightStorage::light_set_negative(RID p_light, bool p_enable) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->negative = p_enable; +} + +void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->cull_mask = p_mask; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->distance_fade = p_enabled; + light->distance_fade_begin = p_begin; + light->distance_fade_shadow = p_shadow; + light->distance_fade_length = p_length; +} + +void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->reverse_cull = p_enabled; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->bake_mode = p_bake_mode; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->max_sdfgi_cascade = p_cascade; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_mode = p_mode; + + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE); + + return light->omni_shadow_mode; +} + +void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->directional_shadow_mode = p_mode; + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->directional_blend_splits = p_enable; + light->version++; + light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT); +} + +bool LightStorage::light_directional_get_blend_splits(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, false); + + return light->directional_blend_splits; +} + +void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND(!light); + + light->directional_sky_mode = p_mode; +} + +RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY); + + return light->directional_sky_mode; +} + +RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + + return light->directional_shadow_mode; +} + +uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->max_sdfgi_cascade; +} + +RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED); + + return light->bake_mode; +} + +uint64_t LightStorage::light_get_version(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->version; +} + +AABB LightStorage::light_get_aabb(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, AABB()); + + switch (light->type) { + case RS::LIGHT_SPOT: { + float len = light->param[RS::LIGHT_PARAM_RANGE]; + float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len; + return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); + }; + case RS::LIGHT_OMNI: { + float r = light->param[RS::LIGHT_PARAM_RANGE]; + return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2); + }; + case RS::LIGHT_DIRECTIONAL: { + return AABB(); + }; + } + + ERR_FAIL_V(AABB()); +} + +Dependency *LightStorage::light_get_dependency(RID p_light) const { + Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_NULL_V(light, nullptr); + + return &light->dependency; +} + +/* REFLECTION PROBE */ + +RID LightStorage::reflection_probe_allocate() { + return reflection_probe_owner.allocate_rid(); +} + +void LightStorage::reflection_probe_initialize(RID p_reflection_probe) { + reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe()); +} + +void LightStorage::reflection_probe_free(RID p_rid) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid); + reflection_probe->dependency.deleted_notify(p_rid); + reflection_probe_owner.free(p_rid); +}; + +void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->update_mode = p_mode; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->intensity = p_intensity; +} + +void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->ambient_mode = p_mode; +} + +void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->ambient_color = p_color; +} + +void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->ambient_color_energy = p_energy; +} + +void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->max_distance = p_distance; + + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + if (reflection_probe->extents == p_extents) { + return; + } + reflection_probe->extents = p_extents; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->origin_offset = p_offset; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior = p_enable; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->box_projection = p_enable; +} + +void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->enable_shadows = p_enable; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->cull_mask = p_layers; + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + ERR_FAIL_COND(p_resolution < 32); + + reflection_probe->resolution = p_resolution; +} + +void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->mesh_lod_threshold = p_ratio; + + reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); +} + +AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, AABB()); + + AABB aabb; + aabb.position = -reflection_probe->extents; + aabb.size = reflection_probe->extents * 2.0; + + return aabb; +} + +RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS); + + return reflection_probe->update_mode; +} + +uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->cull_mask; +} + +Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, Vector3()); + + return reflection_probe->extents; +} + +Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, Vector3()); + + return reflection_probe->origin_offset; +} + +bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, false); + + return reflection_probe->enable_shadows; +} + +float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->max_distance; +} + +float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->mesh_lod_threshold; +} + +int LightStorage::reflection_probe_get_resolution(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->resolution; +} + +float LightStorage::reflection_probe_get_intensity(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->intensity; +} + +bool LightStorage::reflection_probe_is_interior(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, false); + + return reflection_probe->interior; +} + +bool LightStorage::reflection_probe_is_box_projection(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, false); + + return reflection_probe->box_projection; +} + +RS::ReflectionProbeAmbientMode LightStorage::reflection_probe_get_ambient_mode(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED); + return reflection_probe->ambient_mode; +} + +Color LightStorage::reflection_probe_get_ambient_color(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, Color()); + + return reflection_probe->ambient_color; +} +float LightStorage::reflection_probe_get_ambient_color_energy(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->ambient_color_energy; +} + +Dependency *LightStorage::reflection_probe_get_dependency(RID p_probe) const { + ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); + ERR_FAIL_NULL_V(reflection_probe, nullptr); + + return &reflection_probe->dependency; +} + +/* LIGHTMAP API */ + +RID LightStorage::lightmap_allocate() { + return lightmap_owner.allocate_rid(); +} + +void LightStorage::lightmap_initialize(RID p_lightmap) { + lightmap_owner.initialize_rid(p_lightmap, Lightmap()); +} + +void LightStorage::lightmap_free(RID p_rid) { + lightmap_set_textures(p_rid, RID(), false); + Lightmap *lightmap = lightmap_owner.get_or_null(p_rid); + lightmap->dependency.deleted_notify(p_rid); + lightmap_owner.free(p_rid); +} + +void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + + lightmap_array_version++; + + //erase lightmap users + if (lm->light_texture.is_valid()) { + RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture); + if (t) { + t->lightmap_users.erase(p_lightmap); + } + } + + RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light); + lm->light_texture = p_light; + lm->uses_spherical_harmonics = p_uses_spherical_haromics; + + RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + if (!t) { + if (using_lightmap_array) { + if (lm->array_index >= 0) { + lightmap_textures.write[lm->array_index] = default_2d_array; + lm->array_index = -1; + } + } + + return; + } + + t->lightmap_users.insert(p_lightmap); + + if (using_lightmap_array) { + if (lm->array_index < 0) { + //not in array, try to put in array + for (int i = 0; i < lightmap_textures.size(); i++) { + if (lightmap_textures[i] == default_2d_array) { + lm->array_index = i; + break; + } + } + } + ERR_FAIL_COND_MSG(lm->array_index < 0, "Maximum amount of lightmaps in use (" + itos(lightmap_textures.size()) + ") has been exceeded, lightmap will nod display properly."); + + lightmap_textures.write[lm->array_index] = t->rd_texture; + } +} + +void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + lm->bounds = p_bounds; +} + +void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + lm->interior = p_interior; +} + +void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + + if (p_points.size()) { + ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size()); + ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0); + ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0); + } + + lm->points = p_points; + lm->bsp_tree = p_bsp_tree; + lm->point_sh = p_point_sh; + lm->tetrahedra = p_tetrahedra; +} + +PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, PackedVector3Array()); + + return lm->points; +} + +PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, PackedColorArray()); + return lm->point_sh; +} + +PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, PackedInt32Array()); + return lm->tetrahedra; +} + +PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, PackedInt32Array()); + return lm->bsp_tree; +} + +void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) { + lightmap_probe_capture_update_speed = p_speed; +} + +Dependency *LightStorage::lightmap_get_dependency(RID p_lightmap) const { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_NULL_V(lm, nullptr); + + return &lm->dependency; +} + +void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) { + Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND(!lm); + + for (int i = 0; i < 9; i++) { + r_sh[i] = Color(0, 0, 0, 0); + } + + if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) { + return; + } + + static_assert(sizeof(Lightmap::BSP) == 24); + + const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr(); + int32_t node = 0; + while (node >= 0) { + if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node); +#endif + + node = bsp[node].over; + } else { +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node); +#endif + node = bsp[node].under; + } + } + + if (node == Lightmap::BSP::EMPTY_LEAF) { + return; //nothing could be done + } + + node = ABS(node) - 1; + + uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4]; + Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] }; + const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] }; + Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point); + + for (int i = 0; i < 4; i++) { + float c = CLAMP(barycentric[i], 0.0, 1.0); + for (int j = 0; j < 9; j++) { + r_sh[j] += sh_colors[i][j] * c; + } + } +} + +bool LightStorage::lightmap_is_interior(RID p_lightmap) const { + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, false); + return lm->interior; +} + +AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const { + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, AABB()); + return lm->bounds; +} diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h new file mode 100644 index 0000000000..3e3246e8e9 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h @@ -0,0 +1,368 @@ +/*************************************************************************/ +/* light_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 LIGHT_STORAGE_RD_H +#define LIGHT_STORAGE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/storage/light_storage.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class LightStorage : public RendererLightStorage { +private: + static LightStorage *singleton; + + /* LIGHT */ + struct Light { + RS::LightType type; + float param[RS::LIGHT_PARAM_MAX]; + Color color = Color(1, 1, 1, 1); + RID projector; + bool shadow = false; + bool negative = false; + bool reverse_cull = false; + RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC; + uint32_t max_sdfgi_cascade = 2; + uint32_t cull_mask = 0xFFFFFFFF; + bool distance_fade = false; + real_t distance_fade_begin = 40.0; + real_t distance_fade_shadow = 50.0; + real_t distance_fade_length = 10.0; + RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + bool directional_blend_splits = false; + RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; + uint64_t version = 0; + + Dependency dependency; + }; + + mutable RID_Owner<Light, true> light_owner; + + /* REFLECTION PROBE */ + + struct ReflectionProbe { + RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; + int resolution = 256; + float intensity = 1.0; + RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT; + Color ambient_color; + float ambient_color_energy = 1.0; + float max_distance = 0; + Vector3 extents = Vector3(1, 1, 1); + Vector3 origin_offset; + bool interior = false; + bool box_projection = false; + bool enable_shadows = false; + uint32_t cull_mask = (1 << 20) - 1; + float mesh_lod_threshold = 0.01; + + Dependency dependency; + }; + mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner; + + /* LIGHTMAP */ + + struct Lightmap { + RID light_texture; + bool uses_spherical_harmonics = false; + bool interior = false; + AABB bounds = AABB(Vector3(), Vector3(1, 1, 1)); + int32_t array_index = -1; //unassigned + PackedVector3Array points; + PackedColorArray point_sh; + PackedInt32Array tetrahedra; + PackedInt32Array bsp_tree; + + struct BSP { + static const int32_t EMPTY_LEAF = INT32_MIN; + float plane[4]; + int32_t over = EMPTY_LEAF, under = EMPTY_LEAF; + }; + + Dependency dependency; + }; + + bool using_lightmap_array; + Vector<RID> lightmap_textures; + uint64_t lightmap_array_version = 0; + float lightmap_probe_capture_update_speed = 4; + + mutable RID_Owner<Lightmap, true> lightmap_owner; + +public: + static LightStorage *get_singleton(); + + LightStorage(); + virtual ~LightStorage(); + + /* LIGHT */ + + bool owns_light(RID p_rid) { return light_owner.owns(p_rid); }; + + void _light_initialize(RID p_rid, RS::LightType p_type); + + virtual RID directional_light_allocate() override; + virtual void directional_light_initialize(RID p_light) override; + + virtual RID omni_light_allocate() override; + virtual void omni_light_initialize(RID p_light) override; + + virtual RID spot_light_allocate() override; + virtual void spot_light_initialize(RID p_light) override; + + virtual void light_free(RID p_rid) override; + + virtual void light_set_color(RID p_light, const Color &p_color) override; + virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override; + virtual void light_set_shadow(RID p_light, bool p_enabled) override; + virtual void light_set_projector(RID p_light, RID p_texture) override; + virtual void light_set_negative(RID p_light, bool p_enable) override; + virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override; + virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override; + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override; + virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override; + virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override; + + virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override; + + virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override; + virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override; + virtual bool light_directional_get_blend_splits(RID p_light) const override; + virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override; + virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override; + + virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override; + virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override; + + virtual RS::LightType light_get_type(RID p_light) const override { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->type; + } + virtual AABB light_get_aabb(RID p_light) const override; + + virtual float light_get_param(RID p_light, RS::LightParam p_param) override { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->param[p_param]; + } + + _FORCE_INLINE_ RID light_get_projector(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RID()); + + return light->projector; + } + + virtual Color light_get_color(RID p_light) override { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, Color()); + + return light->color; + } + + _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->cull_mask; + } + + _FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + return light->distance_fade; + } + + _FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + return light->distance_fade_begin; + } + + _FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + return light->distance_fade_shadow; + } + + _FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) { + const Light *light = light_owner.get_or_null(p_light); + return light->distance_fade_length; + } + + virtual bool light_has_shadow(RID p_light) const override { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->shadow; + } + + virtual bool light_has_projector(RID p_light) const override { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light_owner.owns(light->projector); + } + + _FORCE_INLINE_ bool light_is_negative(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->negative; + } + + _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0.0); + + return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS]; + } + + _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0.0); + + return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE]; + } + + virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override; + virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override; + virtual uint64_t light_get_version(RID p_light) const override; + + Dependency *light_get_dependency(RID p_light) const; + + /* REFLECTION PROBE */ + + bool owns_reflection_probe(RID p_rid) { return reflection_probe_owner.owns(p_rid); }; + + virtual RID reflection_probe_allocate() override; + virtual void reflection_probe_initialize(RID p_reflection_probe) override; + virtual void reflection_probe_free(RID p_rid) override; + + virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override; + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override; + virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override; + virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override; + virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override; + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override; + virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override; + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override; + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override; + virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override; + + virtual AABB reflection_probe_get_aabb(RID p_probe) const override; + virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override; + virtual Vector3 reflection_probe_get_extents(RID p_probe) const override; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override; + virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override; + + int reflection_probe_get_resolution(RID p_probe) const; + virtual bool reflection_probe_renders_shadows(RID p_probe) const override; + + float reflection_probe_get_intensity(RID p_probe) const; + bool reflection_probe_is_interior(RID p_probe) const; + bool reflection_probe_is_box_projection(RID p_probe) const; + RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const; + Color reflection_probe_get_ambient_color(RID p_probe) const; + float reflection_probe_get_ambient_color_energy(RID p_probe) const; + + Dependency *reflection_probe_get_dependency(RID p_probe) const; + + /* LIGHTMAP */ + + bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); }; + + virtual RID lightmap_allocate() override; + virtual void lightmap_initialize(RID p_lightmap) override; + virtual void lightmap_free(RID p_rid) override; + + virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override; + virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override; + virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override; + virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override; + virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override; + virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override; + virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override; + virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override; + virtual AABB lightmap_get_aabb(RID p_lightmap) const override; + virtual bool lightmap_is_interior(RID p_lightmap) const override; + virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override; + virtual void lightmap_set_probe_capture_update_speed(float p_speed) override; + + Dependency *lightmap_get_dependency(RID p_lightmap) const; + + virtual float lightmap_get_probe_capture_update_speed() const override { + return lightmap_probe_capture_update_speed; + } + _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const { + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + ERR_FAIL_COND_V(!lm, RID()); + return lm->light_texture; + } + _FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const { + ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + return lm->array_index; + } + _FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const { + ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays + const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap); + return lm->uses_spherical_harmonics; + } + _FORCE_INLINE_ uint64_t lightmap_array_get_version() const { + ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays + return lightmap_array_version; + } + + _FORCE_INLINE_ int lightmap_array_get_size() const { + ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays + return lightmap_textures.size(); + } + + _FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const { + ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays + return lightmap_textures; + } +}; + +} // namespace RendererRD + +#endif // LIGHT_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp new file mode 100644 index 0000000000..41dd1ccc40 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -0,0 +1,2704 @@ +/*************************************************************************/ +/* material_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "material_storage.h" +#include "core/config/engine.h" +#include "core/config/project_settings.h" +#include "core/io/resource_loader.h" +#include "texture_storage.h" + +using namespace RendererRD; + +/////////////////////////////////////////////////////////////////////////// +// UBI helper functions + +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) { + switch (type) { + case ShaderLanguage::TYPE_BOOL: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = (r[i] != 0) ? 1 : 0; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + bool v = value; + gui[0] = v ? 1 : 0; + } + } break; + case ShaderLanguage::TYPE_BVEC2: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 2 * p_array_size; + + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i] ? 1 : 0; + gui[j + 1] = r[i + 1] ? 1 : 0; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = v & 1 ? 1 : 0; + gui[1] = v & 2 ? 1 : 0; + } + } break; + case ShaderLanguage::TYPE_BVEC3: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 3 * p_array_size; + + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i] ? 1 : 0; + gui[j + 1] = r[i + 1] ? 1 : 0; + gui[j + 2] = r[i + 2] ? 1 : 0; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = (v & 1) ? 1 : 0; + gui[1] = (v & 2) ? 1 : 0; + gui[2] = (v & 4) ? 1 : 0; + } + } break; + case ShaderLanguage::TYPE_BVEC4: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 4 * p_array_size; + + for (int i = 0; i < count; i += 4) { + if (i < s) { + gui[i] = r[i] ? 1 : 0; + gui[i + 1] = r[i + 1] ? 1 : 0; + gui[i + 2] = r[i + 2] ? 1 : 0; + gui[i + 3] = r[i + 3] ? 1 : 0; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } else { + int v = value; + gui[0] = (v & 1) ? 1 : 0; + gui[1] = (v & 2) ? 1 : 0; + gui[2] = (v & 4) ? 1 : 0; + gui[3] = (v & 8) ? 1 : 0; + } + } break; + case ShaderLanguage::TYPE_INT: { + int32_t *gui = (int32_t *)data; + + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + const int *r = iv.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = r[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_IVEC2: { + int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 2 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + Vector2i v = value; + gui[0] = v.x; + gui[1] = v.y; + } + } break; + case ShaderLanguage::TYPE_IVEC3: { + int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 3 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + Vector3i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + } + } break; + case ShaderLanguage::TYPE_IVEC4: { + int32_t *gui = (int32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 4 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0; i < count; i += 4) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } else { + Vector4i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; + } + } break; + case ShaderLanguage::TYPE_UINT: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + const int *r = iv.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = r[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_UVEC2: { + uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 2 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + Vector2i v = value; + gui[0] = v.x; + gui[1] = v.y; + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 3 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + Vector3i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + } + } break; + case ShaderLanguage::TYPE_UVEC4: { + uint32_t *gui = (uint32_t *)data; + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + int count = 4 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0; i < count; i++) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } else { + Vector4i v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + const PackedFloat32Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = a[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + float v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_VEC2: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + const PackedVector2Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = a[i].x; + gui[j + 1] = a[i].y; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + Vector2 v = value; + gui[0] = v.x; + gui[1] = v.y; + } + } break; + case ShaderLanguage::TYPE_VEC3: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + if (value.get_type() == Variant::PACKED_COLOR_ARRAY) { + const PackedColorArray &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + Color color = a[i]; + if (p_linear_color) { + color = color.srgb_to_linear(); + } + gui[j] = color.r; + gui[j + 1] = color.g; + gui[j + 2] = color.b; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + const PackedVector3Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = a[i].x; + gui[j + 1] = a[i].y; + gui[j + 2] = a[i].z; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } + } else { + if (value.get_type() == Variant::COLOR) { + Color v = value; + + if (p_linear_color) { + v = v.srgb_to_linear(); + } + + gui[0] = v.r; + gui[1] = v.g; + gui[2] = v.b; + } else { + Vector3 v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + } + } + } break; + case ShaderLanguage::TYPE_VEC4: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + if (value.get_type() == Variant::PACKED_COLOR_ARRAY) { + const PackedColorArray &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + Color color = a[i]; + if (p_linear_color) { + color = color.srgb_to_linear(); + } + gui[j] = color.r; + gui[j + 1] = color.g; + gui[j + 2] = color.b; + gui[j + 3] = color.a; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + gui[j + 3] = 0; + } + } + } else { + const PackedFloat32Array &a = value; + int s = a.size(); + int count = 4 * p_array_size; + + for (int i = 0; i < count; i += 4) { + if (i + 3 < s) { + gui[i] = a[i]; + gui[i + 1] = a[i + 1]; + gui[i + 2] = a[i + 2]; + gui[i + 3] = a[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } + } else { + if (value.get_type() == Variant::COLOR) { + Color v = value; + + if (p_linear_color) { + v = v.srgb_to_linear(); + } + + gui[0] = v.r; + gui[1] = v.g; + gui[2] = v.b; + gui[3] = v.a; + } else if (value.get_type() == Variant::RECT2) { + Rect2 v = value; + + gui[0] = v.position.x; + gui[1] = v.position.y; + gui[2] = v.size.x; + gui[3] = v.size.y; + } else if (value.get_type() == Variant::QUATERNION) { + Quaternion v = value; + + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; + } else if (value.get_type() == Variant::PLANE) { + Plane v = value; + + gui[0] = v.normal.x; + gui[1] = v.normal.y; + gui[2] = v.normal.z; + gui[3] = v.d; + } else { + Vector4 v = value; + + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; + } + } + } break; + case ShaderLanguage::TYPE_MAT2: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + const PackedFloat32Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) { + if (i + 3 < s) { + gui[j] = a[i]; + gui[j + 1] = a[i + 1]; + + gui[j + 4] = a[i + 2]; + gui[j + 5] = a[i + 3]; + } else { + gui[j] = 1; + gui[j + 1] = 0; + + gui[j + 4] = 0; + gui[j + 5] = 1; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + gui[j + 6] = 0; // ignored + gui[j + 7] = 0; // ignored + } + } else { + Transform2D v = value; + + //in std140 members of mat2 are treated as vec4s + gui[0] = v.columns[0][0]; + gui[1] = v.columns[0][1]; + gui[2] = 0; // ignored + gui[3] = 0; // ignored + + gui[4] = v.columns[1][0]; + gui[5] = v.columns[1][1]; + gui[6] = 0; // ignored + gui[7] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_MAT3: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + const PackedFloat32Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) { + if (i + 8 < s) { + gui[j] = a[i]; + gui[j + 1] = a[i + 1]; + gui[j + 2] = a[i + 2]; + + gui[j + 4] = a[i + 3]; + gui[j + 5] = a[i + 4]; + gui[j + 6] = a[i + 5]; + + gui[j + 8] = a[i + 6]; + gui[j + 9] = a[i + 7]; + gui[j + 10] = a[i + 8]; + } else { + gui[j] = 1; + gui[j + 1] = 0; + gui[j + 2] = 0; + + gui[j + 4] = 0; + gui[j + 5] = 1; + gui[j + 6] = 0; + + gui[j + 8] = 0; + gui[j + 9] = 0; + gui[j + 10] = 1; + } + gui[j + 3] = 0; // ignored + gui[j + 7] = 0; // ignored + gui[j + 11] = 0; // ignored + } + } else { + Basis v = value; + gui[0] = v.rows[0][0]; + gui[1] = v.rows[1][0]; + gui[2] = v.rows[2][0]; + gui[3] = 0; // ignored + + gui[4] = v.rows[0][1]; + gui[5] = v.rows[1][1]; + gui[6] = v.rows[2][1]; + gui[7] = 0; // ignored + + gui[8] = v.rows[0][2]; + gui[9] = v.rows[1][2]; + gui[10] = v.rows[2][2]; + gui[11] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_MAT4: { + float *gui = reinterpret_cast<float *>(data); + + if (p_array_size > 0) { + const PackedFloat32Array &a = value; + int s = a.size(); + + for (int i = 0; i < p_array_size * 16; i += 16) { + if (i + 15 < s) { + gui[i] = a[i]; + gui[i + 1] = a[i + 1]; + gui[i + 2] = a[i + 2]; + gui[i + 3] = a[i + 3]; + + gui[i + 4] = a[i + 4]; + gui[i + 5] = a[i + 5]; + gui[i + 6] = a[i + 6]; + gui[i + 7] = a[i + 7]; + + gui[i + 8] = a[i + 8]; + gui[i + 9] = a[i + 9]; + gui[i + 10] = a[i + 10]; + gui[i + 11] = a[i + 11]; + + gui[i + 12] = a[i + 12]; + gui[i + 13] = a[i + 13]; + gui[i + 14] = a[i + 14]; + gui[i + 15] = a[i + 15]; + } else { + gui[i] = 1; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + + gui[i + 4] = 0; + gui[i + 5] = 1; + gui[i + 6] = 0; + gui[i + 7] = 0; + + gui[i + 8] = 0; + gui[i + 9] = 0; + gui[i + 10] = 1; + gui[i + 11] = 0; + + gui[i + 12] = 0; + gui[i + 13] = 0; + gui[i + 14] = 0; + gui[i + 15] = 1; + } + } + } else if (value.get_type() == Variant::TRANSFORM3D) { + Transform3D v = value; + gui[0] = v.basis.rows[0][0]; + gui[1] = v.basis.rows[1][0]; + gui[2] = v.basis.rows[2][0]; + gui[3] = 0; + + gui[4] = v.basis.rows[0][1]; + gui[5] = v.basis.rows[1][1]; + gui[6] = v.basis.rows[2][1]; + gui[7] = 0; + + gui[8] = v.basis.rows[0][2]; + gui[9] = v.basis.rows[1][2]; + gui[10] = v.basis.rows[2][2]; + gui[11] = 0; + + gui[12] = v.origin.x; + gui[13] = v.origin.y; + gui[14] = v.origin.z; + gui[15] = 1; + } else { + Projection v = value; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + gui[i * 4 + j] = v.matrix[i][j]; + } + } + } + } break; + default: { + } + } +} + +_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) { + switch (type) { + case ShaderLanguage::TYPE_BOOL: { + uint32_t *gui = (uint32_t *)data; + *gui = value[0].boolean ? 1 : 0; + } break; + case ShaderLanguage::TYPE_BVEC2: { + uint32_t *gui = (uint32_t *)data; + gui[0] = value[0].boolean ? 1 : 0; + gui[1] = value[1].boolean ? 1 : 0; + + } break; + case ShaderLanguage::TYPE_BVEC3: { + uint32_t *gui = (uint32_t *)data; + gui[0] = value[0].boolean ? 1 : 0; + gui[1] = value[1].boolean ? 1 : 0; + gui[2] = value[2].boolean ? 1 : 0; + + } break; + case ShaderLanguage::TYPE_BVEC4: { + uint32_t *gui = (uint32_t *)data; + gui[0] = value[0].boolean ? 1 : 0; + gui[1] = value[1].boolean ? 1 : 0; + gui[2] = value[2].boolean ? 1 : 0; + gui[3] = value[3].boolean ? 1 : 0; + + } break; + case ShaderLanguage::TYPE_INT: { + int32_t *gui = (int32_t *)data; + gui[0] = value[0].sint; + + } break; + case ShaderLanguage::TYPE_IVEC2: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 2; i++) { + gui[i] = value[i].sint; + } + + } break; + case ShaderLanguage::TYPE_IVEC3: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 3; i++) { + gui[i] = value[i].sint; + } + + } break; + case ShaderLanguage::TYPE_IVEC4: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 4; i++) { + gui[i] = value[i].sint; + } + + } break; + case ShaderLanguage::TYPE_UINT: { + uint32_t *gui = (uint32_t *)data; + gui[0] = value[0].uint; + + } break; + case ShaderLanguage::TYPE_UVEC2: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 2; i++) { + gui[i] = value[i].uint; + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 3; i++) { + gui[i] = value[i].uint; + } + + } break; + case ShaderLanguage::TYPE_UVEC4: { + int32_t *gui = (int32_t *)data; + + for (int i = 0; i < 4; i++) { + gui[i] = value[i].uint; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + float *gui = reinterpret_cast<float *>(data); + gui[0] = value[0].real; + + } break; + case ShaderLanguage::TYPE_VEC2: { + float *gui = reinterpret_cast<float *>(data); + + for (int i = 0; i < 2; i++) { + gui[i] = value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC3: { + float *gui = reinterpret_cast<float *>(data); + + for (int i = 0; i < 3; i++) { + gui[i] = value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC4: { + float *gui = reinterpret_cast<float *>(data); + + for (int i = 0; i < 4; i++) { + gui[i] = value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT2: { + float *gui = reinterpret_cast<float *>(data); + + //in std140 members of mat2 are treated as vec4s + gui[0] = value[0].real; + gui[1] = value[1].real; + gui[2] = 0; + gui[3] = 0; + gui[4] = value[2].real; + gui[5] = value[3].real; + gui[6] = 0; + gui[7] = 0; + } break; + case ShaderLanguage::TYPE_MAT3: { + float *gui = reinterpret_cast<float *>(data); + + gui[0] = value[0].real; + gui[1] = value[1].real; + gui[2] = value[2].real; + gui[3] = 0; + gui[4] = value[3].real; + gui[5] = value[4].real; + gui[6] = value[5].real; + gui[7] = 0; + gui[8] = value[6].real; + gui[9] = value[7].real; + gui[10] = value[8].real; + gui[11] = 0; + } break; + case ShaderLanguage::TYPE_MAT4: { + float *gui = reinterpret_cast<float *>(data); + + for (int i = 0; i < 16; i++) { + gui[i] = value[i].real; + } + } break; + default: { + } + } +} + +_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) { + if (p_array_size <= 0) { + p_array_size = 1; + } + + switch (type) { + case ShaderLanguage::TYPE_BOOL: + case ShaderLanguage::TYPE_INT: + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_FLOAT: { + memset(data, 0, 4 * p_array_size); + } break; + case ShaderLanguage::TYPE_BVEC2: + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_VEC2: { + memset(data, 0, 8 * p_array_size); + } break; + case ShaderLanguage::TYPE_BVEC3: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_BVEC4: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: + case ShaderLanguage::TYPE_VEC4: { + memset(data, 0, 16 * p_array_size); + } break; + case ShaderLanguage::TYPE_MAT2: { + memset(data, 0, 32 * p_array_size); + } break; + case ShaderLanguage::TYPE_MAT3: { + memset(data, 0, 48 * p_array_size); + } break; + case ShaderLanguage::TYPE_MAT4: { + memset(data, 0, 64 * p_array_size); + } break; + + default: { + } + } +} + +/////////////////////////////////////////////////////////////////////////// +// MaterialStorage::MaterialData + +void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + bool uses_global_buffer = false; + + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) { + if (E.value.order < 0) { + continue; // texture, does not go here + } + + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; //instance uniforms don't appear in the buffer + } + + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { + //this is a global variable, get the index to it + GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key); + uint32_t index = 0; + if (gv) { + index = gv->buffer_index; + } else { + WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly."); + } + + uint32_t offset = p_uniform_offsets[E.value.order]; + uint32_t *intptr = (uint32_t *)&p_buffer[offset]; + *intptr = index; + uses_global_buffer = true; + continue; + } + + //regular uniform + uint32_t offset = p_uniform_offsets[E.value.order]; +#ifdef DEBUG_ENABLED + uint32_t size = 0U; + // The following code enforces a 16-byte alignment of uniform arrays. + if (E.value.array_size > 0) { + size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size; + int m = (16 * E.value.array_size); + if ((size % m) != 0U) { + size += m - (size % m); + } + } else { + size = ShaderLanguage::get_datatype_size(E.value.type); + } + ERR_CONTINUE(offset + size > p_buffer_size); +#endif + uint8_t *data = &p_buffer[offset]; + HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key); + + if (V) { + //user provided + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color); + + } else if (E.value.default_value.size()) { + //default value + _fill_std140_ubo_value(E.value.type, E.value.default_value, data); + //value=E.value.default_value; + } else { + //zero because it was not provided + if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) { + //colors must be set as black, with alpha as 1.0 + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color); + } else { + //else just zero it out + _fill_std140_ubo_empty(E.value.type, E.value.array_size, data); + } + } + } + + if (uses_global_buffer != (global_buffer_E != nullptr)) { + if (uses_global_buffer) { + global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self); + } else { + material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); + global_buffer_E = nullptr; + } + } +} + +MaterialStorage::MaterialData::~MaterialData() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + if (global_buffer_E) { + //unregister global buffers + material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E); + } + + if (global_texture_E) { + //unregister global textures + + for (const KeyValue<StringName, uint64_t> &E : used_global_textures) { + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); + if (v) { + v->texture_materials.erase(self); + } + } + //unregister material from those using global textures + material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); + } + + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + } +} + +void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { + TextureStorage *texture_storage = TextureStorage::get_singleton(); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + +#ifdef TOOLS_ENABLED + TextureStorage::Texture *roughness_detect_texture = nullptr; + RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R; + TextureStorage::Texture *normal_detect_texture = nullptr; +#endif + + bool uses_global_textures = false; + global_textures_pass++; + + for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) { + const StringName &uniform_name = p_texture_uniforms[i].name; + int uniform_array_size = p_texture_uniforms[i].array_size; + + Vector<RID> textures; + + if (p_texture_uniforms[i].global) { + uses_global_textures = true; + + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name); + if (v) { + if (v->buffer_index >= 0) { + WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); + + } else { + HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name); + if (!E) { + E = used_global_textures.insert(uniform_name, global_textures_pass); + v->texture_materials.insert(self); + } else { + E->value = global_textures_pass; + } + + textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value); + } + + } else { + WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); + } + } else { + HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name); + if (V) { + if (V->value.is_array()) { + Array array = (Array)V->value; + if (uniform_array_size > 0) { + for (int j = 0; j < array.size(); j++) { + textures.push_back(array[j]); + } + } else { + if (array.size() > 0) { + textures.push_back(array[0]); + } + } + } else { + textures.push_back(V->value); + } + } + + if (uniform_array_size > 0) { + if (textures.size() < uniform_array_size) { + HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name); + for (int j = textures.size(); j < uniform_array_size; j++) { + if (W && W->value.has(j)) { + textures.push_back(W->value[j]); + } else { + textures.push_back(RID()); + } + } + } + } else if (textures.is_empty()) { + HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name); + if (W && W->value.has(0)) { + textures.push_back(W->value[0]); + } + } + } + + RID rd_texture; + + if (textures.is_empty()) { + //check default usage + switch (p_texture_uniforms[i].type) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + switch (p_texture_uniforms[i].hint) { + case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + } break; + default: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE); + } break; + } + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + switch (p_texture_uniforms[i].hint) { + case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + } break; + default: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE); + } break; + } + } break; + case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); + } break; + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); + } break; + + default: { + } + } +#ifdef TOOLS_ENABLED + if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { + roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); + } +#endif + if (uniform_array_size > 0) { + for (int j = 0; j < uniform_array_size; j++) { + p_textures[k++] = rd_texture; + } + } else { + p_textures[k++] = rd_texture; + } + } else { + bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color; + + for (int j = 0; j < textures.size(); j++) { + TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]); + + if (tex) { + rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; +#ifdef TOOLS_ENABLED + if (tex->detect_3d_callback && p_use_linear_color) { + tex->detect_3d_callback(tex->detect_3d_callback_ud); + } + if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) { + if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) { + normal_detect_texture = tex; + } + tex->detect_normal_callback(tex->detect_normal_callback_ud); + } + if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) { + //find the normal texture + roughness_detect_texture = tex; + roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R); + } +#endif + } + if (rd_texture.is_null()) { + rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE); + } +#ifdef TOOLS_ENABLED + if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { + roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); + } +#endif + p_textures[k++] = rd_texture; + } + } + } + { + //for textures no longer used, unregister them + List<StringName> to_delete; + for (KeyValue<StringName, uint64_t> &E : used_global_textures) { + if (E.value != global_textures_pass) { + to_delete.push_back(E.key); + + GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key); + if (v) { + v->texture_materials.erase(self); + } + } + } + + while (to_delete.front()) { + used_global_textures.erase(to_delete.front()->get()); + to_delete.pop_front(); + } + //handle registering/unregistering global textures + if (uses_global_textures != (global_texture_E != nullptr)) { + if (uses_global_textures) { + global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self); + } else { + material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E); + global_texture_E = nullptr; + } + } + } +} + +void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) { + if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { + RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr); + RD::get_singleton()->free(p_uniform_set); + } +} + +bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { + if ((uint32_t)ubo_data.size() != p_ubo_size) { + p_uniform_dirty = true; + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + uniform_buffer = RID(); + } + + ubo_data.resize(p_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()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr); + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + //check whether buffer changed + if (p_uniform_dirty && ubo_data.size()) { + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); + RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); + } + + uint32_t tex_uniform_count = 0U; + for (int i = 0; i < p_texture_uniforms.size(); i++) { + tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1); + } + + if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) { + 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()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr); + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + if (p_textures_dirty && tex_uniform_count) { + update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true); + } + + if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) { + // This material does not require an uniform set, so don't create it. + return false; + } + + 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 false; + } + + Vector<RD::Uniform> uniforms; + + { + if (p_ubo_size) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.append_id(uniform_buffer); + uniforms.push_back(u); + } + + const RID *textures = texture_cache.ptrw(); + for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) { + const int array_size = p_texture_uniforms[i].array_size; + + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1 + k; + if (array_size > 0) { + for (int j = 0; j < array_size; j++) { + u.append_id(textures[k++]); + } + } else { + u.append_id(textures[k++]); + } + uniforms.push_back(u); + } + } + + uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set); + + RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self); + + return true; +} + +/////////////////////////////////////////////////////////////////////////// +// MaterialStorage + +MaterialStorage *MaterialStorage::singleton = nullptr; + +MaterialStorage *MaterialStorage::get_singleton() { + return singleton; +} + +MaterialStorage::MaterialStorage() { + singleton = this; + + //default samplers + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + RD::SamplerState sampler_state; + switch (i) { + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + + } break; + default: { + } + } + switch (j) { + case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT; + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + } break; + default: { + } + } + + default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state); + } + } + + //custom sampler + sampler_rd_configure_custom(0.0f); + + // buffers + { //create index array for copy shaders + Vector<uint8_t> pv; + pv.resize(6 * 4); + { + uint8_t *w = pv.ptrw(); + int *p32 = (int *)w; + p32[0] = 0; + p32[1] = 1; + p32[2] = 2; + p32[3] = 0; + p32[4] = 2; + p32[5] = 3; + } + quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); + quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6); + } + + // Shaders + for (int i = 0; i < SHADER_TYPE_MAX; i++) { + shader_data_request_func[i] = nullptr; + } + + static_assert(sizeof(GlobalShaderUniforms::Value) == 16); + + global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size")); + global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size); + memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); + global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size); + global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); + memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE); + global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size); +} + +MaterialStorage::~MaterialStorage() { + memdelete_arr(global_shader_uniforms.buffer_values); + memdelete_arr(global_shader_uniforms.buffer_usage); + memdelete_arr(global_shader_uniforms.buffer_dirty_regions); + RD::get_singleton()->free(global_shader_uniforms.buffer); + + // buffers + + RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency + + //def samplers + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + RD::get_singleton()->free(default_rd_samplers[i][j]); + } + } + + //custom samplers + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + if (custom_rd_samplers[i][j].is_valid()) { + RD::get_singleton()->free(custom_rd_samplers[i][j]); + } + } + } + + singleton = nullptr; +} + +/* Samplers */ + +void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) { + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + RD::SamplerState sampler_state; + switch (i) { + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + + } break; + default: { + } + } + switch (j) { + case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT; + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + } break; + default: { + } + } + + if (custom_rd_samplers[i][j].is_valid()) { + RD::get_singleton()->free(custom_rd_samplers[i][j]); + } + + custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state); + } + } +} + +/* GLOBAL SHADER UNIFORM API */ + +int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) { + int32_t idx = 0; + while (idx + p_elements <= global_shader_uniforms.buffer_size) { + if (global_shader_uniforms.buffer_usage[idx].elements == 0) { + bool valid = true; + for (uint32_t i = 1; i < p_elements; i++) { + if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) { + valid = false; + idx += i + global_shader_uniforms.buffer_usage[idx + i].elements; + break; + } + } + + if (!valid) { + continue; //if not valid, idx is in new position + } + + return idx; + } else { + idx += global_shader_uniforms.buffer_usage[idx].elements; + } + } + + return -1; +} + +void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value) { + switch (p_type) { + case RS::GLOBAL_VAR_TYPE_BOOL: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + bool b = p_value; + bv.x = b ? 1.0 : 0.0; + bv.y = 0.0; + bv.z = 0.0; + bv.w = 0.0; + + } break; + case RS::GLOBAL_VAR_TYPE_BVEC2: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + uint32_t bvec = p_value; + bv.x = (bvec & 1) ? 1.0 : 0.0; + bv.y = (bvec & 2) ? 1.0 : 0.0; + bv.z = 0.0; + bv.w = 0.0; + } break; + case RS::GLOBAL_VAR_TYPE_BVEC3: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + uint32_t bvec = p_value; + bv.x = (bvec & 1) ? 1.0 : 0.0; + bv.y = (bvec & 2) ? 1.0 : 0.0; + bv.z = (bvec & 4) ? 1.0 : 0.0; + bv.w = 0.0; + } break; + case RS::GLOBAL_VAR_TYPE_BVEC4: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + uint32_t bvec = p_value; + bv.x = (bvec & 1) ? 1.0 : 0.0; + bv.y = (bvec & 2) ? 1.0 : 0.0; + bv.z = (bvec & 4) ? 1.0 : 0.0; + bv.w = (bvec & 8) ? 1.0 : 0.0; + } break; + case RS::GLOBAL_VAR_TYPE_INT: { + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; + int32_t v = p_value; + bv.x = v; + bv.y = 0; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_IVEC2: { + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector2i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_IVEC3: { + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector3i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_IVEC4: { + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector<int32_t> v = p_value; + bv.x = v.size() >= 1 ? v[0] : 0; + bv.y = v.size() >= 2 ? v[1] : 0; + bv.z = v.size() >= 3 ? v[2] : 0; + bv.w = v.size() >= 4 ? v[3] : 0; + } break; + case RS::GLOBAL_VAR_TYPE_RECT2I: { + GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index]; + Rect2i v = p_value; + bv.x = v.position.x; + bv.y = v.position.y; + bv.z = v.size.x; + bv.w = v.size.y; + } break; + case RS::GLOBAL_VAR_TYPE_UINT: { + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; + uint32_t v = p_value; + bv.x = v; + bv.y = 0; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_UVEC2: { + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector2i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_UVEC3: { + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector3i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_UVEC4: { + GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index]; + Vector<int32_t> v = p_value; + bv.x = v.size() >= 1 ? v[0] : 0; + bv.y = v.size() >= 2 ? v[1] : 0; + bv.z = v.size() >= 3 ? v[2] : 0; + bv.w = v.size() >= 4 ? v[3] : 0; + } break; + case RS::GLOBAL_VAR_TYPE_FLOAT: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + float v = p_value; + bv.x = v; + bv.y = 0; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_VEC2: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + Vector2 v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_VEC3: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + Vector3 v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_VEC4: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + Plane v = p_value; + bv.x = v.normal.x; + bv.y = v.normal.y; + bv.z = v.normal.z; + bv.w = v.d; + } break; + case RS::GLOBAL_VAR_TYPE_COLOR: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + Color v = p_value; + bv.x = v.r; + bv.y = v.g; + bv.z = v.b; + bv.w = v.a; + + GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1]; + v = v.srgb_to_linear(); + bv_linear.x = v.r; + bv_linear.y = v.g; + bv_linear.z = v.b; + bv_linear.w = v.a; + + } break; + case RS::GLOBAL_VAR_TYPE_RECT2: { + GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index]; + Rect2 v = p_value; + bv.x = v.position.x; + bv.y = v.position.y; + bv.z = v.size.x; + bv.w = v.size.y; + } break; + case RS::GLOBAL_VAR_TYPE_MAT2: { + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; + Vector<float> m2 = p_value; + if (m2.size() < 4) { + m2.resize(4); + } + bv[0].x = m2[0]; + bv[0].y = m2[1]; + bv[0].z = 0; + bv[0].w = 0; + + bv[1].x = m2[2]; + bv[1].y = m2[3]; + bv[1].z = 0; + bv[1].w = 0; + + } break; + case RS::GLOBAL_VAR_TYPE_MAT3: { + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; + Basis v = p_value; + bv[0].x = v.rows[0][0]; + bv[0].y = v.rows[1][0]; + bv[0].z = v.rows[2][0]; + bv[0].w = 0; + + bv[1].x = v.rows[0][1]; + bv[1].y = v.rows[1][1]; + bv[1].z = v.rows[2][1]; + bv[1].w = 0; + + bv[2].x = v.rows[0][2]; + bv[2].y = v.rows[1][2]; + bv[2].z = v.rows[2][2]; + bv[2].w = 0; + + } break; + case RS::GLOBAL_VAR_TYPE_MAT4: { + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; + + Vector<float> m2 = p_value; + if (m2.size() < 16) { + m2.resize(16); + } + + bv[0].x = m2[0]; + bv[0].y = m2[1]; + bv[0].z = m2[2]; + bv[0].w = m2[3]; + + bv[1].x = m2[4]; + bv[1].y = m2[5]; + bv[1].z = m2[6]; + bv[1].w = m2[7]; + + bv[2].x = m2[8]; + bv[2].y = m2[9]; + bv[2].z = m2[10]; + bv[2].w = m2[11]; + + bv[3].x = m2[12]; + bv[3].y = m2[13]; + bv[3].z = m2[14]; + bv[3].w = m2[15]; + + } break; + case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; + Transform2D v = p_value; + bv[0].x = v.columns[0][0]; + bv[0].y = v.columns[0][1]; + bv[0].z = 0; + bv[0].w = 0; + + bv[1].x = v.columns[1][0]; + bv[1].y = v.columns[1][1]; + bv[1].z = 0; + bv[1].w = 0; + + bv[2].x = v.columns[2][0]; + bv[2].y = v.columns[2][1]; + bv[2].z = 1; + bv[2].w = 0; + + } break; + case RS::GLOBAL_VAR_TYPE_TRANSFORM: { + GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index]; + Transform3D v = p_value; + bv[0].x = v.basis.rows[0][0]; + bv[0].y = v.basis.rows[1][0]; + bv[0].z = v.basis.rows[2][0]; + bv[0].w = 0; + + bv[1].x = v.basis.rows[0][1]; + bv[1].y = v.basis.rows[1][1]; + bv[1].z = v.basis.rows[2][1]; + bv[1].w = 0; + + bv[2].x = v.basis.rows[0][2]; + bv[2].y = v.basis.rows[1][2]; + bv[2].z = v.basis.rows[2][2]; + bv[2].w = 0; + + bv[3].x = v.origin.x; + bv[3].y = v.origin.y; + bv[3].z = v.origin.z; + bv[3].w = 1; + + } break; + default: { + ERR_FAIL(); + } + } +} + +void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) { + int32_t prev_chunk = -1; + + for (int32_t i = 0; i < p_elements; i++) { + int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; + if (chunk != prev_chunk) { + if (!global_shader_uniforms.buffer_dirty_regions[chunk]) { + global_shader_uniforms.buffer_dirty_regions[chunk] = true; + global_shader_uniforms.buffer_dirty_region_count++; + } + } + + prev_chunk = chunk; + } +} + +void MaterialStorage::global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) { + ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name)); + GlobalShaderUniforms::Variable gv; + gv.type = p_type; + gv.value = p_value; + gv.buffer_index = -1; + + if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { + //is texture + global_shader_uniforms.must_update_texture_materials = true; //normally there are none + } else { + gv.buffer_elements = 1; + if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) { + //color needs to elements to store srgb and linear + gv.buffer_elements = 2; + } + if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) { + //color needs to elements to store srgb and linear + gv.buffer_elements = 3; + } + if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) { + //color needs to elements to store srgb and linear + gv.buffer_elements = 4; + } + + //is vector, allocate in buffer and update index + gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements); + ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name))); + global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + + global_shader_uniforms.must_update_buffer_materials = true; //normally there are none + } + + global_shader_uniforms.variables[p_name] = gv; +} + +void MaterialStorage::global_shader_uniform_remove(const StringName &p_name) { + if (!global_shader_uniforms.variables.has(p_name)) { + return; + } + const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; + + if (gv.buffer_index >= 0) { + global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0; + global_shader_uniforms.must_update_buffer_materials = true; + } else { + global_shader_uniforms.must_update_texture_materials = true; + } + + global_shader_uniforms.variables.erase(p_name); +} + +Vector<StringName> MaterialStorage::global_shader_uniform_get_list() const { + if (!Engine::get_singleton()->is_editor_hint()) { + ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance."); + } + + Vector<StringName> names; + for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) { + names.push_back(E.key); + } + names.sort_custom<StringName::AlphCompare>(); + return names; +} + +void MaterialStorage::global_shader_uniform_set(const StringName &p_name, const Variant &p_value) { + ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name)); + GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; + gv.value = p_value; + if (gv.override.get_type() == Variant::NIL) { + if (gv.buffer_index >= 0) { + //buffer + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + } else { + //texture + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + for (const RID &E : gv.texture_materials) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); + material_storage->_material_queue_update(material, false, true); + } + } + } +} + +void MaterialStorage::global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) { + if (!global_shader_uniforms.variables.has(p_name)) { + return; //variable may not exist + } + + ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); + + GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name]; + + gv.override = p_value; + + if (gv.buffer_index >= 0) { + //buffer + if (gv.override.get_type() == Variant::NIL) { + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value); + } else { + _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override); + } + + _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + } else { + //texture + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + for (const RID &E : gv.texture_materials) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); + material_storage->_material_queue_update(material, false, true); + } + } +} + +Variant MaterialStorage::global_shader_uniform_get(const StringName &p_name) const { + if (!Engine::get_singleton()->is_editor_hint()) { + ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance."); + } + + if (!global_shader_uniforms.variables.has(p_name)) { + return Variant(); + } + + return global_shader_uniforms.variables[p_name].value; +} + +RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type_internal(const StringName &p_name) const { + if (!global_shader_uniforms.variables.has(p_name)) { + return RS::GLOBAL_VAR_TYPE_MAX; + } + + return global_shader_uniforms.variables[p_name].type; +} + +RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type(const StringName &p_name) const { + if (!Engine::get_singleton()->is_editor_hint()) { + ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance."); + } + + return global_shader_uniform_get_type_internal(p_name); +} + +void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) { + List<PropertyInfo> settings; + ProjectSettings::get_singleton()->get_property_list(&settings); + + for (const PropertyInfo &E : settings) { + if (E.name.begins_with("shader_globals/")) { + StringName name = E.name.get_slice("/", 1); + Dictionary d = ProjectSettings::get_singleton()->get(E.name); + + ERR_CONTINUE(!d.has("type")); + ERR_CONTINUE(!d.has("value")); + + String type = d["type"]; + + static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = { + "bool", + "bvec2", + "bvec3", + "bvec4", + "int", + "ivec2", + "ivec3", + "ivec4", + "rect2i", + "uint", + "uvec2", + "uvec3", + "uvec4", + "float", + "vec2", + "vec3", + "vec4", + "color", + "rect2", + "mat2", + "mat3", + "mat4", + "transform_2d", + "transform", + "sampler2D", + "sampler2DArray", + "sampler3D", + "samplerCube", + }; + + RS::GlobalShaderUniformType gvtype = RS::GLOBAL_VAR_TYPE_MAX; + + for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) { + if (global_var_type_names[i] == type) { + gvtype = RS::GlobalShaderUniformType(i); + break; + } + } + + ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid + + Variant value = d["value"]; + + if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { + //textire + if (!p_load_textures) { + value = RID(); + continue; + } + + String path = value; + Ref<Resource> resource = ResourceLoader::load(path); + ERR_CONTINUE(resource.is_null()); + value = resource; + } + + if (global_shader_uniforms.variables.has(name)) { + //has it, update it + global_shader_uniform_set(name, value); + } else { + global_shader_uniform_add(name, gvtype, value); + } + } + } +} + +void MaterialStorage::global_shader_uniforms_clear() { + global_shader_uniforms.variables.clear(); //not right but for now enough +} + +RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const { + return global_shader_uniforms.buffer; +} + +int32_t MaterialStorage::global_shader_uniforms_instance_allocate(RID p_instance) { + ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1); + int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); + global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway + ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings."); + global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; + return pos; +} + +void MaterialStorage::global_shader_uniforms_instance_free(RID p_instance) { + ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance)); + int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; + if (pos >= 0) { + global_shader_uniforms.buffer_usage[pos].elements = 0; + } + global_shader_uniforms.instance_buffer_pos.erase(p_instance); +} + +void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) { + if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) { + return; //just not allocated, ignore + } + int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance]; + + if (pos < 0) { + return; //again, not allocated, ignore + } + ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); + ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported + + const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = { + ShaderLanguage::TYPE_MAX, //nil + ShaderLanguage::TYPE_BOOL, //bool + ShaderLanguage::TYPE_INT, //int + ShaderLanguage::TYPE_FLOAT, //float + ShaderLanguage::TYPE_MAX, //string + ShaderLanguage::TYPE_VEC2, //vec2 + ShaderLanguage::TYPE_IVEC2, //vec2i + ShaderLanguage::TYPE_VEC4, //rect2 + ShaderLanguage::TYPE_IVEC4, //rect2i + ShaderLanguage::TYPE_VEC3, // vec3 + ShaderLanguage::TYPE_IVEC3, //vec3i + ShaderLanguage::TYPE_MAX, //xform2d not supported here + ShaderLanguage::TYPE_VEC4, //vec4 + ShaderLanguage::TYPE_IVEC4, //vec4i + ShaderLanguage::TYPE_VEC4, //plane + ShaderLanguage::TYPE_VEC4, //quat + ShaderLanguage::TYPE_MAX, //aabb not supported here + ShaderLanguage::TYPE_MAX, //basis not supported here + ShaderLanguage::TYPE_MAX, //xform not supported here + ShaderLanguage::TYPE_MAX, //projection not supported here + ShaderLanguage::TYPE_VEC4 //color + }; + + ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()]; + + ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported + + pos += p_index; + + _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); //instances always use linear color in this renderer + _global_shader_uniform_mark_buffer_dirty(pos, 1); +} + +void MaterialStorage::_update_global_shader_uniforms() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + if (global_shader_uniforms.buffer_dirty_region_count > 0) { + uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; + if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) { + // 25% of regions dirty, just update all buffer + RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values); + memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions); + } else { + uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE; + + for (uint32_t i = 0; i < total_regions; i++) { + if (global_shader_uniforms.buffer_dirty_regions[i]) { + RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]); + + global_shader_uniforms.buffer_dirty_regions[i] = false; + } + } + } + + global_shader_uniforms.buffer_dirty_region_count = 0; + } + + if (global_shader_uniforms.must_update_buffer_materials) { + // only happens in the case of a buffer variable added or removed, + // so not often. + for (const RID &E : global_shader_uniforms.materials_using_buffer) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); //wtf + + material_storage->_material_queue_update(material, true, false); + } + + global_shader_uniforms.must_update_buffer_materials = false; + } + + if (global_shader_uniforms.must_update_texture_materials) { + // only happens in the case of a buffer variable added or removed, + // so not often. + for (const RID &E : global_shader_uniforms.materials_using_texture) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); //wtf + + material_storage->_material_queue_update(material, false, true); + } + + global_shader_uniforms.must_update_texture_materials = false; + } +} + +/* SHADER API */ + +RID MaterialStorage::shader_allocate() { + return shader_owner.allocate_rid(); +} + +void MaterialStorage::shader_initialize(RID p_rid) { + Shader shader; + shader.data = nullptr; + shader.type = SHADER_TYPE_MAX; + + shader_owner.initialize_rid(p_rid, shader); +} + +void MaterialStorage::shader_free(RID p_rid) { + Shader *shader = shader_owner.get_or_null(p_rid); + ERR_FAIL_COND(!shader); + + //make material unreference this + while (shader->owners.size()) { + material_set_shader((*shader->owners.begin())->self, RID()); + } + + //clear data if exists + if (shader->data) { + memdelete(shader->data); + } + shader_owner.free(p_rid); +} + +void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + + shader->code = p_code; + String mode_string = ShaderLanguage::get_shader_type(p_code); + + ShaderType new_type; + if (mode_string == "canvas_item") { + new_type = SHADER_TYPE_2D; + } else if (mode_string == "particles") { + new_type = SHADER_TYPE_PARTICLES; + } else if (mode_string == "spatial") { + new_type = SHADER_TYPE_3D; + } else if (mode_string == "sky") { + new_type = SHADER_TYPE_SKY; + } else if (mode_string == "fog") { + new_type = SHADER_TYPE_FOG; + } else { + new_type = SHADER_TYPE_MAX; + } + + if (new_type != shader->type) { + if (shader->data) { + memdelete(shader->data); + shader->data = nullptr; + } + + for (Material *E : shader->owners) { + Material *material = E; + material->shader_type = new_type; + if (material->data) { + memdelete(material->data); + material->data = nullptr; + } + } + + shader->type = new_type; + + if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) { + shader->data = shader_data_request_func[new_type](); + } else { + shader->type = SHADER_TYPE_MAX; //invalid + } + + for (Material *E : shader->owners) { + Material *material = E; + if (shader->data) { + material->data = material_get_data_request_function(new_type)(shader->data); + material->data->self = material->self; + material->data->set_next_pass(material->next_pass); + material->data->set_render_priority(material->priority); + } + material->shader_type = new_type; + } + + if (shader->data) { + for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) { + for (const KeyValue<int, RID> &E2 : E.value) { + shader->data->set_default_texture_param(E.key, E2.value, E2.key); + } + } + } + } + + if (shader->data) { + shader->data->set_path_hint(shader->path_hint); + shader->data->set_code(p_code); + } + + for (Material *E : shader->owners) { + Material *material = E; + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + _material_queue_update(material, true, true); + } +} + +void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + + shader->path_hint = p_path; + if (shader->data) { + shader->data->set_path_hint(p_path); + } +} + +String MaterialStorage::shader_get_code(RID p_shader) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_V(!shader, String()); + return shader->code; +} + +void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + if (shader->data) { + return shader->data->get_shader_uniform_list(p_param_list); + } +} + +void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + + if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) { + if (!shader->default_texture_parameter.has(p_name)) { + shader->default_texture_parameter[p_name] = HashMap<int, RID>(); + } + shader->default_texture_parameter[p_name][p_index] = p_texture; + } else { + if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { + shader->default_texture_parameter[p_name].erase(p_index); + + if (shader->default_texture_parameter[p_name].is_empty()) { + shader->default_texture_parameter.erase(p_name); + } + } + } + if (shader->data) { + shader->data->set_default_texture_param(p_name, p_texture, p_index); + } + for (Material *E : shader->owners) { + Material *material = E; + _material_queue_update(material, false, true); + } +} + +RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_V(!shader, RID()); + if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { + return shader->default_texture_parameter[p_name][p_index]; + } + + return RID(); +} + +Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_V(!shader, Variant()); + if (shader->data) { + return shader->data->get_default_parameter(p_param); + } + return Variant(); +} + +void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) { + ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); + shader_data_request_func[p_shader_type] = p_function; +} + +RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode()); + if (shader->data) { + return shader->data->get_native_source_code(); + } + return RS::ShaderNativeSourceCode(); +} + +/* MATERIAL API */ + +void MaterialStorage::_material_uniform_set_erased(void *p_material) { + RID rid = *(RID *)p_material; + Material *material = MaterialStorage::get_singleton()->get_material(rid); + if (material) { + if (material->data) { + // Uniform set may be gone because a dependency was erased. This happens + // if a texture is deleted, so re-create it. + MaterialStorage::get_singleton()->_material_queue_update(material, false, true); + } + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + } +} + +void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) { + material->uniform_dirty = material->uniform_dirty || p_uniform; + material->texture_dirty = material->texture_dirty || p_texture; + + if (material->update_element.in_list()) { + return; + } + + material_update_list.add(&material->update_element); +} + +void MaterialStorage::_update_queued_materials() { + while (material_update_list.first()) { + Material *material = material_update_list.first()->self(); + bool uniforms_changed = false; + + if (material->data) { + uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty); + } + material->texture_dirty = false; + material->uniform_dirty = false; + + material_update_list.remove(&material->update_element); + + if (uniforms_changed) { + //some implementations such as 3D renderer cache the matreial uniform set, so update is required + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + } + } +} + +RID MaterialStorage::material_allocate() { + return material_owner.allocate_rid(); +} + +void MaterialStorage::material_initialize(RID p_rid) { + material_owner.initialize_rid(p_rid); + Material *material = material_owner.get_or_null(p_rid); + material->self = p_rid; +} + +void MaterialStorage::material_free(RID p_rid) { + Material *material = material_owner.get_or_null(p_rid); + ERR_FAIL_COND(!material); + + material_set_shader(p_rid, RID()); //clean up shader + material->dependency.deleted_notify(p_rid); + + material_owner.free(p_rid); +} + +void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + + if (material->data) { + memdelete(material->data); + material->data = nullptr; + } + + if (material->shader) { + material->shader->owners.erase(material); + material->shader = nullptr; + material->shader_type = SHADER_TYPE_MAX; + } + + if (p_shader.is_null()) { + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + material->shader_id = 0; + return; + } + + Shader *shader = get_shader(p_shader); + ERR_FAIL_COND(!shader); + material->shader = shader; + material->shader_type = shader->type; + material->shader_id = p_shader.get_local_index(); + shader->owners.insert(material); + + if (shader->type == SHADER_TYPE_MAX) { + return; + } + + ERR_FAIL_COND(shader->data == nullptr); + + material->data = material_data_request_func[shader->type](shader->data); + material->data->self = p_material; + material->data->set_next_pass(material->next_pass); + material->data->set_render_priority(material->priority); + //updating happens later + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + _material_queue_update(material, true, true); +} + +MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) { + const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material); + if (material && material->shader && material->shader->data) { + return material->shader->data; + } + + return nullptr; +} + +void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + + if (p_value.get_type() == Variant::NIL) { + material->params.erase(p_param); + } else { + ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed + material->params[p_param] = p_value; + } + + if (material->shader && material->shader->data) { //shader is valid + bool is_texture = material->shader->data->is_param_texture(p_param); + _material_queue_update(material, !is_texture, is_texture); + } else { + _material_queue_update(material, true, true); + } +} + +Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND_V(!material, Variant()); + if (material->params.has(p_param)) { + return material->params[p_param]; + } else { + return Variant(); + } +} + +void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + + if (material->next_pass == p_next_material) { + return; + } + + material->next_pass = p_next_material; + if (material->data) { + material->data->set_next_pass(p_next_material); + } + + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); +} + +void MaterialStorage::material_set_render_priority(RID p_material, int priority) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + material->priority = priority; + if (material->data) { + material->data->set_render_priority(priority); + } +} + +bool MaterialStorage::material_is_animated(RID p_material) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND_V(!material, false); + if (material->shader && material->shader->data) { + if (material->shader->data->is_animated()) { + return true; + } else if (material->next_pass.is_valid()) { + return material_is_animated(material->next_pass); + } + } + return false; //by default nothing is animated +} + +bool MaterialStorage::material_casts_shadows(RID p_material) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND_V(!material, true); + if (material->shader && material->shader->data) { + if (material->shader->data->casts_shadows()) { + return true; + } else if (material->next_pass.is_valid()) { + return material_casts_shadows(material->next_pass); + } + } + return true; //by default everything casts shadows +} + +void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + if (material->shader && material->shader->data) { + material->shader->data->get_instance_param_list(r_parameters); + + if (material->next_pass.is_valid()) { + material_get_instance_shader_uniforms(material->next_pass, r_parameters); + } + } +} + +void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + p_instance->update_dependency(&material->dependency); + if (material->next_pass.is_valid()) { + material_update_dependency(material->next_pass, p_instance); + } +} + +void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) { + ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); + material_data_request_func[p_shader_type] = p_function; +} + +MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) { + ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr); + return material_data_request_func[p_shader_type]; +} diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h new file mode 100644 index 0000000000..dbf7a92e23 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h @@ -0,0 +1,421 @@ +/*************************************************************************/ +/* material_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 MATERIAL_STORAGE_RD_H +#define MATERIAL_STORAGE_RD_H + +#include "core/math/projection.h" +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/shader_compiler.h" +#include "servers/rendering/shader_language.h" +#include "servers/rendering/storage/material_storage.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class MaterialStorage : public RendererMaterialStorage { +public: + enum ShaderType { + SHADER_TYPE_2D, + SHADER_TYPE_3D, + SHADER_TYPE_PARTICLES, + SHADER_TYPE_SKY, + SHADER_TYPE_FOG, + SHADER_TYPE_MAX + }; + + struct ShaderData { + virtual void set_code(const String &p_Code) = 0; + virtual void set_path_hint(const String &p_hint) = 0; + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0; + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0; + + virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0; + virtual bool is_param_texture(const StringName &p_param) const = 0; + virtual bool is_animated() const = 0; + virtual bool casts_shadows() const = 0; + virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; + virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } + + virtual ~ShaderData() {} + }; + + struct MaterialData { + void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); + void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); + + virtual void set_render_priority(int p_priority) = 0; + virtual void set_next_pass(RID p_pass) = 0; + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; + virtual ~MaterialData(); + + //to be used internally by update_parameters, in the most common configuration of material parameters + bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + void free_parameters_uniform_set(RID p_uniform_set); + + private: + friend class MaterialStorage; + + RID self; + List<RID>::Element *global_buffer_E = nullptr; + List<RID>::Element *global_texture_E = nullptr; + uint64_t global_textures_pass = 0; + HashMap<StringName, uint64_t> used_global_textures; + + //internally by update_parameters_uniform_set + Vector<uint8_t> ubo_data; + RID uniform_buffer; + Vector<RID> texture_cache; + }; + +private: + static MaterialStorage *singleton; + + /* Samplers */ + + RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + + /* Buffers */ + + RID quad_index_buffer; + RID quad_index_array; + + /* GLOBAL SHADER UNIFORM API */ + + struct GlobalShaderUniforms { + enum { + BUFFER_DIRTY_REGION_SIZE = 1024 + }; + struct Variable { + HashSet<RID> texture_materials; // materials using this + + RS::GlobalShaderUniformType type; + Variant value; + Variant override; + int32_t buffer_index; //for vectors + int32_t buffer_elements; //for vectors + }; + + HashMap<StringName, Variable> variables; + + struct Value { + float x; + float y; + float z; + float w; + }; + + struct ValueInt { + int32_t x; + int32_t y; + int32_t z; + int32_t w; + }; + + struct ValueUInt { + uint32_t x; + uint32_t y; + uint32_t z; + uint32_t w; + }; + + struct ValueUsage { + uint32_t elements = 0; + }; + + List<RID> materials_using_buffer; + List<RID> materials_using_texture; + + RID buffer; + Value *buffer_values = nullptr; + ValueUsage *buffer_usage = nullptr; + bool *buffer_dirty_regions = nullptr; + uint32_t buffer_dirty_region_count = 0; + + uint32_t buffer_size; + + bool must_update_texture_materials = false; + bool must_update_buffer_materials = false; + + HashMap<RID, int32_t> instance_buffer_pos; + } global_shader_uniforms; + + int32_t _global_shader_uniform_allocate(uint32_t p_elements); + void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value); + void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements); + + /* SHADER API */ + + struct Material; + + struct Shader { + ShaderData *data = nullptr; + String code; + String path_hint; + ShaderType type; + HashMap<StringName, HashMap<int, RID>> default_texture_parameter; + HashSet<Material *> owners; + }; + + typedef ShaderData *(*ShaderDataRequestFunction)(); + ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; + + mutable RID_Owner<Shader, true> shader_owner; + Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); } + + /* MATERIAL API */ + + typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); + + struct Material { + RID self; + MaterialData *data = nullptr; + Shader *shader = nullptr; + //shortcut to shader data and type + ShaderType shader_type = SHADER_TYPE_MAX; + uint32_t shader_id = 0; + bool uniform_dirty = false; + bool texture_dirty = false; + HashMap<StringName, Variant> params; + int32_t priority = 0; + RID next_pass; + SelfList<Material> update_element; + + Dependency dependency; + + Material() : + update_element(this) {} + }; + + MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; + mutable RID_Owner<Material, true> material_owner; + Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; + + SelfList<Material>::List material_update_list; + + static void _material_uniform_set_erased(void *p_material); + +public: + static MaterialStorage *get_singleton(); + + MaterialStorage(); + virtual ~MaterialStorage(); + + /* Helpers */ + + static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { + p_array[0] = p_mtx.basis.rows[0][0]; + p_array[1] = p_mtx.basis.rows[1][0]; + p_array[2] = p_mtx.basis.rows[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.basis.rows[0][1]; + p_array[5] = p_mtx.basis.rows[1][1]; + p_array[6] = p_mtx.basis.rows[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.basis.rows[0][2]; + p_array[9] = p_mtx.basis.rows[1][2]; + p_array[10] = p_mtx.basis.rows[2][2]; + p_array[11] = 0; + p_array[12] = p_mtx.origin.x; + p_array[13] = p_mtx.origin.y; + p_array[14] = p_mtx.origin.z; + p_array[15] = 1; + } + + static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) { + p_array[0] = p_mtx.rows[0][0]; + p_array[1] = p_mtx.rows[1][0]; + p_array[2] = p_mtx.rows[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.rows[0][1]; + p_array[5] = p_mtx.rows[1][1]; + p_array[6] = p_mtx.rows[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.rows[0][2]; + p_array[9] = p_mtx.rows[1][2]; + p_array[10] = p_mtx.rows[2][2]; + p_array[11] = 0; + } + + static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { + p_array[0] = p_mtx.rows[0][0]; + p_array[1] = p_mtx.rows[1][0]; + p_array[2] = p_mtx.rows[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.rows[0][1]; + p_array[5] = p_mtx.rows[1][1]; + p_array[6] = p_mtx.rows[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.rows[0][2]; + p_array[9] = p_mtx.rows[1][2]; + p_array[10] = p_mtx.rows[2][2]; + p_array[11] = 0; + } + + static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) { + p_array[0] = p_mtx.basis.rows[0][0]; + p_array[1] = p_mtx.basis.rows[0][1]; + p_array[2] = p_mtx.basis.rows[0][2]; + p_array[3] = p_mtx.origin.x; + p_array[4] = p_mtx.basis.rows[1][0]; + p_array[5] = p_mtx.basis.rows[1][1]; + p_array[6] = p_mtx.basis.rows[1][2]; + p_array[7] = p_mtx.origin.y; + p_array[8] = p_mtx.basis.rows[2][0]; + p_array[9] = p_mtx.basis.rows[2][1]; + p_array[10] = p_mtx.basis.rows[2][2]; + p_array[11] = p_mtx.origin.z; + } + + static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + p_array[i * 4 + j] = p_mtx.matrix[i][j]; + } + } + } + + static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) { + for (int i = 0; i < 128; i++) { + p_array[i] = p_kernel[i]; + } + } + + /* Samplers */ + + _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { + return default_rd_samplers[p_filter][p_repeat]; + } + _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { + return custom_rd_samplers[p_filter][p_repeat]; + } + + void sampler_rd_configure_custom(float mipmap_bias); + + // void sampler_rd_set_default(float p_mipmap_bias); + + /* Buffers */ + + RID get_quad_index_array() { return quad_index_array; } + + /* GLOBAL SHADER UNIFORM API */ + + void _update_global_shader_uniforms(); + + virtual void global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) override; + virtual void global_shader_uniform_remove(const StringName &p_name) override; + virtual Vector<StringName> global_shader_uniform_get_list() const override; + + virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) override; + virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) override; + virtual Variant global_shader_uniform_get(const StringName &p_name) const override; + virtual RS::GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const override; + RS::GlobalShaderUniformType global_shader_uniform_get_type_internal(const StringName &p_name) const; + + virtual void global_shader_uniforms_load_settings(bool p_load_textures = true) override; + virtual void global_shader_uniforms_clear() override; + + virtual int32_t global_shader_uniforms_instance_allocate(RID p_instance) override; + virtual void global_shader_uniforms_instance_free(RID p_instance) override; + virtual void global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) override; + + RID global_shader_uniforms_get_storage_buffer() const; + + /* SHADER API */ + + bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }; + + virtual RID shader_allocate() override; + virtual void shader_initialize(RID p_shader) override; + virtual void shader_free(RID p_rid) override; + + virtual void shader_set_code(RID p_shader, const String &p_code) override; + virtual void shader_set_path_hint(RID p_shader, const String &p_path) override; + virtual String shader_get_code(RID p_shader) const override; + virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override; + + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override; + virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override; + void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); + + virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override; + + /* MATERIAL API */ + + bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }; + + void _material_queue_update(Material *material, bool p_uniform, bool p_texture); + void _update_queued_materials(); + + virtual RID material_allocate() override; + virtual void material_initialize(RID p_material) override; + virtual void material_free(RID p_rid) override; + + virtual void material_set_shader(RID p_material, RID p_shader) override; + ShaderData *material_get_shader_data(RID p_material); + + virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; + virtual Variant material_get_param(RID p_material, const StringName &p_param) const override; + + virtual void material_set_next_pass(RID p_material, RID p_next_material) override; + virtual void material_set_render_priority(RID p_material, int priority) override; + + virtual bool material_is_animated(RID p_material) override; + virtual bool material_casts_shadows(RID p_material) override; + + virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override; + + virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override; + + void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); + MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type); + + _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) { + Material *material = material_owner.get_or_null(p_material); + return material->shader_id; + } + + _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { + Material *material = material_owner.get_or_null(p_material); + if (!material || material->shader_type != p_shader_type) { + return nullptr; + } else { + return material->data; + } + } +}; + +} // namespace RendererRD + +#endif // MATERIAL_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp new file mode 100644 index 0000000000..dc3f35f942 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp @@ -0,0 +1,1937 @@ +/*************************************************************************/ +/* mesh_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "mesh_storage.h" + +using namespace RendererRD; + +MeshStorage *MeshStorage::singleton = nullptr; + +MeshStorage *MeshStorage::get_singleton() { + return singleton; +} + +MeshStorage::MeshStorage() { + singleton = this; + + default_rd_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4); + + //default rd buffers + { + Vector<uint8_t> buffer; + { + buffer.resize(sizeof(float) * 3); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 0.0; + fptr[1] = 0.0; + fptr[2] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_VERTEX] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //normal + buffer.resize(sizeof(float) * 3); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 1.0; + fptr[1] = 0.0; + fptr[2] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_NORMAL] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //tangent + buffer.resize(sizeof(float) * 4); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 1.0; + fptr[1] = 0.0; + fptr[2] = 0.0; + fptr[3] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TANGENT] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //color + buffer.resize(sizeof(float) * 4); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 1.0; + fptr[1] = 1.0; + fptr[2] = 1.0; + fptr[3] = 1.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_COLOR] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //tex uv 1 + buffer.resize(sizeof(float) * 2); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 0.0; + fptr[1] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + { //tex uv 2 + buffer.resize(sizeof(float) * 2); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 0.0; + fptr[1] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + for (int i = 0; i < RS::ARRAY_CUSTOM_COUNT; i++) { + buffer.resize(sizeof(float) * 4); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 0.0; + fptr[1] = 0.0; + fptr[2] = 0.0; + fptr[3] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_CUSTOM0 + i] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //bones + buffer.resize(sizeof(uint32_t) * 4); + { + uint8_t *w = buffer.ptrw(); + uint32_t *fptr = reinterpret_cast<uint32_t *>(w); + fptr[0] = 0; + fptr[1] = 0; + fptr[2] = 0; + fptr[3] = 0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_BONES] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + + { //weights + buffer.resize(sizeof(float) * 4); + { + uint8_t *w = buffer.ptrw(); + float *fptr = reinterpret_cast<float *>(w); + fptr[0] = 0.0; + fptr[1] = 0.0; + fptr[2] = 0.0; + fptr[3] = 0.0; + } + mesh_default_rd_buffers[DEFAULT_RD_BUFFER_WEIGHTS] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer); + } + } + + { + Vector<String> skeleton_modes; + skeleton_modes.push_back("\n#define MODE_2D\n"); + skeleton_modes.push_back(""); + + skeleton_shader.shader.initialize(skeleton_modes); + skeleton_shader.version = skeleton_shader.shader.version_create(); + for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) { + skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i); + skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]); + } + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(default_rd_storage_buffer); + uniforms.push_back(u); + } + skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON); + } + } +} + +MeshStorage::~MeshStorage() { + //def buffers + for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) { + RD::get_singleton()->free(mesh_default_rd_buffers[i]); + } + + skeleton_shader.shader.version_free(skeleton_shader.version); + + RD::get_singleton()->free(default_rd_storage_buffer); + + singleton = nullptr; +} + +/* MESH API */ + +RID MeshStorage::mesh_allocate() { + return mesh_owner.allocate_rid(); +} + +void MeshStorage::mesh_initialize(RID p_rid) { + mesh_owner.initialize_rid(p_rid, Mesh()); +} + +void MeshStorage::mesh_free(RID p_rid) { + mesh_clear(p_rid); + mesh_set_shadow_mesh(p_rid, RID()); + Mesh *mesh = mesh_owner.get_or_null(p_rid); + ERR_FAIL_COND(!mesh); + + mesh->dependency.deleted_notify(p_rid); + if (mesh->instances.size()) { + ERR_PRINT("deleting mesh with active instances"); + } + if (mesh->shadow_owners.size()) { + for (Mesh *E : mesh->shadow_owners) { + Mesh *shadow_owner = E; + shadow_owner->shadow_mesh = RID(); + shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); + } + } + mesh_owner.free(p_rid); +} + +void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) { + ERR_FAIL_COND(p_blend_shape_count < 0); + + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist + + mesh->blend_shape_count = p_blend_shape_count; +} + +/// Returns stride +void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES); + +#ifdef DEBUG_ENABLED + //do a validation, to catch errors first + { + uint32_t stride = 0; + uint32_t attrib_stride = 0; + uint32_t skin_stride = 0; + + for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) { + if ((p_surface.format & (1 << i))) { + switch (i) { + case RS::ARRAY_VERTEX: { + if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) { + stride += sizeof(float) * 2; + } else { + stride += sizeof(float) * 3; + } + + } break; + case RS::ARRAY_NORMAL: { + stride += sizeof(int32_t); + + } break; + case RS::ARRAY_TANGENT: { + stride += sizeof(int32_t); + + } break; + case RS::ARRAY_COLOR: { + attrib_stride += sizeof(uint32_t); + } break; + case RS::ARRAY_TEX_UV: { + attrib_stride += sizeof(float) * 2; + + } break; + case RS::ARRAY_TEX_UV2: { + attrib_stride += sizeof(float) * 2; + + } break; + case RS::ARRAY_CUSTOM0: + case RS::ARRAY_CUSTOM1: + case RS::ARRAY_CUSTOM2: + case RS::ARRAY_CUSTOM3: { + int idx = i - RS::ARRAY_CUSTOM0; + const uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT }; + uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK; + const uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 }; + attrib_stride += fmtsize[fmt]; + + } break; + case RS::ARRAY_WEIGHTS: + case RS::ARRAY_BONES: { + //uses a separate array + bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS; + skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8); + } break; + } + } + } + + int expected_size = stride * p_surface.vertex_count; + ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")"); + + int bs_expected_size = expected_size * mesh->blend_shape_count; + + ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")"); + + int expected_attrib_size = attrib_stride * p_surface.vertex_count; + ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")"); + + if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) { + expected_size = skin_stride * p_surface.vertex_count; + ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")"); + } + } + +#endif + + Mesh::Surface *s = memnew(Mesh::Surface); + + s->format = p_surface.format; + s->primitive = p_surface.primitive; + + bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0); + + s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage); + s->vertex_buffer_size = p_surface.vertex_data.size(); + + if (p_surface.attribute_data.size()) { + s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data); + } + if (p_surface.skin_data.size()) { + s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage); + s->skin_buffer_size = p_surface.skin_data.size(); + } + + s->vertex_count = p_surface.vertex_count; + + if (p_surface.format & RS::ARRAY_FORMAT_BONES) { + mesh->has_bone_weights = true; + } + + if (p_surface.index_count) { + bool is_index_16 = p_surface.vertex_count <= 65536; + + s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false); + s->index_count = p_surface.index_count; + s->index_array = RD::get_singleton()->index_array_create(s->index_buffer, 0, s->index_count); + if (p_surface.lods.size()) { + s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size()); + s->lod_count = p_surface.lods.size(); + + for (int i = 0; i < p_surface.lods.size(); i++) { + uint32_t indices = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4); + s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data); + s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices); + s->lods[i].edge_length = p_surface.lods[i].edge_length; + s->lods[i].index_count = indices; + } + } + } + + s->aabb = p_surface.aabb; + s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them. + + if (mesh->blend_shape_count > 0) { + s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data); + } + + if (use_as_storage) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(s->vertex_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + if (s->skin_buffer.is_valid()) { + u.append_id(s->skin_buffer); + } else { + u.append_id(default_rd_storage_buffer); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + if (s->blend_shape_buffer.is_valid()) { + u.append_id(s->blend_shape_buffer); + } else { + u.append_id(default_rd_storage_buffer); + } + uniforms.push_back(u); + } + + s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE); + } + + if (mesh->surface_count == 0) { + mesh->bone_aabbs = p_surface.bone_aabbs; + mesh->aabb = p_surface.aabb; + } else { + if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) { + // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone + // Each surface may affect different numbers of bones. + mesh->bone_aabbs.resize(p_surface.bone_aabbs.size()); + } + for (int i = 0; i < p_surface.bone_aabbs.size(); i++) { + mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]); + } + mesh->aabb.merge_with(p_surface.aabb); + } + + s->material = p_surface.material; + + mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1)); + mesh->surfaces[mesh->surface_count] = s; + mesh->surface_count++; + + for (MeshInstance *mi : mesh->instances) { + _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1); + } + + mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); + + for (Mesh *E : mesh->shadow_owners) { + Mesh *shadow_owner = E; + shadow_owner->shadow_mesh = RID(); + shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); + } + + mesh->material_cache.clear(); +} + +int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const { + const Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, -1); + return mesh->blend_shape_count; +} + +void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX((int)p_mode, 2); + + mesh->blend_shape_mode = p_mode; +} + +RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED); + return mesh->blend_shape_mode; +} + +void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); + ERR_FAIL_COND(p_data.size() == 0); + uint64_t data_size = p_data.size(); + const uint8_t *r = p_data.ptr(); + + RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r); +} + +void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); + ERR_FAIL_COND(p_data.size() == 0); + ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null()); + uint64_t data_size = p_data.size(); + const uint8_t *r = p_data.ptr(); + + RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r); +} + +void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); + ERR_FAIL_COND(p_data.size() == 0); + ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null()); + uint64_t data_size = p_data.size(); + const uint8_t *r = p_data.ptr(); + + RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r); +} + +void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count); + mesh->surfaces[p_surface]->material = p_material; + + mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); + mesh->material_cache.clear(); +} + +RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RID()); + ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID()); + + return mesh->surfaces[p_surface]->material; +} + +RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RS::SurfaceData()); + ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData()); + + Mesh::Surface &s = *mesh->surfaces[p_surface]; + + RS::SurfaceData sd; + sd.format = s.format; + sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer); + if (s.attribute_buffer.is_valid()) { + sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer); + } + if (s.skin_buffer.is_valid()) { + sd.skin_data = RD::get_singleton()->buffer_get_data(s.skin_buffer); + } + sd.vertex_count = s.vertex_count; + sd.index_count = s.index_count; + sd.primitive = s.primitive; + + if (sd.index_count) { + sd.index_data = RD::get_singleton()->buffer_get_data(s.index_buffer); + } + sd.aabb = s.aabb; + for (uint32_t i = 0; i < s.lod_count; i++) { + RS::SurfaceData::LOD lod; + lod.edge_length = s.lods[i].edge_length; + lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer); + sd.lods.push_back(lod); + } + + sd.bone_aabbs = s.bone_aabbs; + + if (s.blend_shape_buffer.is_valid()) { + sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer); + } + + return sd; +} + +int MeshStorage::mesh_get_surface_count(RID p_mesh) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, 0); + return mesh->surface_count; +} + +void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + mesh->custom_aabb = p_aabb; +} + +AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, AABB()); + return mesh->custom_aabb; +} + +AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, AABB()); + + if (mesh->custom_aabb != AABB()) { + return mesh->custom_aabb; + } + + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + if (!skeleton || skeleton->size == 0) { + return mesh->aabb; + } + + AABB aabb; + + for (uint32_t i = 0; i < mesh->surface_count; i++) { + AABB laabb; + if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) { + int bs = mesh->surfaces[i]->bone_aabbs.size(); + const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr(); + + int sbs = skeleton->size; + ERR_CONTINUE(bs > sbs); + const float *baseptr = skeleton->data.ptr(); + + bool first = true; + + if (skeleton->use_2d) { + for (int j = 0; j < bs; j++) { + if (skbones[0].size == Vector3()) { + continue; //bone is unused + } + + const float *dataptr = baseptr + j * 8; + + Transform3D mtx; + + mtx.basis.rows[0].x = dataptr[0]; + mtx.basis.rows[1].x = dataptr[1]; + mtx.origin.x = dataptr[3]; + + mtx.basis.rows[0].y = dataptr[4]; + mtx.basis.rows[1].y = dataptr[5]; + mtx.origin.y = dataptr[7]; + + AABB baabb = mtx.xform(skbones[j]); + + if (first) { + laabb = baabb; + first = false; + } else { + laabb.merge_with(baabb); + } + } + } else { + for (int j = 0; j < bs; j++) { + if (skbones[0].size == Vector3()) { + continue; //bone is unused + } + + const float *dataptr = baseptr + j * 12; + + Transform3D mtx; + + mtx.basis.rows[0][0] = dataptr[0]; + mtx.basis.rows[0][1] = dataptr[1]; + mtx.basis.rows[0][2] = dataptr[2]; + mtx.origin.x = dataptr[3]; + mtx.basis.rows[1][0] = dataptr[4]; + mtx.basis.rows[1][1] = dataptr[5]; + mtx.basis.rows[1][2] = dataptr[6]; + mtx.origin.y = dataptr[7]; + mtx.basis.rows[2][0] = dataptr[8]; + mtx.basis.rows[2][1] = dataptr[9]; + mtx.basis.rows[2][2] = dataptr[10]; + mtx.origin.z = dataptr[11]; + + AABB baabb = mtx.xform(skbones[j]); + if (first) { + laabb = baabb; + first = false; + } else { + laabb.merge_with(baabb); + } + } + } + + if (laabb.size == Vector3()) { + laabb = mesh->surfaces[i]->aabb; + } + } else { + laabb = mesh->surfaces[i]->aabb; + } + + if (i == 0) { + aabb = laabb; + } else { + aabb.merge_with(laabb); + } + } + + return aabb; +} + +void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + + Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh); + if (shadow_mesh) { + shadow_mesh->shadow_owners.erase(mesh); + } + mesh->shadow_mesh = p_shadow_mesh; + + shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh); + + if (shadow_mesh) { + shadow_mesh->shadow_owners.insert(mesh); + } + + mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); +} + +void MeshStorage::mesh_clear(RID p_mesh) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND(!mesh); + for (uint32_t i = 0; i < mesh->surface_count; i++) { + Mesh::Surface &s = *mesh->surfaces[i]; + RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions + if (s.attribute_buffer.is_valid()) { + RD::get_singleton()->free(s.attribute_buffer); + } + if (s.skin_buffer.is_valid()) { + RD::get_singleton()->free(s.skin_buffer); + } + if (s.versions) { + memfree(s.versions); //reallocs, so free with memfree. + } + + if (s.index_buffer.is_valid()) { + RD::get_singleton()->free(s.index_buffer); + } + + if (s.lod_count) { + for (uint32_t j = 0; j < s.lod_count; j++) { + RD::get_singleton()->free(s.lods[j].index_buffer); + } + memdelete_arr(s.lods); + } + + if (s.blend_shape_buffer.is_valid()) { + RD::get_singleton()->free(s.blend_shape_buffer); + } + + memdelete(mesh->surfaces[i]); + } + if (mesh->surfaces) { + memfree(mesh->surfaces); + } + + mesh->surfaces = nullptr; + mesh->surface_count = 0; + mesh->material_cache.clear(); + //clear instance data + for (MeshInstance *mi : mesh->instances) { + _mesh_instance_clear(mi); + } + mesh->has_bone_weights = false; + mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); + + for (Mesh *E : mesh->shadow_owners) { + Mesh *shadow_owner = E; + shadow_owner->shadow_mesh = RID(); + shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); + } +} + +bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, false); + + return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton); +} + +Dependency *MeshStorage::mesh_get_dependency(RID p_mesh) const { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, nullptr); + + return &mesh->dependency; +} + +/* MESH INSTANCE */ + +RID MeshStorage::mesh_instance_create(RID p_base) { + Mesh *mesh = mesh_owner.get_or_null(p_base); + ERR_FAIL_COND_V(!mesh, RID()); + + RID rid = mesh_instance_owner.make_rid(); + MeshInstance *mi = mesh_instance_owner.get_or_null(rid); + + mi->mesh = mesh; + + for (uint32_t i = 0; i < mesh->surface_count; i++) { + _mesh_instance_add_surface(mi, mesh, i); + } + + mi->I = mesh->instances.push_back(mi); + + mi->dirty = true; + + return rid; +} + +void MeshStorage::mesh_instance_free(RID p_rid) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid); + _mesh_instance_clear(mi); + mi->mesh->instances.erase(mi->I); + mi->I = nullptr; + + mesh_instance_owner.free(p_rid); +} + +void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + if (mi->skeleton == p_skeleton) { + return; + } + mi->skeleton = p_skeleton; + mi->skeleton_version = 0; + mi->dirty = true; +} + +void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + ERR_FAIL_COND(!mi); + ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size()); + mi->blend_weights[p_shape] = p_weight; + mi->weights_dirty = true; + //will be eventually updated +} + +void MeshStorage::_mesh_instance_clear(MeshInstance *mi) { + for (uint32_t i = 0; i < mi->surfaces.size(); i++) { + if (mi->surfaces[i].versions) { + for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) { + RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array); + } + memfree(mi->surfaces[i].versions); + } + if (mi->surfaces[i].vertex_buffer.is_valid()) { + RD::get_singleton()->free(mi->surfaces[i].vertex_buffer); + } + } + mi->surfaces.clear(); + + if (mi->blend_weights_buffer.is_valid()) { + RD::get_singleton()->free(mi->blend_weights_buffer); + } + mi->blend_weights.clear(); + mi->weights_dirty = false; + mi->skeleton_version = 0; +} + +void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) { + if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) { + mi->blend_weights.resize(mesh->blend_shape_count); + for (uint32_t i = 0; i < mi->blend_weights.size(); i++) { + mi->blend_weights[i] = 0; + } + mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array()); + mi->weights_dirty = true; + } + + MeshInstance::Surface s; + if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) { + //surface warrants transform + s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(s.vertex_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + if (mi->blend_weights_buffer.is_valid()) { + u.append_id(mi->blend_weights_buffer); + } else { + u.append_id(default_rd_storage_buffer); + } + uniforms.push_back(u); + } + s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE); + } + + mi->surfaces.push_back(s); + mi->dirty = true; +} + +void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + + bool needs_update = mi->dirty; + + if (mi->weights_dirty && !mi->weight_update_list.in_list()) { + dirty_mesh_instance_weights.add(&mi->weight_update_list); + needs_update = true; + } + + if (mi->array_update_list.in_list()) { + return; + } + + if (!needs_update && mi->skeleton.is_valid()) { + Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton); + if (sk && sk->version != mi->skeleton_version) { + needs_update = true; + } + } + + if (needs_update) { + dirty_mesh_instance_arrays.add(&mi->array_update_list); + } +} + +void MeshStorage::update_mesh_instances() { + while (dirty_mesh_instance_weights.first()) { + MeshInstance *mi = dirty_mesh_instance_weights.first()->self(); + + if (mi->blend_weights_buffer.is_valid()) { + RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr()); + } + dirty_mesh_instance_weights.remove(&mi->weight_update_list); + mi->weights_dirty = false; + } + if (dirty_mesh_instance_arrays.first() == nullptr) { + return; //nothing to do + } + + //process skeletons and blend shapes + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + while (dirty_mesh_instance_arrays.first()) { + MeshInstance *mi = dirty_mesh_instance_arrays.first()->self(); + + Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton); + + for (uint32_t i = 0; i < mi->surfaces.size(); i++) { + if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) { + continue; + } + + bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE); + if (sk && sk->uniform_set_mi.is_valid()) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON); + } + + SkeletonShader::PushConstant push_constant; + + push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL; + push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT; + push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES); + push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0; + + push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count; + push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4; + push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4; + push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2; + + push_constant.blend_shape_count = mi->mesh->blend_shape_count; + push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED; + push_constant.pad0 = 0; + push_constant.pad1 = 0; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant)); + + //dispatch without barrier, so all is done at the same time + RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1); + } + + mi->dirty = false; + if (sk) { + mi->skeleton_version = sk->version; + } + dirty_mesh_instance_arrays.remove(&mi->array_update_list); + } + + RD::get_singleton()->compute_list_end(); +} + +void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) { + Vector<RD::VertexAttribute> attributes; + Vector<RID> buffers; + + uint32_t stride = 0; + uint32_t attribute_stride = 0; + uint32_t skin_stride = 0; + + for (int i = 0; i < RS::ARRAY_INDEX; i++) { + RD::VertexAttribute vd; + RID buffer; + vd.location = i; + + if (!(s->format & (1 << i))) { + // Not supplied by surface, use default value + buffer = mesh_default_rd_buffers[i]; + vd.stride = 0; + switch (i) { + case RS::ARRAY_VERTEX: { + vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; + + } break; + case RS::ARRAY_NORMAL: { + vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; + } break; + case RS::ARRAY_TANGENT: { + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + } break; + case RS::ARRAY_COLOR: { + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + + } break; + case RS::ARRAY_TEX_UV: { + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + + } break; + case RS::ARRAY_TEX_UV2: { + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + } break; + case RS::ARRAY_CUSTOM0: + case RS::ARRAY_CUSTOM1: + case RS::ARRAY_CUSTOM2: + case RS::ARRAY_CUSTOM3: { + //assumed weights too + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + } break; + case RS::ARRAY_BONES: { + //assumed weights too + vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; + } break; + case RS::ARRAY_WEIGHTS: { + //assumed weights too + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + } break; + } + } else { + //Supplied, use it + + vd.stride = 1; //mark that it needs a stride set (default uses 0) + + switch (i) { + case RS::ARRAY_VERTEX: { + vd.offset = stride; + + if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) { + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + stride += sizeof(float) * 2; + } else { + vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; + stride += sizeof(float) * 3; + } + + if (mis) { + buffer = mis->vertex_buffer; + } else { + buffer = s->vertex_buffer; + } + + } break; + case RS::ARRAY_NORMAL: { + vd.offset = stride; + + vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; + + stride += sizeof(uint32_t); + if (mis) { + buffer = mis->vertex_buffer; + } else { + buffer = s->vertex_buffer; + } + } break; + case RS::ARRAY_TANGENT: { + vd.offset = stride; + + vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; + stride += sizeof(uint32_t); + if (mis) { + buffer = mis->vertex_buffer; + } else { + buffer = s->vertex_buffer; + } + } break; + case RS::ARRAY_COLOR: { + vd.offset = attribute_stride; + + vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + attribute_stride += sizeof(int8_t) * 4; + buffer = s->attribute_buffer; + } break; + case RS::ARRAY_TEX_UV: { + vd.offset = attribute_stride; + + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + attribute_stride += sizeof(float) * 2; + buffer = s->attribute_buffer; + + } break; + case RS::ARRAY_TEX_UV2: { + vd.offset = attribute_stride; + + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + attribute_stride += sizeof(float) * 2; + buffer = s->attribute_buffer; + } break; + case RS::ARRAY_CUSTOM0: + case RS::ARRAY_CUSTOM1: + case RS::ARRAY_CUSTOM2: + case RS::ARRAY_CUSTOM3: { + vd.offset = attribute_stride; + + int idx = i - RS::ARRAY_CUSTOM0; + const uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT }; + uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK; + const uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 }; + const RD::DataFormat fmtrd[RS::ARRAY_CUSTOM_MAX] = { RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::DATA_FORMAT_R8G8B8A8_SNORM, RD::DATA_FORMAT_R16G16_SFLOAT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::DATA_FORMAT_R32_SFLOAT, RD::DATA_FORMAT_R32G32_SFLOAT, RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::DATA_FORMAT_R32G32B32A32_SFLOAT }; + vd.format = fmtrd[fmt]; + attribute_stride += fmtsize[fmt]; + buffer = s->attribute_buffer; + } break; + case RS::ARRAY_BONES: { + vd.offset = skin_stride; + + vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT; + skin_stride += sizeof(int16_t) * 4; + buffer = s->skin_buffer; + } break; + case RS::ARRAY_WEIGHTS: { + vd.offset = skin_stride; + + vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM; + skin_stride += sizeof(int16_t) * 4; + buffer = s->skin_buffer; + } break; + } + } + + if (!(p_input_mask & (1 << i))) { + continue; // Shader does not need this, skip it (but computing stride was important anyway) + } + + attributes.push_back(vd); + buffers.push_back(buffer); + } + + //update final stride + for (int i = 0; i < attributes.size(); i++) { + if (attributes[i].stride == 0) { + continue; //default location + } + int loc = attributes[i].location; + + if (loc < RS::ARRAY_COLOR) { + attributes.write[i].stride = stride; + } else if (loc < RS::ARRAY_BONES) { + attributes.write[i].stride = attribute_stride; + } else { + attributes.write[i].stride = skin_stride; + } + } + + v.input_mask = p_input_mask; + v.vertex_format = RD::get_singleton()->vertex_format_create(attributes); + v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers); +} + +////////////////// MULTIMESH + +RID MeshStorage::multimesh_allocate() { + return multimesh_owner.allocate_rid(); +} +void MeshStorage::multimesh_initialize(RID p_rid) { + multimesh_owner.initialize_rid(p_rid, MultiMesh()); +} + +void MeshStorage::multimesh_free(RID p_rid) { + _update_dirty_multimeshes(); + multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D); + MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid); + multimesh->dependency.deleted_notify(p_rid); + multimesh_owner.free(p_rid); +} + +void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + + if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) { + return; + } + + if (multimesh->buffer.is_valid()) { + RD::get_singleton()->free(multimesh->buffer); + multimesh->buffer = RID(); + multimesh->uniform_set_2d = RID(); //cleared by dependency + multimesh->uniform_set_3d = RID(); //cleared by dependency + } + + if (multimesh->data_cache_dirty_regions) { + memdelete_arr(multimesh->data_cache_dirty_regions); + multimesh->data_cache_dirty_regions = nullptr; + multimesh->data_cache_used_dirty_regions = 0; + } + + multimesh->instances = p_instances; + multimesh->xform_format = p_transform_format; + multimesh->uses_colors = p_use_colors; + multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12; + multimesh->uses_custom_data = p_use_custom_data; + multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0); + multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0); + multimesh->buffer_set = false; + + //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances)); + multimesh->data_cache = Vector<float>(); + multimesh->aabb = AABB(); + multimesh->aabb_dirty = false; + multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances); + + if (multimesh->instances) { + multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4); + } + + multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH); +} + +int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, 0); + return multimesh->instances; +} + +void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + if (multimesh->mesh == p_mesh) { + return; + } + multimesh->mesh = p_mesh; + + if (multimesh->instances == 0) { + return; + } + + if (multimesh->data_cache.size()) { + //we have a data cache, just mark it dirt + _multimesh_mark_all_dirty(multimesh, false, true); + } else if (multimesh->instances) { + //need to re-create AABB unfortunately, calling this has a penalty + if (multimesh->buffer_set) { + Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); + const uint8_t *r = buffer.ptr(); + const float *data = reinterpret_cast<const float *>(r); + _multimesh_re_create_aabb(multimesh, data, multimesh->instances); + } + } + + multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH); +} + +#define MULTIMESH_DIRTY_REGION_SIZE 512 + +void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const { + if (multimesh->data_cache.size() > 0) { + return; //already local + } + ERR_FAIL_COND(multimesh->data_cache.size() > 0); + // this means that the user wants to load/save individual elements, + // for this, the data must reside on CPU, so just copy it there. + multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache); + { + float *w = multimesh->data_cache.ptrw(); + + if (multimesh->buffer_set) { + Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); + { + const uint8_t *r = buffer.ptr(); + memcpy(w, r, buffer.size()); + } + } else { + memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float)); + } + } + uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count); + for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { + multimesh->data_cache_dirty_regions[i] = false; + } + multimesh->data_cache_used_dirty_regions = 0; +} + +void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) { + uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE; +#ifdef DEBUG_ENABLED + uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug +#endif + if (!multimesh->data_cache_dirty_regions[region_index]) { + multimesh->data_cache_dirty_regions[region_index] = true; + multimesh->data_cache_used_dirty_regions++; + } + + if (p_aabb) { + multimesh->aabb_dirty = true; + } + + if (!multimesh->dirty) { + multimesh->dirty_list = multimesh_dirty_list; + multimesh_dirty_list = multimesh; + multimesh->dirty = true; + } +} + +void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) { + if (p_data) { + uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + + for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { + if (!multimesh->data_cache_dirty_regions[i]) { + multimesh->data_cache_dirty_regions[i] = true; + multimesh->data_cache_used_dirty_regions++; + } + } + } + + if (p_aabb) { + multimesh->aabb_dirty = true; + } + + if (!multimesh->dirty) { + multimesh->dirty_list = multimesh_dirty_list; + multimesh_dirty_list = multimesh; + multimesh->dirty = true; + } +} + +void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) { + ERR_FAIL_COND(multimesh->mesh.is_null()); + AABB aabb; + AABB mesh_aabb = mesh_get_aabb(multimesh->mesh); + for (int i = 0; i < p_instances; i++) { + const float *data = p_data + multimesh->stride_cache * i; + Transform3D t; + + if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) { + t.basis.rows[0][0] = data[0]; + t.basis.rows[0][1] = data[1]; + t.basis.rows[0][2] = data[2]; + t.origin.x = data[3]; + t.basis.rows[1][0] = data[4]; + t.basis.rows[1][1] = data[5]; + t.basis.rows[1][2] = data[6]; + t.origin.y = data[7]; + t.basis.rows[2][0] = data[8]; + t.basis.rows[2][1] = data[9]; + t.basis.rows[2][2] = data[10]; + t.origin.z = data[11]; + + } else { + t.basis.rows[0].x = data[0]; + t.basis.rows[1].x = data[1]; + t.origin.x = data[3]; + + t.basis.rows[0].y = data[4]; + t.basis.rows[1].y = data[5]; + t.origin.y = data[7]; + } + + if (i == 0) { + aabb = t.xform(mesh_aabb); + } else { + aabb.merge_with(t.xform(mesh_aabb)); + } + } + + multimesh->aabb = aabb; +} + +void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index, multimesh->instances); + ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D); + + _multimesh_make_local(multimesh); + + { + float *w = multimesh->data_cache.ptrw(); + + float *dataptr = w + p_index * multimesh->stride_cache; + + dataptr[0] = p_transform.basis.rows[0][0]; + dataptr[1] = p_transform.basis.rows[0][1]; + dataptr[2] = p_transform.basis.rows[0][2]; + dataptr[3] = p_transform.origin.x; + dataptr[4] = p_transform.basis.rows[1][0]; + dataptr[5] = p_transform.basis.rows[1][1]; + dataptr[6] = p_transform.basis.rows[1][2]; + dataptr[7] = p_transform.origin.y; + dataptr[8] = p_transform.basis.rows[2][0]; + dataptr[9] = p_transform.basis.rows[2][1]; + dataptr[10] = p_transform.basis.rows[2][2]; + dataptr[11] = p_transform.origin.z; + } + + _multimesh_mark_dirty(multimesh, p_index, true); +} + +void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index, multimesh->instances); + ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D); + + _multimesh_make_local(multimesh); + + { + float *w = multimesh->data_cache.ptrw(); + + float *dataptr = w + p_index * multimesh->stride_cache; + + dataptr[0] = p_transform.columns[0][0]; + dataptr[1] = p_transform.columns[1][0]; + dataptr[2] = 0; + dataptr[3] = p_transform.columns[2][0]; + dataptr[4] = p_transform.columns[0][1]; + dataptr[5] = p_transform.columns[1][1]; + dataptr[6] = 0; + dataptr[7] = p_transform.columns[2][1]; + } + + _multimesh_mark_dirty(multimesh, p_index, true); +} + +void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index, multimesh->instances); + ERR_FAIL_COND(!multimesh->uses_colors); + + _multimesh_make_local(multimesh); + + { + float *w = multimesh->data_cache.ptrw(); + + float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache; + + dataptr[0] = p_color.r; + dataptr[1] = p_color.g; + dataptr[2] = p_color.b; + dataptr[3] = p_color.a; + } + + _multimesh_mark_dirty(multimesh, p_index, false); +} + +void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index, multimesh->instances); + ERR_FAIL_COND(!multimesh->uses_custom_data); + + _multimesh_make_local(multimesh); + + { + float *w = multimesh->data_cache.ptrw(); + + float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; + + dataptr[0] = p_color.r; + dataptr[1] = p_color.g; + dataptr[2] = p_color.b; + dataptr[3] = p_color.a; + } + + _multimesh_mark_dirty(multimesh, p_index, false); +} + +RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, RID()); + + return multimesh->mesh; +} + +Dependency *MeshStorage::multimesh_get_dependency(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, nullptr); + + return &multimesh->dependency; +} + +Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, Transform3D()); + ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D()); + ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D()); + + _multimesh_make_local(multimesh); + + Transform3D t; + { + const float *r = multimesh->data_cache.ptr(); + + const float *dataptr = r + p_index * multimesh->stride_cache; + + t.basis.rows[0][0] = dataptr[0]; + t.basis.rows[0][1] = dataptr[1]; + t.basis.rows[0][2] = dataptr[2]; + t.origin.x = dataptr[3]; + t.basis.rows[1][0] = dataptr[4]; + t.basis.rows[1][1] = dataptr[5]; + t.basis.rows[1][2] = dataptr[6]; + t.origin.y = dataptr[7]; + t.basis.rows[2][0] = dataptr[8]; + t.basis.rows[2][1] = dataptr[9]; + t.basis.rows[2][2] = dataptr[10]; + t.origin.z = dataptr[11]; + } + + return t; +} + +Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, Transform2D()); + ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D()); + ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D()); + + _multimesh_make_local(multimesh); + + Transform2D t; + { + const float *r = multimesh->data_cache.ptr(); + + const float *dataptr = r + p_index * multimesh->stride_cache; + + t.columns[0][0] = dataptr[0]; + t.columns[1][0] = dataptr[1]; + t.columns[2][0] = dataptr[3]; + t.columns[0][1] = dataptr[4]; + t.columns[1][1] = dataptr[5]; + t.columns[2][1] = dataptr[7]; + } + + return t; +} + +Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, Color()); + ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color()); + ERR_FAIL_COND_V(!multimesh->uses_colors, Color()); + + _multimesh_make_local(multimesh); + + Color c; + { + const float *r = multimesh->data_cache.ptr(); + + const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache; + + c.r = dataptr[0]; + c.g = dataptr[1]; + c.b = dataptr[2]; + c.a = dataptr[3]; + } + + return c; +} + +Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, Color()); + ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color()); + ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color()); + + _multimesh_make_local(multimesh); + + Color c; + { + const float *r = multimesh->data_cache.ptr(); + + const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache; + + c.r = dataptr[0]; + c.g = dataptr[1]; + c.b = dataptr[2]; + c.a = dataptr[3]; + } + + return c; +} + +void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache)); + + { + const float *r = p_buffer.ptr(); + RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r); + multimesh->buffer_set = true; + } + + if (multimesh->data_cache.size()) { + //if we have a data cache, just update it + multimesh->data_cache = p_buffer; + { + //clear dirty since nothing will be dirty anymore + uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { + multimesh->data_cache_dirty_regions[i] = false; + } + multimesh->data_cache_used_dirty_regions = 0; + } + + _multimesh_mark_all_dirty(multimesh, false, true); //update AABB + } else if (multimesh->mesh.is_valid()) { + //if we have a mesh set, we need to re-generate the AABB from the new data + const float *data = p_buffer.ptr(); + + _multimesh_re_create_aabb(multimesh, data, multimesh->instances); + multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); + } +} + +Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, Vector<float>()); + if (multimesh->buffer.is_null()) { + return Vector<float>(); + } else if (multimesh->data_cache.size()) { + return multimesh->data_cache; + } else { + //get from memory + + Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer); + Vector<float> ret; + ret.resize(multimesh->instances * multimesh->stride_cache); + { + float *w = ret.ptrw(); + const uint8_t *r = buffer.ptr(); + memcpy(w, r, buffer.size()); + } + + return ret; + } +} + +void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances); + if (multimesh->visible_instances == p_visible) { + return; + } + + if (multimesh->data_cache.size()) { + //there is a data cache.. + _multimesh_mark_all_dirty(multimesh, false, true); + } + + multimesh->visible_instances = p_visible; + + multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES); +} + +int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, 0); + return multimesh->visible_instances; +} + +AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + ERR_FAIL_COND_V(!multimesh, AABB()); + if (multimesh->aabb_dirty) { + const_cast<MeshStorage *>(this)->_update_dirty_multimeshes(); + } + return multimesh->aabb; +} + +void MeshStorage::_update_dirty_multimeshes() { + while (multimesh_dirty_list) { + MultiMesh *multimesh = multimesh_dirty_list; + + if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists + const float *data = multimesh->data_cache.ptr(); + + uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; + + if (multimesh->data_cache_used_dirty_regions) { + uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1; + + uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float); + + if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) { + //if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much + RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data); + } else { + //not that many regions? update them all + for (uint32_t i = 0; i < visible_region_count; i++) { + if (multimesh->data_cache_dirty_regions[i]) { + uint32_t offset = i * region_size; + uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float); + uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i; + RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]); + } + } + } + + for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) { + multimesh->data_cache_dirty_regions[i] = false; + } + + multimesh->data_cache_used_dirty_regions = 0; + } + + if (multimesh->aabb_dirty) { + //aabb is dirty.. + _multimesh_re_create_aabb(multimesh, data, visible_instances); + multimesh->aabb_dirty = false; + multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); + } + } + + multimesh_dirty_list = multimesh->dirty_list; + + multimesh->dirty_list = nullptr; + multimesh->dirty = false; + } + + multimesh_dirty_list = nullptr; +} + +/* SKELETON API */ + +RID MeshStorage::skeleton_allocate() { + return skeleton_owner.allocate_rid(); +} +void MeshStorage::skeleton_initialize(RID p_rid) { + skeleton_owner.initialize_rid(p_rid, Skeleton()); +} + +void MeshStorage::skeleton_free(RID p_rid) { + _update_dirty_skeletons(); + skeleton_allocate_data(p_rid, 0); + Skeleton *skeleton = skeleton_owner.get_or_null(p_rid); + skeleton->dependency.deleted_notify(p_rid); + skeleton_owner.free(p_rid); +} + +void MeshStorage::_skeleton_make_dirty(Skeleton *skeleton) { + if (!skeleton->dirty) { + skeleton->dirty = true; + skeleton->dirty_list = skeleton_dirty_list; + skeleton_dirty_list = skeleton; + } +} + +void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + ERR_FAIL_COND(!skeleton); + ERR_FAIL_COND(p_bones < 0); + + if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) { + return; + } + + skeleton->size = p_bones; + skeleton->use_2d = p_2d_skeleton; + skeleton->uniform_set_3d = RID(); + + if (skeleton->buffer.is_valid()) { + RD::get_singleton()->free(skeleton->buffer); + skeleton->buffer = RID(); + skeleton->data.clear(); + skeleton->uniform_set_mi = RID(); + } + + if (skeleton->size) { + skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12)); + skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float)); + memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float)); + + _skeleton_make_dirty(skeleton); + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.append_id(skeleton->buffer); + uniforms.push_back(u); + } + skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON); + } + } + + skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_DATA); +} + +int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + ERR_FAIL_COND_V(!skeleton, 0); + + return skeleton->size; +} + +void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone, skeleton->size); + ERR_FAIL_COND(skeleton->use_2d); + + float *dataptr = skeleton->data.ptrw() + p_bone * 12; + + dataptr[0] = p_transform.basis.rows[0][0]; + dataptr[1] = p_transform.basis.rows[0][1]; + dataptr[2] = p_transform.basis.rows[0][2]; + dataptr[3] = p_transform.origin.x; + dataptr[4] = p_transform.basis.rows[1][0]; + dataptr[5] = p_transform.basis.rows[1][1]; + dataptr[6] = p_transform.basis.rows[1][2]; + dataptr[7] = p_transform.origin.y; + dataptr[8] = p_transform.basis.rows[2][0]; + dataptr[9] = p_transform.basis.rows[2][1]; + dataptr[10] = p_transform.basis.rows[2][2]; + dataptr[11] = p_transform.origin.z; + + _skeleton_make_dirty(skeleton); +} + +Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + ERR_FAIL_COND_V(!skeleton, Transform3D()); + ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D()); + ERR_FAIL_COND_V(skeleton->use_2d, Transform3D()); + + const float *dataptr = skeleton->data.ptr() + p_bone * 12; + + Transform3D t; + + t.basis.rows[0][0] = dataptr[0]; + t.basis.rows[0][1] = dataptr[1]; + t.basis.rows[0][2] = dataptr[2]; + t.origin.x = dataptr[3]; + t.basis.rows[1][0] = dataptr[4]; + t.basis.rows[1][1] = dataptr[5]; + t.basis.rows[1][2] = dataptr[6]; + t.origin.y = dataptr[7]; + t.basis.rows[2][0] = dataptr[8]; + t.basis.rows[2][1] = dataptr[9]; + t.basis.rows[2][2] = dataptr[10]; + t.origin.z = dataptr[11]; + + return t; +} + +void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone, skeleton->size); + ERR_FAIL_COND(!skeleton->use_2d); + + float *dataptr = skeleton->data.ptrw() + p_bone * 8; + + dataptr[0] = p_transform.columns[0][0]; + dataptr[1] = p_transform.columns[1][0]; + dataptr[2] = 0; + dataptr[3] = p_transform.columns[2][0]; + dataptr[4] = p_transform.columns[0][1]; + dataptr[5] = p_transform.columns[1][1]; + dataptr[6] = 0; + dataptr[7] = p_transform.columns[2][1]; + + _skeleton_make_dirty(skeleton); +} + +Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + ERR_FAIL_COND_V(!skeleton, Transform2D()); + ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D()); + ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D()); + + const float *dataptr = skeleton->data.ptr() + p_bone * 8; + + Transform2D t; + t.columns[0][0] = dataptr[0]; + t.columns[1][0] = dataptr[1]; + t.columns[2][0] = dataptr[3]; + t.columns[0][1] = dataptr[4]; + t.columns[1][1] = dataptr[5]; + t.columns[2][1] = dataptr[7]; + + return t; +} + +void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + + ERR_FAIL_COND(!skeleton->use_2d); + + skeleton->base_transform_2d = p_base_transform; +} + +void MeshStorage::_update_dirty_skeletons() { + while (skeleton_dirty_list) { + Skeleton *skeleton = skeleton_dirty_list; + + if (skeleton->size) { + RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr()); + } + + skeleton_dirty_list = skeleton->dirty_list; + + skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES); + + skeleton->version++; + + skeleton->dirty = false; + skeleton->dirty_list = nullptr; + } + + skeleton_dirty_list = nullptr; +} + +void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + ERR_FAIL_COND(!skeleton); + + p_instance->update_dependency(&skeleton->dependency); +} diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h new file mode 100644 index 0000000000..5c0d019c15 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h @@ -0,0 +1,698 @@ +/*************************************************************************/ +/* mesh_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 MESH_STORAGE_RD_H +#define MESH_STORAGE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h" +#include "servers/rendering/storage/mesh_storage.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class MeshStorage : public RendererMeshStorage { +public: + enum DefaultRDBuffer { + DEFAULT_RD_BUFFER_VERTEX, + DEFAULT_RD_BUFFER_NORMAL, + DEFAULT_RD_BUFFER_TANGENT, + DEFAULT_RD_BUFFER_COLOR, + DEFAULT_RD_BUFFER_TEX_UV, + DEFAULT_RD_BUFFER_TEX_UV2, + DEFAULT_RD_BUFFER_CUSTOM0, + DEFAULT_RD_BUFFER_CUSTOM1, + DEFAULT_RD_BUFFER_CUSTOM2, + DEFAULT_RD_BUFFER_CUSTOM3, + DEFAULT_RD_BUFFER_BONES, + DEFAULT_RD_BUFFER_WEIGHTS, + DEFAULT_RD_BUFFER_MAX, + }; + +private: + static MeshStorage *singleton; + + RID default_rd_storage_buffer; + + /* Mesh */ + + RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; + + struct MeshInstance; + + struct Mesh { + struct Surface { + RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS; + uint32_t format = 0; + + RID vertex_buffer; + RID attribute_buffer; + RID skin_buffer; + uint32_t vertex_count = 0; + uint32_t vertex_buffer_size = 0; + uint32_t skin_buffer_size = 0; + + // A different pipeline needs to be allocated + // depending on the inputs available in the + // material. + // There are never that many geometry/material + // combinations, so a simple array is the most + // cache-efficient structure. + + struct Version { + uint32_t input_mask = 0; + RD::VertexFormatID vertex_format = 0; + RID vertex_array; + }; + + SpinLock version_lock; //needed to access versions + Version *versions = nullptr; //allocated on demand + uint32_t version_count = 0; + + RID index_buffer; + RID index_array; + uint32_t index_count = 0; + + struct LOD { + float edge_length = 0.0; + uint32_t index_count = 0; + RID index_buffer; + RID index_array; + }; + + LOD *lods = nullptr; + uint32_t lod_count = 0; + + AABB aabb; + + Vector<AABB> bone_aabbs; + + RID blend_shape_buffer; + + RID material; + + uint32_t render_index = 0; + uint64_t render_pass = 0; + + uint32_t multimesh_render_index = 0; + uint64_t multimesh_render_pass = 0; + + uint32_t particles_render_index = 0; + uint64_t particles_render_pass = 0; + + RID uniform_set; + }; + + uint32_t blend_shape_count = 0; + RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; + + Surface **surfaces = nullptr; + uint32_t surface_count = 0; + + Vector<AABB> bone_aabbs; + + bool has_bone_weights = false; + + AABB aabb; + AABB custom_aabb; + + Vector<RID> material_cache; + + List<MeshInstance *> instances; + + RID shadow_mesh; + HashSet<Mesh *> shadow_owners; + + Dependency dependency; + }; + + mutable RID_Owner<Mesh, true> mesh_owner; + + /* Mesh Instance API */ + + struct MeshInstance { + Mesh *mesh = nullptr; + RID skeleton; + struct Surface { + RID vertex_buffer; + RID uniform_set; + + Mesh::Surface::Version *versions = nullptr; //allocated on demand + uint32_t version_count = 0; + }; + LocalVector<Surface> surfaces; + LocalVector<float> blend_weights; + + RID blend_weights_buffer; + List<MeshInstance *>::Element *I = nullptr; //used to erase itself + uint64_t skeleton_version = 0; + bool dirty = false; + bool weights_dirty = false; + SelfList<MeshInstance> weight_update_list; + SelfList<MeshInstance> array_update_list; + MeshInstance() : + weight_update_list(this), array_update_list(this) {} + }; + + void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr); + + void _mesh_instance_clear(MeshInstance *mi); + void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface); + + mutable RID_Owner<MeshInstance> mesh_instance_owner; + + SelfList<MeshInstance>::List dirty_mesh_instance_weights; + SelfList<MeshInstance>::List dirty_mesh_instance_arrays; + + /* MultiMesh */ + + struct MultiMesh { + RID mesh; + int instances = 0; + RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; + bool uses_colors = false; + bool uses_custom_data = false; + int visible_instances = -1; + AABB aabb; + bool aabb_dirty = false; + bool buffer_set = false; + uint32_t stride_cache = 0; + uint32_t color_offset_cache = 0; + uint32_t custom_data_offset_cache = 0; + + Vector<float> data_cache; //used if individual setting is used + bool *data_cache_dirty_regions = nullptr; + uint32_t data_cache_used_dirty_regions = 0; + + RID buffer; //storage buffer + RID uniform_set_3d; + RID uniform_set_2d; + + bool dirty = false; + MultiMesh *dirty_list = nullptr; + + Dependency dependency; + }; + + mutable RID_Owner<MultiMesh, true> multimesh_owner; + + MultiMesh *multimesh_dirty_list = nullptr; + + _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; + _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); + _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); + _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); + + /* Skeleton */ + + struct SkeletonShader { + struct PushConstant { + uint32_t has_normal; + uint32_t has_tangent; + uint32_t has_skeleton; + uint32_t has_blend_shape; + + uint32_t vertex_count; + uint32_t vertex_stride; + uint32_t skin_stride; + uint32_t skin_weight_offset; + + uint32_t blend_shape_count; + uint32_t normalized_blend_shapes; + uint32_t pad0; + uint32_t pad1; + }; + + enum { + UNIFORM_SET_INSTANCE = 0, + UNIFORM_SET_SURFACE = 1, + UNIFORM_SET_SKELETON = 2, + }; + enum { + SHADER_MODE_2D, + SHADER_MODE_3D, + SHADER_MODE_MAX + }; + + SkeletonShaderRD shader; + RID version; + RID version_shader[SHADER_MODE_MAX]; + RID pipeline[SHADER_MODE_MAX]; + + RID default_skeleton_uniform_set; + } skeleton_shader; + + struct Skeleton { + bool use_2d = false; + int size = 0; + Vector<float> data; + RID buffer; + + bool dirty = false; + Skeleton *dirty_list = nullptr; + Transform2D base_transform_2d; + + RID uniform_set_3d; + RID uniform_set_mi; + + uint64_t version = 1; + + Dependency dependency; + }; + + mutable RID_Owner<Skeleton, true> skeleton_owner; + + _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton); + + Skeleton *skeleton_dirty_list = nullptr; + +public: + static MeshStorage *get_singleton(); + + MeshStorage(); + virtual ~MeshStorage(); + + RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; } + + /* MESH API */ + + bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); }; + + virtual RID mesh_allocate() override; + virtual void mesh_initialize(RID p_mesh) override; + virtual void mesh_free(RID p_rid) override; + + virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override; + + /// Return stride + virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override; + + virtual int mesh_get_blend_shape_count(RID p_mesh) const override; + + virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override; + virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override; + + virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override; + virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override; + virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override; + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override; + + virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override; + + virtual int mesh_get_surface_count(RID p_mesh) const override; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override; + virtual AABB mesh_get_custom_aabb(RID p_mesh) const override; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override; + virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override; + + virtual void mesh_clear(RID p_mesh) override; + + virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override; + + _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, nullptr); + r_surface_count = mesh->surface_count; + if (r_surface_count == 0) { + return nullptr; + } + if (mesh->material_cache.is_empty()) { + mesh->material_cache.resize(mesh->surface_count); + for (uint32_t i = 0; i < r_surface_count; i++) { + mesh->material_cache.write[i] = mesh->surfaces[i]->material; + } + } + + return mesh->material_cache.ptr(); + } + + _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, nullptr); + ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr); + + return mesh->surfaces[p_surface_index]; + } + + _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RID()); + + return mesh->shadow_mesh; + } + + _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) { + Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface); + return surface->primitive; + } + + _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + return s->lod_count > 0; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + return s->index_count ? s->index_count : s->vertex_count; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + + int32_t current_lod = -1; + if (r_index_count) { + *r_index_count = s->index_count; + } + for (uint32_t i = 0; i < s->lod_count; i++) { + float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold; + if (screen_size > p_mesh_lod_threshold) { + break; + } + current_lod = i; + } + if (current_lod == -1) { + return 0; + } else { + if (r_index_count) { + *r_index_count = s->lods[current_lod].index_count; + } + return current_lod + 1; + } + } + + _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + + if (p_lod == 0) { + return s->index_array; + } else { + return s->lods[p_lod - 1].index_array; + } + } + + _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + + s->version_lock.lock(); + + //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way + + for (uint32_t i = 0; i < s->version_count; i++) { + if (s->versions[i].input_mask != p_input_mask) { + continue; + } + //we have this version, hooray + r_vertex_format = s->versions[i].vertex_format; + r_vertex_array_rd = s->versions[i].vertex_array; + s->version_lock.unlock(); + return; + } + + uint32_t version = s->version_count; + s->version_count++; + s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count); + + _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask); + + r_vertex_format = s->versions[version].vertex_format; + r_vertex_array_rd = s->versions[version].vertex_array; + + s->version_lock.unlock(); + } + + _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + ERR_FAIL_COND(!mi); + Mesh *mesh = mi->mesh; + ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count); + + MeshInstance::Surface *mis = &mi->surfaces[p_surface_index]; + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + s->version_lock.lock(); + + //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way + + for (uint32_t i = 0; i < mis->version_count; i++) { + if (mis->versions[i].input_mask != p_input_mask) { + continue; + } + //we have this version, hooray + r_vertex_format = mis->versions[i].vertex_format; + r_vertex_array_rd = mis->versions[i].vertex_array; + s->version_lock.unlock(); + return; + } + + uint32_t version = mis->version_count; + mis->version_count++; + mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count); + + _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis); + + r_vertex_format = mis->versions[version].vertex_format; + r_vertex_array_rd = mis->versions[version].vertex_array; + + s->version_lock.unlock(); + } + + _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) { + ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID()); + return mesh_default_rd_buffers[p_buffer]; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + if (s->render_pass != p_render_pass) { + (*r_index)++; + s->render_pass = p_render_pass; + s->render_index = *r_index; + } + + return s->render_index; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + if (s->multimesh_render_pass != p_render_pass) { + (*r_index)++; + s->multimesh_render_pass = p_render_pass; + s->multimesh_render_index = *r_index; + } + + return s->multimesh_render_index; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + if (s->particles_render_pass != p_render_pass) { + (*r_index)++; + s->particles_render_pass = p_render_pass; + s->particles_render_index = *r_index; + } + + return s->particles_render_index; + } + + Dependency *mesh_get_dependency(RID p_mesh) const; + + /* MESH INSTANCE API */ + + bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); }; + + virtual RID mesh_instance_create(RID p_base) override; + virtual void mesh_instance_free(RID p_rid) override; + virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override; + virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override; + virtual void mesh_instance_check_for_update(RID p_mesh_instance) override; + virtual void update_mesh_instances() override; + + /* MULTIMESH API */ + + bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); }; + + virtual RID multimesh_allocate() override; + virtual void multimesh_initialize(RID p_multimesh) override; + virtual void multimesh_free(RID p_rid) override; + + virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override; + virtual int multimesh_get_instance_count(RID p_multimesh) const override; + + virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override; + virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override; + virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override; + virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override; + virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override; + + virtual RID multimesh_get_mesh(RID p_multimesh) const override; + + virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override; + virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override; + virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override; + virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override; + + virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override; + virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override; + + virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override; + virtual int multimesh_get_visible_instances(RID p_multimesh) const override; + + virtual AABB multimesh_get_aabb(RID p_multimesh) const override; + + void _update_dirty_multimeshes(); + + _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + return multimesh->xform_format; + } + + _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + return multimesh->uses_colors; + } + + _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + return multimesh->uses_custom_data; + } + + _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + if (multimesh->visible_instances >= 0) { + return multimesh->visible_instances; + } + return multimesh->instances; + } + + _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + if (multimesh == nullptr) { + return RID(); + } + if (!multimesh->uniform_set_3d.is_valid()) { + if (!multimesh->buffer.is_valid()) { + return RID(); + } + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(multimesh->buffer); + uniforms.push_back(u); + multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return multimesh->uniform_set_3d; + } + + _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { + MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); + if (multimesh == nullptr) { + return RID(); + } + if (!multimesh->uniform_set_2d.is_valid()) { + if (!multimesh->buffer.is_valid()) { + return RID(); + } + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(multimesh->buffer); + uniforms.push_back(u); + multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return multimesh->uniform_set_2d; + } + + Dependency *multimesh_get_dependency(RID p_multimesh) const; + + /* SKELETON API */ + + bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); }; + + virtual RID skeleton_allocate() override; + virtual void skeleton_initialize(RID p_skeleton) override; + virtual void skeleton_free(RID p_rid) override; + + virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override; + virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override; + void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform); + virtual int skeleton_get_bone_count(RID p_skeleton) const override; + virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override; + virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override; + virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override; + virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override; + + virtual void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) override; + + void _update_dirty_skeletons(); + + _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) { + return skeleton_owner.get_or_null(p_skeleton) != nullptr; + } + + _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const { + Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton); + ERR_FAIL_COND_V(!skeleton, RID()); + ERR_FAIL_COND_V(skeleton->size == 0, RID()); + if (skeleton->use_2d) { + return RID(); + } + if (!skeleton->uniform_set_3d.is_valid()) { + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(skeleton->buffer); + uniforms.push_back(u); + skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return skeleton->uniform_set_3d; + } +}; + +} // namespace RendererRD + +#endif // MESH_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp new file mode 100644 index 0000000000..ba644e7eb9 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -0,0 +1,1922 @@ +/*************************************************************************/ +/* particles_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "particles_storage.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/rendering_server_globals.h" +#include "texture_storage.h" + +using namespace RendererRD; + +ParticlesStorage *ParticlesStorage::singleton = nullptr; + +ParticlesStorage *ParticlesStorage::get_singleton() { + return singleton; +} + +ParticlesStorage::ParticlesStorage() { + singleton = this; + + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + /* Particles */ + + { + // Initialize particles + Vector<String> particles_modes; + particles_modes.push_back(""); + particles_shader.shader.initialize(particles_modes, String()); + } + MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs); + MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); + + { + ShaderCompiler::DefaultIdentifierActions actions; + + actions.renames["COLOR"] = "PARTICLE.color"; + actions.renames["VELOCITY"] = "PARTICLE.velocity"; + //actions.renames["MASS"] = "mass"; ? + actions.renames["ACTIVE"] = "particle_active"; + actions.renames["RESTART"] = "restart"; + actions.renames["CUSTOM"] = "PARTICLE.custom"; + for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { + String udname = "USERDATA" + itos(i + 1); + actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1); + actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n"; + } + actions.renames["TRANSFORM"] = "PARTICLE.xform"; + actions.renames["TIME"] = "frame_history.data[0].time"; + actions.renames["PI"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["LIFETIME"] = "params.lifetime"; + actions.renames["DELTA"] = "local_delta"; + actions.renames["NUMBER"] = "particle_number"; + actions.renames["INDEX"] = "index"; + //actions.renames["GRAVITY"] = "current_gravity"; + actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform"; + actions.renames["RANDOM_SEED"] = "FRAME.random_seed"; + actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION"; + actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE"; + actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY"; + actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR"; + actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM"; + actions.renames["RESTART_POSITION"] = "restart_position"; + actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale"; + actions.renames["RESTART_VELOCITY"] = "restart_velocity"; + actions.renames["RESTART_COLOR"] = "restart_color"; + actions.renames["RESTART_CUSTOM"] = "restart_custom"; + actions.renames["emit_subparticle"] = "emit_subparticle"; + actions.renames["COLLIDED"] = "collided"; + actions.renames["COLLISION_NORMAL"] = "collision_normal"; + actions.renames["COLLISION_DEPTH"] = "collision_depth"; + actions.renames["ATTRACTOR_FORCE"] = "attractor_force"; + + actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; + actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; + actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; + actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = 3; + 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_shader_uniforms.data"; + + particles_shader.compiler.initialize(actions); + } + + { + // default material and shader for particles shader + particles_shader.default_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(particles_shader.default_shader); + material_storage->shader_set_code(particles_shader.default_shader, R"( +// Default particles shader. + +shader_type particles; + +void process() { + COLOR = vec4(1.0); +} +)"); + particles_shader.default_material = material_storage->material_allocate(); + material_storage->material_initialize(particles_shader.default_material); + material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader); + + ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); + particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0); + + Vector<RD::Uniform> uniforms; + + { + Vector<RID> ids; + ids.resize(12); + RID *ids_ptr = ids.ptrw(); + ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + + RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(material_storage->global_shader_uniforms_get_storage_buffer()); + uniforms.push_back(u); + } + + particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0); + } + + { + Vector<String> copy_modes; + for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) { + if (i == 0) { + copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n"); + copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n"); + copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n"); + } else { + copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USERDATA_COUNT " + itos(i) + "\n"); + copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n"); + copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n"); + } + } + + particles_shader.copy_shader.initialize(copy_modes); + + particles_shader.copy_shader_version = particles_shader.copy_shader.version_create(); + + for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) { + for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) { + particles_shader.copy_pipelines[i * ParticlesShader::COPY_MODE_MAX + j] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j)); + } + } + } +} + +ParticlesStorage::~ParticlesStorage() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + particles_shader.copy_shader.version_free(particles_shader.copy_shader_version); + + material_storage->material_free(particles_shader.default_material); + material_storage->shader_free(particles_shader.default_shader); + + singleton = nullptr; +} + +/* PARTICLES */ + +RID ParticlesStorage::particles_allocate() { + return particles_owner.allocate_rid(); +} + +void ParticlesStorage::particles_initialize(RID p_rid) { + particles_owner.initialize_rid(p_rid, Particles()); +} + +void ParticlesStorage::particles_free(RID p_rid) { + update_particles(); + Particles *particles = particles_owner.get_or_null(p_rid); + particles->dependency.deleted_notify(p_rid); + _particles_free_data(particles); + particles_owner.free(p_rid); +} + +void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + if (particles->mode == p_mode) { + return; + } + + _particles_free_data(particles); + + particles->mode = p_mode; +} + +void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->emitting = p_emitting; +} + +bool ParticlesStorage::particles_get_emitting(RID p_particles) { + ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer."); + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, false); + + return particles->emitting; +} + +void ParticlesStorage::_particles_free_data(Particles *particles) { + if (particles->particle_buffer.is_valid()) { + RD::get_singleton()->free(particles->particle_buffer); + particles->particle_buffer = RID(); + RD::get_singleton()->free(particles->particle_instance_buffer); + particles->particle_instance_buffer = RID(); + } + + particles->userdata_count = 0; + + if (particles->frame_params_buffer.is_valid()) { + RD::get_singleton()->free(particles->frame_params_buffer); + particles->frame_params_buffer = RID(); + } + particles->particles_transforms_buffer_uniform_set = RID(); + + if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) { + RD::get_singleton()->free(particles->trail_bind_pose_uniform_set); + } + particles->trail_bind_pose_uniform_set = RID(); + + if (particles->trail_bind_pose_buffer.is_valid()) { + RD::get_singleton()->free(particles->trail_bind_pose_buffer); + particles->trail_bind_pose_buffer = RID(); + } + if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) { + RD::get_singleton()->free(particles->collision_textures_uniform_set); + } + particles->collision_textures_uniform_set = RID(); + + if (particles->particles_sort_buffer.is_valid()) { + RD::get_singleton()->free(particles->particles_sort_buffer); + particles->particles_sort_buffer = RID(); + particles->particles_sort_uniform_set = RID(); + } + + if (particles->emission_buffer != nullptr) { + particles->emission_buffer = nullptr; + particles->emission_buffer_data.clear(); + RD::get_singleton()->free(particles->emission_storage_buffer); + particles->emission_storage_buffer = RID(); + } + + if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { + //will need to be re-created + RD::get_singleton()->free(particles->particles_material_uniform_set); + } + particles->particles_material_uniform_set = RID(); +} + +void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + if (particles->amount == p_amount) { + return; + } + + _particles_free_data(particles); + + particles->amount = p_amount; + + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); +} + +void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->lifetime = p_lifetime; +} + +void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->one_shot = p_one_shot; +} + +void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->pre_process_time = p_time; +} +void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->explosiveness = p_ratio; +} +void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->randomness = p_ratio; +} + +void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->custom_aabb = p_aabb; + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->speed_scale = p_scale; +} +void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->use_local_coords = p_enable; + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); +} + +void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->fixed_fps = p_fps; + + _particles_free_data(particles); + + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); +} + +void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->interpolate = p_enable; +} + +void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->fractional_delta = p_enable; +} + +void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND(p_length < 0.1); + p_length = MIN(10.0, p_length); + + particles->trails_enabled = p_enable; + particles->trail_length = p_length; + + _particles_free_data(particles); + + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); +} + +void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) { + _particles_free_data(particles); + + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + } + particles->trail_bind_poses = p_bind_poses; + particles->trail_bind_poses_dirty = true; + + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); +} + +void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->collision_base_size = p_size; +} + +void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->transform_align = p_transform_align; +} + +void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->process_material = p_material; + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed +} + +RID ParticlesStorage::particles_get_process_material(RID p_particles) const { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, RID()); + + return particles->process_material; +} + +void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_order = p_order; +} + +void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_passes.resize(p_passes); +} + +void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_pass, particles->draw_passes.size()); + particles->draw_passes.write[p_pass] = p_mesh; +} + +void ParticlesStorage::particles_restart(RID p_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->restart_request = true; +} + +void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) { + ERR_FAIL_COND(particles->emission_buffer != nullptr); + + particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4); + memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size()); + particles->emission_buffer = reinterpret_cast<ParticleEmissionBuffer *>(particles->emission_buffer_data.ptrw()); + particles->emission_buffer->particle_max = particles->amount; + + particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data); + + if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { + //will need to be re-created + RD::get_singleton()->free(particles->particles_material_uniform_set); + particles->particles_material_uniform_set = RID(); + } +} + +void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND(p_particles == p_subemitter_particles); + + particles->sub_emitter = p_subemitter_particles; + + if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) { + RD::get_singleton()->free(particles->particles_material_uniform_set); + particles->particles_material_uniform_set = RID(); //clear and force to re create sub emitting + } +} + +void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND(particles->amount == 0); + + if (particles->emitting) { + particles->clear = true; + particles->emitting = false; + } + + if (particles->emission_buffer == nullptr) { + _particles_allocate_emission_buffer(particles); + } + + particles->inactive = false; + particles->inactive_time = 0; + + int32_t idx = particles->emission_buffer->particle_count; + if (idx < particles->emission_buffer->particle_max) { + RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform); + + particles->emission_buffer->data[idx].velocity[0] = p_velocity.x; + particles->emission_buffer->data[idx].velocity[1] = p_velocity.y; + particles->emission_buffer->data[idx].velocity[2] = p_velocity.z; + + particles->emission_buffer->data[idx].custom[0] = p_custom.r; + particles->emission_buffer->data[idx].custom[1] = p_custom.g; + particles->emission_buffer->data[idx].custom[2] = p_custom.b; + particles->emission_buffer->data[idx].custom[3] = p_custom.a; + + particles->emission_buffer->data[idx].color[0] = p_color.r; + particles->emission_buffer->data[idx].color[1] = p_color.g; + particles->emission_buffer->data[idx].color[2] = p_color.b; + particles->emission_buffer->data[idx].color[3] = p_color.a; + + particles->emission_buffer->data[idx].flags = p_emit_flags; + particles->emission_buffer->particle_count++; + } +} + +void ParticlesStorage::particles_request_process(RID p_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + if (!particles->dirty) { + particles->dirty = true; + particles->update_list = particle_update_list; + particle_update_list = particles; + } +} + +AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) { + if (RSG::threaded) { + WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care."); + } + + const Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, AABB()); + + int total_amount = particles->amount; + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + total_amount *= particles->trail_bind_poses.size(); + } + + Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer); + ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleData)), AABB()); + + Transform3D inv = particles->emission_transform.affine_inverse(); + + AABB aabb; + if (buffer.size()) { + bool first = true; + + const uint8_t *data_ptr = (const uint8_t *)buffer.ptr(); + uint32_t particle_data_size = sizeof(ParticleData) + sizeof(float) * particles->userdata_count; + + for (int i = 0; i < total_amount; i++) { + const ParticleData &particle_data = *(const ParticleData *)&data_ptr[particle_data_size * i]; + if (particle_data.active) { + Vector3 pos = Vector3(particle_data.xform[12], particle_data.xform[13], particle_data.xform[14]); + if (!particles->use_local_coords) { + pos = inv.xform(pos); + } + if (first) { + aabb.position = pos; + first = false; + } else { + aabb.expand_to(pos); + } + } + } + } + + float longest_axis_size = 0; + for (int i = 0; i < particles->draw_passes.size(); i++) { + if (particles->draw_passes[i].is_valid()) { + AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID()); + longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size); + } + } + + aabb.grow_by(longest_axis_size); + + return aabb; +} + +AABB ParticlesStorage::particles_get_aabb(RID p_particles) const { + const Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, AABB()); + + return particles->custom_aabb; +} + +void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_transform = p_transform; +} + +int ParticlesStorage::particles_get_draw_passes(RID p_particles) const { + const Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, 0); + + return particles->draw_passes.size(); +} + +RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { + const Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, RID()); + ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID()); + + return particles->draw_passes[p_pass]; +} + +void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->collisions.insert(p_particles_collision_instance); +} + +void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->collisions.erase(p_particles_collision_instance); +} + +void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + particles->has_sdf_collision = p_enable; + particles->sdf_collision_transform = p_xform; + particles->sdf_collision_to_screen = p_to_screen; + particles->sdf_collision_texture = p_texture; +} + +void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) { + TextureStorage *texture_storage = TextureStorage::get_singleton(); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(p_particles->frame_params_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(p_particles->particle_buffer); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + if (p_particles->emission_storage_buffer.is_valid()) { + u.append_id(p_particles->emission_storage_buffer); + } else { + u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer()); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 3; + Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter); + if (sub_emitter) { + if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer + _particles_allocate_emission_buffer(sub_emitter); + } + u.append_id(sub_emitter->emission_storage_buffer); + } else { + u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer()); + } + uniforms.push_back(u); + } + + p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1); + } + + double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0); + + //move back history (if there is any) + for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) { + p_particles->frame_history[i] = p_particles->frame_history[i - 1]; + } + //update current frame + ParticlesFrameParams &frame_params = p_particles->frame_history[0]; + + if (p_particles->clear) { + p_particles->cycle_number = 0; + p_particles->random_seed = Math::rand(); + } else if (new_phase < p_particles->phase) { + if (p_particles->one_shot) { + p_particles->emitting = false; + } + p_particles->cycle_number++; + } + + frame_params.emitting = p_particles->emitting; + frame_params.system_phase = new_phase; + frame_params.prev_system_phase = p_particles->phase; + + p_particles->phase = new_phase; + + frame_params.time = RendererCompositorRD::singleton->get_total_time(); + frame_params.delta = p_delta * p_particles->speed_scale; + frame_params.random_seed = p_particles->random_seed; + frame_params.explosiveness = p_particles->explosiveness; + frame_params.randomness = p_particles->randomness; + + if (p_particles->use_local_coords) { + RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform); + } else { + RendererRD::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform); + } + + frame_params.cycle = p_particles->cycle_number; + frame_params.frame = p_particles->frame_counter++; + frame_params.pad0 = 0; + frame_params.pad1 = 0; + frame_params.pad2 = 0; + + { //collision and attractors + + frame_params.collider_count = 0; + frame_params.attractor_count = 0; + frame_params.particle_size = p_particles->collision_base_size; + + RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; + RID collision_heightmap_texture; + + Transform3D to_particles; + if (p_particles->use_local_coords) { + to_particles = p_particles->emission_transform.affine_inverse(); + } + + if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) { + //2D collision + + Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand + Transform2D revert = xform.affine_inverse(); + frame_params.collider_count = 1; + frame_params.colliders[0].transform[0] = xform.columns[0][0]; + frame_params.colliders[0].transform[1] = xform.columns[0][1]; + frame_params.colliders[0].transform[2] = 0; + frame_params.colliders[0].transform[3] = xform.columns[2][0]; + + frame_params.colliders[0].transform[4] = xform.columns[1][0]; + frame_params.colliders[0].transform[5] = xform.columns[1][1]; + frame_params.colliders[0].transform[6] = 0; + frame_params.colliders[0].transform[7] = xform.columns[2][1]; + + frame_params.colliders[0].transform[8] = revert.columns[0][0]; + frame_params.colliders[0].transform[9] = revert.columns[0][1]; + frame_params.colliders[0].transform[10] = 0; + frame_params.colliders[0].transform[11] = revert.columns[2][0]; + + frame_params.colliders[0].transform[12] = revert.columns[1][0]; + frame_params.colliders[0].transform[13] = revert.columns[1][1]; + frame_params.colliders[0].transform[14] = 0; + frame_params.colliders[0].transform[15] = revert.columns[2][1]; + + frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x; + frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y; + frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x; + frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y; + frame_params.colliders[0].texture_index = 0; + frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF; + + collision_heightmap_texture = p_particles->sdf_collision_texture; + + //replace in all other history frames where used because parameters are no longer valid if screen moves + for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) { + if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { + p_particles->frame_history[i].colliders[0] = frame_params.colliders[0]; + } + } + } + + uint32_t collision_3d_textures_used = 0; + for (const RID &E : p_particles->collisions) { + ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E); + if (!pci || !pci->active) { + continue; + } + ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision); + ERR_CONTINUE(!pc); + + Transform3D to_collider = pci->transform; + if (p_particles->use_local_coords) { + to_collider = to_particles * to_collider; + } + Vector3 scale = to_collider.basis.get_scale(); + to_collider.basis.orthonormalize(); + + if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) { + //attractor + if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) { + continue; + } + + ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count]; + + RendererRD::MaterialStorage::store_transform(to_collider, attr.transform); + attr.strength = pc->attractor_strength; + attr.attenuation = pc->attractor_attenuation; + attr.directionality = pc->attractor_directionality; + + switch (pc->type) { + case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: { + attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE; + float radius = pc->radius; + radius *= (scale.x + scale.y + scale.z) / 3.0; + attr.extents[0] = radius; + attr.extents[1] = radius; + attr.extents[2] = radius; + } break; + case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: { + attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX; + Vector3 extents = pc->extents * scale; + attr.extents[0] = extents.x; + attr.extents[1] = extents.y; + attr.extents[2] = extents.z; + } break; + case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: { + if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { + continue; + } + attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD; + Vector3 extents = pc->extents * scale; + attr.extents[0] = extents.x; + attr.extents[1] = extents.y; + attr.extents[2] = extents.z; + attr.texture_index = collision_3d_textures_used; + + collision_3d_textures[collision_3d_textures_used] = pc->field_texture; + collision_3d_textures_used++; + } break; + default: { + } + } + + frame_params.attractor_count++; + } else { + //collider + if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) { + continue; + } + + ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count]; + + RendererRD::MaterialStorage::store_transform(to_collider, col.transform); + switch (pc->type) { + case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: { + col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE; + float radius = pc->radius; + radius *= (scale.x + scale.y + scale.z) / 3.0; + col.extents[0] = radius; + col.extents[1] = radius; + col.extents[2] = radius; + } break; + case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: { + col.type = ParticlesFrameParams::COLLISION_TYPE_BOX; + Vector3 extents = pc->extents * scale; + col.extents[0] = extents.x; + col.extents[1] = extents.y; + col.extents[2] = extents.z; + } break; + case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: { + if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) { + continue; + } + col.type = ParticlesFrameParams::COLLISION_TYPE_SDF; + Vector3 extents = pc->extents * scale; + col.extents[0] = extents.x; + col.extents[1] = extents.y; + col.extents[2] = extents.z; + col.texture_index = collision_3d_textures_used; + col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported + + collision_3d_textures[collision_3d_textures_used] = pc->field_texture; + collision_3d_textures_used++; + } break; + case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: { + if (collision_heightmap_texture != RID()) { //already taken + continue; + } + + col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD; + Vector3 extents = pc->extents * scale; + col.extents[0] = extents.x; + col.extents[1] = extents.y; + col.extents[2] = extents.z; + collision_heightmap_texture = pc->heightfield_texture; + } break; + default: { + } + } + + frame_params.collider_count++; + } + } + + bool different = false; + if (collision_3d_textures_used == p_particles->collision_3d_textures_used) { + for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { + if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) { + different = true; + break; + } + } + } + + if (collision_heightmap_texture != p_particles->collision_heightmap_texture) { + different = true; + } + + bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set); + + if (different || !uniform_set_valid) { + if (uniform_set_valid) { + RD::get_singleton()->free(p_particles->collision_textures_uniform_set); + } + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) { + RID rd_tex; + if (i < collision_3d_textures_used) { + if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) { + rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]); + } + } + + if (rd_tex == RID()) { + rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); + } + u.append_id(rd_tex); + } + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + if (collision_heightmap_texture.is_valid()) { + u.append_id(collision_heightmap_texture); + } else { + u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK)); + } + uniforms.push_back(u); + } + p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2); + } + } + + ParticlesShader::PushConstant push_constant; + + int process_amount = p_particles->amount; + + if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { + process_amount *= p_particles->trail_bind_poses.size(); + } + push_constant.clear = p_particles->clear; + push_constant.total_particles = p_particles->amount; + push_constant.lifetime = p_particles->lifetime; + push_constant.trail_size = p_particles->trail_params.size(); + push_constant.use_fractional_delta = p_particles->fractional_delta; + push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit); + push_constant.trail_pass = false; + + p_particles->force_sub_emit = false; //reset + + Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter); + + if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) { + // print_line("updating subemitter buffer"); + int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 }; + RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero); + push_constant.can_emit = true; + + if (sub_emitter->emitting) { + sub_emitter->emitting = false; + sub_emitter->clear = true; //will need to clear if it was emitting, sorry + } + //make sure the sub emitter processes particles too + sub_emitter->inactive = false; + sub_emitter->inactive_time = 0; + + sub_emitter->force_sub_emit = true; + + } else { + push_constant.can_emit = false; + } + + if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) { + RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer); + p_particles->emission_buffer->particle_count = 0; + } + + p_particles->clear = false; + + if (p_particles->trail_params.size() > 1) { + //fill the trail params + for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) { + uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size(); + p_particles->trail_params[i] = p_particles->frame_history[src_idx]; + } + } else { + p_particles->trail_params[0] = p_particles->frame_history[0]; + } + + RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr()); + + ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES)); + if (!m) { + m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES)); + } + + ERR_FAIL_COND(!m); + + p_particles->has_collision_cache = m->shader_data->uses_collision; + + //todo should maybe compute all particle systems together? + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2); + + if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); + + if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) { + //trails requires two passes in order to catch particle starts + RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + + push_constant.trail_pass = true; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1); + } else { + RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1); + } + + RD::get_singleton()->compute_list_end(); +} + +void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND(!particles); + + if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { + return; + } + + if (particles->particle_buffer.is_null()) { + return; //particles have not processed yet + } + + bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH; + + //copy to sort buffer + if (do_sort && particles->particles_sort_buffer == RID()) { + uint32_t size = particles->amount; + if (size & 1) { + size++; //make multiple of 16 + } + size *= sizeof(float) * 2; + particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size); + + { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(particles->particles_sort_buffer); + uniforms.push_back(u); + } + + particles->particles_sort_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, ParticlesShader::COPY_MODE_FILL_SORT_BUFFER), 1); + } + } + + ParticlesShader::CopyPushConstant copy_push_constant; + + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + int fixed_fps = 60.0; + if (particles->fixed_fps > 0) { + fixed_fps = particles->fixed_fps; + } + + copy_push_constant.trail_size = particles->trail_bind_poses.size(); + copy_push_constant.trail_total = particles->frame_history.size(); + copy_push_constant.frame_delta = 1.0 / fixed_fps; + } else { + copy_push_constant.trail_size = 1; + copy_push_constant.trail_total = 1; + copy_push_constant.frame_delta = 0.0; + } + + copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); + copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); + copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; + + copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; + copy_push_constant.total_particles = particles->amount; + copy_push_constant.copy_mode_2d = false; + + Vector3 axis = -p_axis; // cameras look to z negative + + if (particles->use_local_coords) { + axis = particles->emission_transform.basis.xform_inv(axis).normalized(); + } + + copy_push_constant.sort_direction[0] = axis.x; + copy_push_constant.sort_direction[1] = axis.y; + copy_push_constant.sort_direction[2] = axis.z; + + copy_push_constant.align_up[0] = p_up_axis.x; + copy_push_constant.align_up[1] = p_up_axis.y; + copy_push_constant.align_up[2] = p_up_axis.z; + + copy_push_constant.align_mode = particles->transform_align; + + if (do_sort) { + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1); + + RD::get_singleton()->compute_list_end(); + RendererCompositorRD::singleton->get_effects()->sort_buffer(particles->particles_sort_uniform_set, particles->amount); + } + + copy_push_constant.total_particles *= copy_push_constant.total_particles; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + uint32_t copy_pipeline = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES; + copy_pipeline += particles->userdata_count * ParticlesShader::COPY_MODE_MAX; + copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0; + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[copy_pipeline]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); + if (do_sort) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1); + + RD::get_singleton()->compute_list_end(); +} + +void ParticlesStorage::_particles_update_buffers(Particles *particles) { + uint32_t userdata_count = 0; + + MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material); + if (shader_data) { + const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data); + userdata_count = particle_shader_data->userdata_count; + } + + if (userdata_count != particles->userdata_count) { + // Mismatch userdata, re-create buffers. + _particles_free_data(particles); + } + + if (particles->amount > 0 && particles->particle_buffer.is_null()) { + int total_amount = particles->amount; + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + total_amount *= particles->trail_bind_poses.size(); + } + + uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3; + + particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount); + + particles->userdata_count = userdata_count; + + particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount); + //needs to clear it + + { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.append_id(particles->particle_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.append_id(particles->particle_instance_buffer); + uniforms.push_back(u); + } + + particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0); + } + } +} +void ParticlesStorage::update_particles() { + while (particle_update_list) { + //use transform feedback to process particles + + Particles *particles = particle_update_list; + + //take and remove + particle_update_list = particles->update_list; + particles->update_list = nullptr; + particles->dirty = false; + + _particles_update_buffers(particles); + + if (particles->restart_request) { + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + particles->restart_request = false; + } + + if (particles->inactive && !particles->emitting) { + //go next + continue; + } + + if (particles->emitting) { + if (particles->inactive) { + //restart system from scratch + particles->prev_ticks = 0; + particles->phase = 0; + particles->prev_phase = 0; + particles->clear = true; + } + particles->inactive = false; + particles->inactive_time = 0; + } else { + particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time(); + if (particles->inactive_time > particles->lifetime * 1.2) { + particles->inactive = true; + continue; + } + } + +#ifndef _MSC_VER +#warning Should use display refresh rate for all this +#endif + + float screen_hz = 60; + + int fixed_fps = 0; + if (particles->fixed_fps > 0) { + fixed_fps = particles->fixed_fps; + } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + fixed_fps = screen_hz; + } + { + //update trails + int history_size = 1; + int trail_steps = 1; + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + history_size = MAX(1, int(particles->trail_length * fixed_fps)); + trail_steps = particles->trail_bind_poses.size(); + } + + if (uint32_t(history_size) != particles->frame_history.size()) { + particles->frame_history.resize(history_size); + memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size); + } + + if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) { + particles->trail_params.resize(trail_steps); + if (particles->frame_params_buffer.is_valid()) { + RD::get_singleton()->free(particles->frame_params_buffer); + } + particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps); + } + + if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) { + particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size()); + particles->trail_bind_poses_dirty = true; + } + + if (particles->trail_bind_pose_uniform_set.is_null()) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + if (particles->trail_bind_pose_buffer.is_valid()) { + u.append_id(particles->trail_bind_pose_buffer); + } else { + u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer()); + } + uniforms.push_back(u); + } + + particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2); + } + + if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) { + if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) { + particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16); + } + + for (int i = 0; i < particles->trail_bind_poses.size(); i++) { + RendererRD::MaterialStorage::store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]); + } + + RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr()); + } + } + + bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0; + + if (particles->clear && particles->pre_process_time > 0.0) { + double frame_time; + if (fixed_fps > 0) { + frame_time = 1.0 / fixed_fps; + } else { + frame_time = 1.0 / 30.0; + } + + double todo = particles->pre_process_time; + + while (todo >= 0) { + _particles_process(particles, frame_time); + todo -= frame_time; + } + } + + if (fixed_fps > 0) { + double frame_time; + double decr; + if (zero_time_scale) { + frame_time = 0.0; + decr = 1.0 / fixed_fps; + } else { + frame_time = 1.0 / fixed_fps; + decr = frame_time; + } + double delta = RendererCompositorRD::singleton->get_frame_delta_time(); + if (delta > 0.1) { //avoid recursive stalls if fps goes below 10 + delta = 0.1; + } else if (delta <= 0.0) { //unlikely but.. + delta = 0.001; + } + double todo = particles->frame_remainder + delta; + + while (todo >= frame_time) { + _particles_process(particles, frame_time); + todo -= decr; + } + + particles->frame_remainder = todo; + + } else { + if (zero_time_scale) { + _particles_process(particles, 0.0); + } else { + _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time()); + } + } + + //copy particles to instance buffer + + if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { + //does not need view dependent operation, do copy here + ParticlesShader::CopyPushConstant copy_push_constant; + + int total_amount = particles->amount; + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + total_amount *= particles->trail_bind_poses.size(); + } + + // Affect 2D only. + if (particles->use_local_coords) { + // In local mode, particle positions are calculated locally (relative to the node position) + // and they're also drawn locally. + // It works as expected, so we just pass an identity transform. + RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform); + } else { + // In global mode, particle positions are calculated globally (relative to the canvas origin) + // but they're drawn locally. + // So, we need to pass the inverse of the emission transform to bring the + // particles to local coordinates before drawing. + Transform3D inv = particles->emission_transform.affine_inverse(); + RendererRD::MaterialStorage::store_transform(inv, copy_push_constant.inv_emission_transform); + } + + copy_push_constant.total_particles = total_amount; + copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0; + copy_push_constant.align_mode = particles->transform_align; + copy_push_constant.align_up[0] = 0; + copy_push_constant.align_up[1] = 0; + copy_push_constant.align_up[2] = 0; + + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + copy_push_constant.trail_size = particles->trail_bind_poses.size(); + copy_push_constant.trail_total = particles->frame_history.size(); + copy_push_constant.frame_delta = 1.0 / fixed_fps; + } else { + copy_push_constant.trail_size = 1; + copy_push_constant.trail_total = 1; + copy_push_constant.frame_delta = 0.0; + } + + copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME); + copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1); + copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0; + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, ©_push_constant, sizeof(ParticlesShader::CopyPushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1); + + RD::get_singleton()->compute_list_end(); + } + + particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); + } +} + +Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_NULL_V(particles, nullptr); + + return &particles->dependency; +} + +bool ParticlesStorage::particles_is_inactive(RID p_particles) const { + ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer."); + const Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, false); + return !particles->emitting && particles->inactive; +} + +/* Particles SHADER */ + +void ParticlesStorage::ParticlesShaderData::set_path_hint(const String &p_path) { + path = p_path; +} +void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) { + ParticlesStorage *particles_storage = ParticlesStorage::get_singleton(); + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + uses_collision = false; + + if (code.is_empty()) { + return; //just invalid, but no error + } + + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE; + actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE; + + /* + uses_time = false; + + actions.render_mode_flags["use_half_res_pass"] = &uses_half_res; + actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res; + + actions.usage_flag_pointers["TIME"] = &uses_time; +*/ + + actions.usage_flag_pointers["COLLIDED"] = &uses_collision; + + userdata_count = 0; + for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { + userdatas_used[i] = false; + actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i]; + } + + actions.uniforms = &uniforms; + + Error err = particles_storage->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code); + ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); + + if (version.is_null()) { + version = particles_storage->particles_shader.shader.version_create(); + } + + for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) { + if (userdatas_used[i]) { + userdata_count++; + } + } + + particles_storage->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); + ERR_FAIL_COND(!particles_storage->particles_shader.shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + //update pipelines + + pipeline = RD::get_singleton()->compute_pipeline_create(particles_storage->particles_shader.shader.version_get_shader(version, 0)); + + valid = true; +} + +void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { + if (!p_texture.is_valid()) { + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } + } else { + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = HashMap<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; + } +} + +void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const { + HashMap<int, StringName> order; + + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; + } else { + order[E.value.order] = E.key; + } + } + + String last_group; + for (const KeyValue<int, StringName> &E : order) { + String group = uniforms[E.value].group; + if (!uniforms[E.value].subgroup.is_empty()) { + group += "::" + uniforms[E.value].subgroup; + } + + if (group != last_group) { + PropertyInfo pi; + pi.usage = PROPERTY_USAGE_GROUP; + pi.name = group; + p_param_list->push_back(pi); + + last_group = group; + } + + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; + p_param_list->push_back(pi); + } +} + +void ParticlesStorage::ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const { + for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererMaterialStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); + p_param_list->push_back(p); + } +} + +bool ParticlesStorage::ParticlesShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool ParticlesStorage::ParticlesShaderData::is_animated() const { + return false; +} + +bool ParticlesStorage::ParticlesShaderData::casts_shadows() const { + return false; +} + +Variant ParticlesStorage::ParticlesShaderData::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.array_size, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const { + return ParticlesStorage::get_singleton()->particles_shader.shader.version_get_native_source_code(version); +} + +ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() { + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + ParticlesStorage::get_singleton()->particles_shader.shader.version_free(version); + } +} + +MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() { + ParticlesShaderData *shader_data = memnew(ParticlesShaderData); + return shader_data; +} + +bool ParticlesStorage::ParticlesMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); +} + +ParticlesStorage::ParticlesMaterialData::~ParticlesMaterialData() { + free_parameters_uniform_set(uniform_set); +} + +MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) { + ParticlesMaterialData *material_data = memnew(ParticlesMaterialData); + material_data->shader_data = p_shader; + //update will happen later anyway so do nothing. + return material_data; +} +//////// + +/* PARTICLES COLLISION API */ + +RID ParticlesStorage::particles_collision_allocate() { + return particles_collision_owner.allocate_rid(); +} +void ParticlesStorage::particles_collision_initialize(RID p_rid) { + particles_collision_owner.initialize_rid(p_rid, ParticlesCollision()); +} + +void ParticlesStorage::particles_collision_free(RID p_rid) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid); + + if (particles_collision->heightfield_texture.is_valid()) { + RD::get_singleton()->free(particles_collision->heightfield_texture); + } + particles_collision->dependency.deleted_notify(p_rid); + particles_collision_owner.free(p_rid); +} + +RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND_V(!particles_collision, RID()); + ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID()); + + if (particles_collision->heightfield_texture == RID()) { + //create + const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 }; + Size2i size; + if (particles_collision->extents.x > particles_collision->extents.z) { + size.x = resolutions[particles_collision->heightfield_resolution]; + size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x); + } else { + size.y = resolutions[particles_collision->heightfield_resolution]; + size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y); + } + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_D32_SFLOAT; + tf.width = size.x; + tf.height = size.y; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + Vector<RID> fb_tex; + fb_tex.push_back(particles_collision->heightfield_texture); + particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex); + particles_collision->heightfield_fb_size = size; + } + + return particles_collision->heightfield_fb; +} + +void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + if (p_type == particles_collision->type) { + return; + } + + if (particles_collision->heightfield_texture.is_valid()) { + RD::get_singleton()->free(particles_collision->heightfield_texture); + particles_collision->heightfield_texture = RID(); + } + particles_collision->type = p_type; + particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + particles_collision->cull_mask = p_cull_mask; +} + +void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->radius = p_radius; + particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->extents = p_extents; + particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->attractor_strength = p_strength; +} + +void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->attractor_directionality = p_directionality; +} + +void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->attractor_attenuation = p_curve; +} + +void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + + particles_collision->field_texture = p_texture; +} + +void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND(!particles_collision); + ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX); + + if (particles_collision->heightfield_resolution == p_resolution) { + return; + } + + particles_collision->heightfield_resolution = p_resolution; + + if (particles_collision->heightfield_texture.is_valid()) { + RD::get_singleton()->free(particles_collision->heightfield_texture); + particles_collision->heightfield_texture = RID(); + } +} + +AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const { + ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND_V(!particles_collision, AABB()); + + switch (particles_collision->type) { + case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: + case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: { + AABB aabb; + aabb.position = -Vector3(1, 1, 1) * particles_collision->radius; + aabb.size = Vector3(2, 2, 2) * particles_collision->radius; + return aabb; + } + default: { + AABB aabb; + aabb.position = -particles_collision->extents; + aabb.size = particles_collision->extents * 2; + return aabb; + } + } + + return AABB(); +} + +Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const { + const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND_V(!particles_collision, Vector3()); + return particles_collision->extents; +} + +bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const { + const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_COND_V(!particles_collision, false); + return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE; +} + +Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const { + ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision); + ERR_FAIL_NULL_V(pc, nullptr); + + return &pc->dependency; +} + +/* Particles collision instance */ + +RID ParticlesStorage::particles_collision_instance_create(RID p_collision) { + ParticlesCollisionInstance pci; + pci.collision = p_collision; + return particles_collision_instance_owner.make_rid(pci); +} + +void ParticlesStorage::particles_collision_instance_free(RID p_rid) { + particles_collision_instance_owner.free(p_rid); +} + +void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) { + ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance); + ERR_FAIL_COND(!pci); + pci->transform = p_transform; +} + +void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) { + ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance); + ERR_FAIL_COND(!pci); + pci->active = p_active; +} diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h new file mode 100644 index 0000000000..97d100e2da --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h @@ -0,0 +1,562 @@ +/*************************************************************************/ +/* particles_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 PARTICLES_STORAGE_RD_H +#define PARTICLES_STORAGE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/shader_compiler.h" +#include "servers/rendering/storage/particles_storage.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class ParticlesStorage : public RendererParticlesStorage { +private: + static ParticlesStorage *singleton; + + /* PARTICLES */ + + struct ParticleData { + float xform[16]; + float velocity[3]; + uint32_t active; + float color[4]; + float custom[3]; + float lifetime; + }; + + struct ParticlesFrameParams { + enum { + MAX_ATTRACTORS = 32, + MAX_COLLIDERS = 32, + MAX_3D_TEXTURES = 7 + }; + + enum AttractorType { + ATTRACTOR_TYPE_SPHERE, + ATTRACTOR_TYPE_BOX, + ATTRACTOR_TYPE_VECTOR_FIELD, + }; + + struct Attractor { + float transform[16]; + float extents[3]; //exents or radius + uint32_t type; + + uint32_t texture_index; //texture index for vector field + float strength; + float attenuation; + float directionality; + }; + + enum CollisionType { + COLLISION_TYPE_SPHERE, + COLLISION_TYPE_BOX, + COLLISION_TYPE_SDF, + COLLISION_TYPE_HEIGHT_FIELD, + COLLISION_TYPE_2D_SDF, + + }; + + struct Collider { + float transform[16]; + float extents[3]; //exents or radius + uint32_t type; + + uint32_t texture_index; //texture index for vector field + real_t scale; + uint32_t pad[2]; + }; + + uint32_t emitting; + float system_phase; + float prev_system_phase; + uint32_t cycle; + + real_t explosiveness; + real_t randomness; + float time; + float delta; + + uint32_t frame; + uint32_t pad0; + uint32_t pad1; + uint32_t pad2; + + uint32_t random_seed; + uint32_t attractor_count; + uint32_t collider_count; + float particle_size; + + float emission_transform[16]; + + Attractor attractors[MAX_ATTRACTORS]; + Collider colliders[MAX_COLLIDERS]; + }; + + struct ParticleEmissionBufferData { + }; + + struct ParticleEmissionBuffer { + struct Data { + float xform[16]; + float velocity[3]; + uint32_t flags; + float color[4]; + float custom[4]; + }; + + int32_t particle_count; + int32_t particle_max; + uint32_t pad1; + uint32_t pad2; + Data data[1]; //its 2020 and empty arrays are still non standard in C++ + }; + + struct Particles { + RS::ParticlesMode mode = RS::PARTICLES_MODE_3D; + bool inactive = true; + double inactive_time = 0.0; + bool emitting = false; + bool one_shot = false; + int amount = 0; + double lifetime = 1.0; + double pre_process_time = 0.0; + real_t explosiveness = 0.0; + real_t randomness = 0.0; + bool restart_request = false; + AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)); + bool use_local_coords = false; + bool has_collision_cache = false; + + bool has_sdf_collision = false; + Transform2D sdf_collision_transform; + Rect2 sdf_collision_to_screen; + RID sdf_collision_texture; + + RID process_material; + uint32_t frame_counter = 0; + RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED; + + RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX; + + Vector<RID> draw_passes; + Vector<Transform3D> trail_bind_poses; + bool trail_bind_poses_dirty = false; + RID trail_bind_pose_buffer; + RID trail_bind_pose_uniform_set; + + RID particle_buffer; + RID particle_instance_buffer; + RID frame_params_buffer; + + uint32_t userdata_count = 0; + + RID particles_material_uniform_set; + RID particles_copy_uniform_set; + RID particles_transforms_buffer_uniform_set; + RID collision_textures_uniform_set; + + RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES]; + uint32_t collision_3d_textures_used = 0; + RID collision_heightmap_texture; + + RID particles_sort_buffer; + RID particles_sort_uniform_set; + + bool dirty = false; + Particles *update_list = nullptr; + + RID sub_emitter; + + double phase = 0.0; + double prev_phase = 0.0; + uint64_t prev_ticks = 0; + uint32_t random_seed = 0; + + uint32_t cycle_number = 0; + + double speed_scale = 1.0; + + int fixed_fps = 30; + bool interpolate = true; + bool fractional_delta = false; + double frame_remainder = 0; + real_t collision_base_size = 0.01; + + bool clear = true; + + bool force_sub_emit = false; + + Transform3D emission_transform; + + Vector<uint8_t> emission_buffer_data; + + ParticleEmissionBuffer *emission_buffer = nullptr; + RID emission_storage_buffer; + + HashSet<RID> collisions; + + Dependency dependency; + + double trail_length = 1.0; + bool trails_enabled = false; + LocalVector<ParticlesFrameParams> frame_history; + LocalVector<ParticlesFrameParams> trail_params; + + Particles() { + } + }; + + void _particles_process(Particles *p_particles, double p_delta); + void _particles_allocate_emission_buffer(Particles *particles); + void _particles_free_data(Particles *particles); + void _particles_update_buffers(Particles *particles); + + struct ParticlesShader { + struct PushConstant { + float lifetime; + uint32_t clear; + uint32_t total_particles; + uint32_t trail_size; + + uint32_t use_fractional_delta; + uint32_t sub_emitter_mode; + uint32_t can_emit; + uint32_t trail_pass; + }; + + ParticlesShaderRD shader; + ShaderCompiler compiler; + + RID default_shader; + RID default_material; + RID default_shader_rd; + + RID base_uniform_set; + + struct CopyPushConstant { + float sort_direction[3]; + uint32_t total_particles; + + uint32_t trail_size; + uint32_t trail_total; + float frame_delta; + float frame_remainder; + + float align_up[3]; + uint32_t align_mode; + + uint32_t order_by_lifetime; + uint32_t lifetime_split; + uint32_t lifetime_reverse; + uint32_t copy_mode_2d; + + float inv_emission_transform[16]; + }; + + enum { + MAX_USERDATAS = 6 + }; + enum { + COPY_MODE_FILL_INSTANCES, + COPY_MODE_FILL_SORT_BUFFER, + COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER, + COPY_MODE_MAX, + }; + + ParticlesCopyShaderRD copy_shader; + RID copy_shader_version; + RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)]; + + LocalVector<float> pose_update_buffer; + + } particles_shader; + + Particles *particle_update_list = nullptr; + + mutable RID_Owner<Particles, true> particles_owner; + + /* Particle Shader */ + + struct ParticlesShaderData : public MaterialStorage::ShaderData { + bool valid = false; + RID version; + bool uses_collision = false; + + HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; + + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size = 0; + + String path; + String code; + HashMap<StringName, HashMap<int, RID>> default_texture_params; + + RID pipeline; + + bool uses_time = false; + + bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {}; + uint32_t userdata_count = 0; + + virtual void set_code(const String &p_Code); + virtual void set_path_hint(const String &p_hint); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererMaterialStorage::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; + + ParticlesShaderData() {} + virtual ~ParticlesShaderData(); + }; + + MaterialStorage::ShaderData *_create_particles_shader_func(); + static MaterialStorage::ShaderData *_create_particles_shader_funcs() { + return ParticlesStorage::get_singleton()->_create_particles_shader_func(); + } + + struct ParticlesMaterialData : public MaterialStorage::MaterialData { + ParticlesShaderData *shader_data = nullptr; + RID uniform_set; + + virtual void set_render_priority(int p_priority) {} + virtual void set_next_pass(RID p_pass) {} + virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~ParticlesMaterialData(); + }; + + MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader); + static MaterialStorage::MaterialData *_create_particles_material_funcs(MaterialStorage::ShaderData *p_shader) { + return ParticlesStorage::get_singleton()->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader)); + } + + /* Particles Collision */ + + struct ParticlesCollision { + RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT; + uint32_t cull_mask = 0xFFFFFFFF; + float radius = 1.0; + Vector3 extents = Vector3(1, 1, 1); + float attractor_strength = 1.0; + float attractor_attenuation = 1.0; + float attractor_directionality = 0.0; + RID field_texture; + RID heightfield_texture; + RID heightfield_fb; + Size2i heightfield_fb_size; + + RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024; + + Dependency dependency; + }; + + struct ParticlesCollisionInstance { + RID collision; + Transform3D transform; + bool active = false; + }; + + mutable RID_Owner<ParticlesCollision, true> particles_collision_owner; + + mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner; + +public: + static ParticlesStorage *get_singleton(); + + ParticlesStorage(); + virtual ~ParticlesStorage(); + + /* PARTICLES */ + + bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); } + + virtual RID particles_allocate() override; + virtual void particles_initialize(RID p_particles_collision) override; + virtual void particles_free(RID p_rid) override; + + virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override; + virtual void particles_set_emitting(RID p_particles, bool p_emitting) override; + virtual void particles_set_amount(RID p_particles, int p_amount) override; + virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override; + virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override; + virtual void particles_set_pre_process_time(RID p_particles, double p_time) override; + virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override; + virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override; + virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override; + virtual void particles_set_speed_scale(RID p_particles, double p_scale) override; + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override; + virtual void particles_set_process_material(RID p_particles, RID p_material) override; + virtual RID particles_get_process_material(RID p_particles) const override; + + virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override; + virtual void particles_set_interpolate(RID p_particles, bool p_enable) override; + virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override; + virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override; + virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override; + + virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override; + virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override; + + virtual void particles_restart(RID p_particles) override; + virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override; + + virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override; + + virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override; + + virtual void particles_set_draw_passes(RID p_particles, int p_count) override; + virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override; + + virtual void particles_request_process(RID p_particles) override; + virtual AABB particles_get_current_aabb(RID p_particles) override; + virtual AABB particles_get_aabb(RID p_particles) const override; + + virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override; + + virtual bool particles_get_emitting(RID p_particles) override; + virtual int particles_get_draw_passes(RID p_particles) const override; + virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override; + + virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override; + + virtual bool particles_is_inactive(RID p_particles) const override; + + _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D); + return particles->mode; + } + + _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, 0); + + if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) { + r_trail_divisor = particles->trail_bind_poses.size(); + } else { + r_trail_divisor = 1; + } + + return particles->amount * r_trail_divisor; + } + + _FORCE_INLINE_ bool particles_has_collision(RID p_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, 0); + + return particles->has_collision_cache; + } + + _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, false); + + return particles->use_local_coords; + } + + _FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) { + Particles *particles = particles_owner.get_or_null(p_particles); + ERR_FAIL_COND_V(!particles, RID()); + if (particles->particles_transforms_buffer_uniform_set.is_null()) { + _particles_update_buffers(particles); + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(particles->particle_instance_buffer); + uniforms.push_back(u); + } + + particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return particles->particles_transforms_buffer_uniform_set; + } + + virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override; + virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override; + virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override; + + virtual void update_particles() override; + + Dependency *particles_get_dependency(RID p_particles) const; + + /* Particles Collision */ + + bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); } + + virtual RID particles_collision_allocate() override; + virtual void particles_collision_initialize(RID p_particles_collision) override; + virtual void particles_collision_free(RID p_rid) override; + + virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override; + virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override; + virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; //for spheres + virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; //for non-spheres + virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override; + virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override; + virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override; + virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; //for SDF and vector field, heightfield is dynamic + virtual void particles_collision_height_field_update(RID p_particles_collision) override; //for SDF and vector field + virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; //for SDF and vector field + virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override; + Vector3 particles_collision_get_extents(RID p_particles_collision) const; + virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override; + virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override; + + Dependency *particles_collision_get_dependency(RID p_particles) const; + + //used from 2D and 3D + bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); } + + virtual RID particles_collision_instance_create(RID p_collision) override; + virtual void particles_collision_instance_free(RID p_rid) override; + virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override; + virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override; +}; + +} // namespace RendererRD + +#endif // PARTICLES_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp new file mode 100644 index 0000000000..84427e1c93 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -0,0 +1,2857 @@ +/*************************************************************************/ +/* texture_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "texture_storage.h" +#include "../effects/copy_effects.h" +#include "material_storage.h" + +using namespace RendererRD; + +/////////////////////////////////////////////////////////////////////////// +// TextureStorage::CanvasTexture + +void TextureStorage::CanvasTexture::clear_sets() { + if (cleared_cache) { + return; + } + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) { + RD::get_singleton()->free(uniform_sets[i][j]); + uniform_sets[i][j] = RID(); + } + } + } + cleared_cache = true; +} + +TextureStorage::CanvasTexture::~CanvasTexture() { + clear_sets(); +} + +/////////////////////////////////////////////////////////////////////////// +// TextureStorage::Texture + +void TextureStorage::Texture::cleanup() { + if (RD::get_singleton()->texture_is_valid(rd_texture_srgb)) { + //erase this first, as it's a dependency of the one below + RD::get_singleton()->free(rd_texture_srgb); + } + if (RD::get_singleton()->texture_is_valid(rd_texture)) { + RD::get_singleton()->free(rd_texture); + } + if (canvas_texture) { + memdelete(canvas_texture); + } +} + +/////////////////////////////////////////////////////////////////////////// +// TextureStorage + +TextureStorage *TextureStorage::singleton = nullptr; + +TextureStorage *TextureStorage::get_singleton() { + return singleton; +} + +TextureStorage::TextureStorage() { + singleton = this; + + { //create default textures + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + // Opaque white. + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + // Opaque black. + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + // Transparent black. + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + // Opaque normal map "flat" color. + pv.set(i * 4 + 0, 128); + pv.set(i * 4 + 1, 128); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + // Opaque flowmap "flat" color. + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 128); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_ANISO] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_D16_UNORM; + tf.width = 4; + tf.height = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + tf.texture_type = RD::TEXTURE_TYPE_2D; + + Vector<uint8_t> sv; + sv.resize(16 * 2); + uint16_t *ptr = (uint16_t *)sv.ptrw(); + for (int i = 0; i < 16; i++) { + ptr[i] = Math::make_half_float(1.0f); + } + + Vector<Vector<uint8_t>> vpv; + vpv.push_back(sv); + default_rd_textures[DEFAULT_RD_TEXTURE_DEPTH] = RD::get_singleton()->texture_create(tf, RD::TextureView(), vpv); + } + + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + default_rd_textures[DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER] = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv); + + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UINT; + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_2D_UINT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default black cubemap array + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.array_layers = 6; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + for (int i = 0; i < 6; i++) { + vpv.push_back(pv); + } + default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default white cubemap array + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.array_layers = 6; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + for (int i = 0; i < 6; i++) { + vpv.push_back(pv); + } + default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default black cubemap + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.array_layers = 6; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_CUBE; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + for (int i = 0; i < 6; i++) { + vpv.push_back(pv); + } + default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default white cubemap + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.array_layers = 6; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_CUBE; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + for (int i = 0; i < 6; i++) { + vpv.push_back(pv); + } + default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default 3D + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.depth = 4; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_3D; + + Vector<uint8_t> pv; + pv.resize(64 * 4); + for (int i = 0; i < 64; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + for (int i = 0; i < 64; i++) { + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { //create default array + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.array_layers = 1; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { // default atlas texture + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + for (int i = 0; i < 16; i++) { + pv.set(i * 4 + 0, 0); + pv.set(i * 4 + 1, 0); + pv.set(i * 4 + 2, 0); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + decal_atlas.texture_srgb = decal_atlas.texture; + } + } + + { //create default VRS + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8_UINT; + tformat.width = 4; + tformat.height = 4; + tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + if (RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) { + tformat.usage_bits |= RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT; + } + tformat.texture_type = RD::TEXTURE_TYPE_2D; + + Vector<uint8_t> pv; + pv.resize(4 * 4); + for (int i = 0; i < 4 * 4; i++) { + pv.set(i, 0); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_VRS] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + } + + { + Vector<String> sdf_modes; + sdf_modes.push_back("\n#define MODE_LOAD\n"); + sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n"); + sdf_modes.push_back("\n#define MODE_PROCESS\n"); + sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n"); + sdf_modes.push_back("\n#define MODE_STORE\n"); + sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n"); + + rt_sdf.shader.initialize(sdf_modes); + + rt_sdf.shader_version = rt_sdf.shader.version_create(); + + for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) { + rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i)); + } + } +} + +TextureStorage::~TextureStorage() { + rt_sdf.shader.version_free(rt_sdf.shader_version); + + if (decal_atlas.textures.size()) { + ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas."); + } + + if (decal_atlas.texture.is_valid()) { + RD::get_singleton()->free(decal_atlas.texture); + } + + //def textures + for (int i = 0; i < DEFAULT_RD_TEXTURE_MAX; i++) { + if (default_rd_textures[i].is_valid()) { + RD::get_singleton()->free(default_rd_textures[i]); + } + } + + singleton = nullptr; +} + +bool TextureStorage::can_create_resources_async() const { + return true; +} + +/* Canvas Texture API */ + +RID TextureStorage::canvas_texture_allocate() { + return canvas_texture_owner.allocate_rid(); +} + +void TextureStorage::canvas_texture_initialize(RID p_rid) { + canvas_texture_owner.initialize_rid(p_rid); +} + +void TextureStorage::canvas_texture_free(RID p_rid) { + canvas_texture_owner.free(p_rid); +} + +void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ERR_FAIL_NULL(ct); + + switch (p_channel) { + case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { + ct->diffuse = p_texture; + } break; + case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { + ct->normal_map = p_texture; + } break; + case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { + ct->specular = p_texture; + } break; + } + + ct->clear_sets(); +} + +void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ERR_FAIL_NULL(ct); + + ct->specular_color.r = p_specular_color.r; + ct->specular_color.g = p_specular_color.g; + ct->specular_color.b = p_specular_color.b; + ct->specular_color.a = p_shininess; + ct->clear_sets(); +} + +void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ERR_FAIL_NULL(ct); + + ct->texture_filter = p_filter; + ct->clear_sets(); +} + +void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ERR_FAIL_NULL(ct); + ct->texture_repeat = p_repeat; + ct->clear_sets(); +} + +bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + CanvasTexture *ct = nullptr; + Texture *t = get_texture(p_texture); + + // TODO once we have our texture storage split off we'll look into moving this code into canvas_texture + + if (t) { + //regular texture + if (!t->canvas_texture) { + t->canvas_texture = memnew(CanvasTexture); + t->canvas_texture->diffuse = p_texture; + } + + ct = t->canvas_texture; + } else { + ct = canvas_texture_owner.get_or_null(p_texture); + } + + if (!ct) { + return false; //invalid texture RID + } + + RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter; + ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false); + + RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat; + ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false); + + RID uniform_set = ct->uniform_sets[filter][repeat]; + if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + //create and update + Vector<RD::Uniform> uniforms; + { //diffuse + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + + t = get_texture(ct->diffuse); + if (!t) { + u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE)); + ct->size_cache = Size2i(1, 1); + } else { + u.append_id(t->rd_texture); + ct->size_cache = Size2i(t->width_2d, t->height_2d); + } + uniforms.push_back(u); + } + { //normal + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + + t = get_texture(ct->normal_map); + if (!t) { + u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL)); + ct->use_normal_cache = false; + } else { + u.append_id(t->rd_texture); + ct->use_normal_cache = true; + } + uniforms.push_back(u); + } + { //specular + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + + t = get_texture(ct->specular); + if (!t) { + u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE)); + ct->use_specular_cache = false; + } else { + u.append_id(t->rd_texture); + ct->use_specular_cache = true; + } + uniforms.push_back(u); + } + { //sampler + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 3; + u.append_id(material_storage->sampler_rd_get_default(filter, repeat)); + uniforms.push_back(u); + } + + uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set); + ct->uniform_sets[filter][repeat] = uniform_set; + ct->cleared_cache = false; + } + + r_uniform_set = uniform_set; + r_size = ct->size_cache; + r_specular_shininess = ct->specular_color; + r_use_normal = ct->use_normal_cache; + r_use_specular = ct->use_specular_cache; + + return true; +} + +/* Texture API */ + +RID TextureStorage::texture_allocate() { + return texture_owner.allocate_rid(); +} + +void TextureStorage::texture_free(RID p_texture) { + Texture *t = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!t); + ERR_FAIL_COND(t->is_render_target); + + t->cleanup(); + + if (t->is_proxy && t->proxy_to.is_valid()) { + Texture *proxy_to = texture_owner.get_or_null(t->proxy_to); + if (proxy_to) { + proxy_to->proxies.erase(p_texture); + } + } + + decal_atlas_remove_texture(p_texture); + + for (int i = 0; i < t->proxies.size(); i++) { + Texture *p = texture_owner.get_or_null(t->proxies[i]); + ERR_CONTINUE(!p); + p->proxy_to = RID(); + p->rd_texture = RID(); + p->rd_texture_srgb = RID(); + } + + texture_owner.free(p_texture); +} + +void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) { + TextureToRDFormat ret_format; + Ref<Image> image = _validate_texture_format(p_image, ret_format); + + Texture texture; + + texture.type = TextureStorage::TYPE_2D; + + texture.width = p_image->get_width(); + texture.height = p_image->get_height(); + texture.layers = 1; + texture.mipmaps = p_image->get_mipmap_count() + 1; + texture.depth = 1; + texture.format = p_image->get_format(); + texture.validated_format = image->get_format(); + + texture.rd_type = RD::TEXTURE_TYPE_2D; + texture.rd_format = ret_format.format; + texture.rd_format_srgb = ret_format.format_srgb; + + RD::TextureFormat rd_format; + RD::TextureView rd_view; + { //attempt register + rd_format.format = texture.rd_format; + rd_format.width = texture.width; + rd_format.height = texture.height; + rd_format.depth = 1; + rd_format.array_layers = 1; + rd_format.mipmaps = texture.mipmaps; + rd_format.texture_type = texture.rd_type; + rd_format.samples = RD::TEXTURE_SAMPLES_1; + rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_format.shareable_formats.push_back(texture.rd_format); + rd_format.shareable_formats.push_back(texture.rd_format_srgb); + } + } + { + rd_view.swizzle_r = ret_format.swizzle_r; + rd_view.swizzle_g = ret_format.swizzle_g; + rd_view.swizzle_b = ret_format.swizzle_b; + rd_view.swizzle_a = ret_format.swizzle_a; + } + Vector<uint8_t> data = image->get_data(); //use image data + Vector<Vector<uint8_t>> data_slices; + data_slices.push_back(data); + texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); + ERR_FAIL_COND(texture.rd_texture.is_null()); + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_view.format_override = texture.rd_format_srgb; + texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); + if (texture.rd_texture_srgb.is_null()) { + RD::get_singleton()->free(texture.rd_texture); + ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); + } + } + + //used for 2D, overridable + texture.width_2d = texture.width; + texture.height_2d = texture.height; + texture.is_render_target = false; + texture.rd_view = rd_view; + texture.is_proxy = false; + + texture_owner.initialize_rid(p_texture, texture); +} + +void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { + ERR_FAIL_COND(p_layers.size() == 0); + + ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6); + ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0)); + + TextureToRDFormat ret_format; + Vector<Ref<Image>> images; + { + int valid_width = 0; + int valid_height = 0; + bool valid_mipmaps = false; + Image::Format valid_format = Image::FORMAT_MAX; + + for (int i = 0; i < p_layers.size(); i++) { + ERR_FAIL_COND(p_layers[i]->is_empty()); + + if (i == 0) { + valid_width = p_layers[i]->get_width(); + valid_height = p_layers[i]->get_height(); + valid_format = p_layers[i]->get_format(); + valid_mipmaps = p_layers[i]->has_mipmaps(); + } else { + ERR_FAIL_COND(p_layers[i]->get_width() != valid_width); + ERR_FAIL_COND(p_layers[i]->get_height() != valid_height); + ERR_FAIL_COND(p_layers[i]->get_format() != valid_format); + ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps); + } + + images.push_back(_validate_texture_format(p_layers[i], ret_format)); + } + } + + Texture texture; + + texture.type = TextureStorage::TYPE_LAYERED; + texture.layered_type = p_layered_type; + + texture.width = p_layers[0]->get_width(); + texture.height = p_layers[0]->get_height(); + texture.layers = p_layers.size(); + texture.mipmaps = p_layers[0]->get_mipmap_count() + 1; + texture.depth = 1; + texture.format = p_layers[0]->get_format(); + texture.validated_format = images[0]->get_format(); + + switch (p_layered_type) { + case RS::TEXTURE_LAYERED_2D_ARRAY: { + texture.rd_type = RD::TEXTURE_TYPE_2D_ARRAY; + } break; + case RS::TEXTURE_LAYERED_CUBEMAP: { + texture.rd_type = RD::TEXTURE_TYPE_CUBE; + } break; + case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: { + texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY; + } break; + } + + texture.rd_format = ret_format.format; + texture.rd_format_srgb = ret_format.format_srgb; + + RD::TextureFormat rd_format; + RD::TextureView rd_view; + { //attempt register + rd_format.format = texture.rd_format; + rd_format.width = texture.width; + rd_format.height = texture.height; + rd_format.depth = 1; + rd_format.array_layers = texture.layers; + rd_format.mipmaps = texture.mipmaps; + rd_format.texture_type = texture.rd_type; + rd_format.samples = RD::TEXTURE_SAMPLES_1; + rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_format.shareable_formats.push_back(texture.rd_format); + rd_format.shareable_formats.push_back(texture.rd_format_srgb); + } + } + { + rd_view.swizzle_r = ret_format.swizzle_r; + rd_view.swizzle_g = ret_format.swizzle_g; + rd_view.swizzle_b = ret_format.swizzle_b; + rd_view.swizzle_a = ret_format.swizzle_a; + } + Vector<Vector<uint8_t>> data_slices; + for (int i = 0; i < images.size(); i++) { + Vector<uint8_t> data = images[i]->get_data(); //use image data + data_slices.push_back(data); + } + texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); + ERR_FAIL_COND(texture.rd_texture.is_null()); + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_view.format_override = texture.rd_format_srgb; + texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); + if (texture.rd_texture_srgb.is_null()) { + RD::get_singleton()->free(texture.rd_texture); + ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); + } + } + + //used for 2D, overridable + texture.width_2d = texture.width; + texture.height_2d = texture.height; + texture.is_render_target = false; + texture.rd_view = rd_view; + texture.is_proxy = false; + + texture_owner.initialize_rid(p_texture, texture); +} + +void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { + ERR_FAIL_COND(p_data.size() == 0); + + Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); + if (verr != Image::VALIDATE_3D_OK) { + ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr)); + } + + TextureToRDFormat ret_format; + Image::Format validated_format = Image::FORMAT_MAX; + Vector<uint8_t> all_data; + uint32_t mipmap_count = 0; + Vector<Texture::BufferSlice3D> slices; + { + Vector<Ref<Image>> images; + uint32_t all_data_size = 0; + images.resize(p_data.size()); + for (int i = 0; i < p_data.size(); i++) { + TextureToRDFormat f; + images.write[i] = _validate_texture_format(p_data[i], f); + if (i == 0) { + ret_format = f; + validated_format = images[0]->get_format(); + } + + all_data_size += images[i]->get_data().size(); + } + + all_data.resize(all_data_size); //consolidate all data here + uint32_t offset = 0; + Size2i prev_size; + for (int i = 0; i < p_data.size(); i++) { + uint32_t s = images[i]->get_data().size(); + + memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s); + { + Texture::BufferSlice3D slice; + slice.size.width = images[i]->get_width(); + slice.size.height = images[i]->get_height(); + slice.offset = offset; + slice.buffer_size = s; + slices.push_back(slice); + } + offset += s; + + Size2i img_size(images[i]->get_width(), images[i]->get_height()); + if (img_size != prev_size) { + mipmap_count++; + } + prev_size = img_size; + } + } + + Texture texture; + + texture.type = TextureStorage::TYPE_3D; + texture.width = p_width; + texture.height = p_height; + texture.depth = p_depth; + texture.mipmaps = mipmap_count; + texture.format = p_data[0]->get_format(); + texture.validated_format = validated_format; + + texture.buffer_size_3d = all_data.size(); + texture.buffer_slices_3d = slices; + + texture.rd_type = RD::TEXTURE_TYPE_3D; + texture.rd_format = ret_format.format; + texture.rd_format_srgb = ret_format.format_srgb; + + RD::TextureFormat rd_format; + RD::TextureView rd_view; + { //attempt register + rd_format.format = texture.rd_format; + rd_format.width = texture.width; + rd_format.height = texture.height; + rd_format.depth = texture.depth; + rd_format.array_layers = 1; + rd_format.mipmaps = texture.mipmaps; + rd_format.texture_type = texture.rd_type; + rd_format.samples = RD::TEXTURE_SAMPLES_1; + rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_format.shareable_formats.push_back(texture.rd_format); + rd_format.shareable_formats.push_back(texture.rd_format_srgb); + } + } + { + rd_view.swizzle_r = ret_format.swizzle_r; + rd_view.swizzle_g = ret_format.swizzle_g; + rd_view.swizzle_b = ret_format.swizzle_b; + rd_view.swizzle_a = ret_format.swizzle_a; + } + Vector<Vector<uint8_t>> data_slices; + data_slices.push_back(all_data); //one slice + + texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices); + ERR_FAIL_COND(texture.rd_texture.is_null()); + if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) { + rd_view.format_override = texture.rd_format_srgb; + texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture); + if (texture.rd_texture_srgb.is_null()) { + RD::get_singleton()->free(texture.rd_texture); + ERR_FAIL_COND(texture.rd_texture_srgb.is_null()); + } + } + + //used for 2D, overridable + texture.width_2d = texture.width; + texture.height_2d = texture.height; + texture.is_render_target = false; + texture.rd_view = rd_view; + texture.is_proxy = false; + + texture_owner.initialize_rid(p_texture, texture); +} + +void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) { + Texture *tex = texture_owner.get_or_null(p_base); + ERR_FAIL_COND(!tex); + Texture proxy_tex = *tex; + + proxy_tex.rd_view.format_override = tex->rd_format; + proxy_tex.rd_texture = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture); + if (proxy_tex.rd_texture_srgb.is_valid()) { + proxy_tex.rd_view.format_override = tex->rd_format_srgb; + proxy_tex.rd_texture_srgb = RD::get_singleton()->texture_create_shared(proxy_tex.rd_view, tex->rd_texture); + } + proxy_tex.proxy_to = p_base; + proxy_tex.is_render_target = false; + proxy_tex.is_proxy = true; + proxy_tex.proxies.clear(); + + texture_owner.initialize_rid(p_texture, proxy_tex); + + tex->proxies.push_back(p_texture); +} + +void TextureStorage::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) { + ERR_FAIL_COND(p_image.is_null() || p_image->is_empty()); + + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + ERR_FAIL_COND(tex->is_render_target); + ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height); + ERR_FAIL_COND(p_image->get_format() != tex->format); + + if (tex->type == TextureStorage::TYPE_LAYERED) { + ERR_FAIL_INDEX(p_layer, tex->layers); + } + +#ifdef TOOLS_ENABLED + tex->image_cache_2d.unref(); +#endif + TextureToRDFormat f; + Ref<Image> validated = _validate_texture_format(p_image, f); + + RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data()); +} + +void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) { + _texture_2d_update(p_texture, p_image, p_layer, false); +} + +void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + ERR_FAIL_COND(tex->type != TextureStorage::TYPE_3D); + + Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data); + if (verr != Image::VALIDATE_3D_OK) { + ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr)); + } + + Vector<uint8_t> all_data; + { + Vector<Ref<Image>> images; + uint32_t all_data_size = 0; + images.resize(p_data.size()); + for (int i = 0; i < p_data.size(); i++) { + Ref<Image> image = p_data[i]; + if (image->get_format() != tex->validated_format) { + image = image->duplicate(); + image->convert(tex->validated_format); + } + all_data_size += images[i]->get_data().size(); + images.push_back(image); + } + + all_data.resize(all_data_size); //consolidate all data here + uint32_t offset = 0; + + for (int i = 0; i < p_data.size(); i++) { + uint32_t s = images[i]->get_data().size(); + memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s); + offset += s; + } + } + + RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data); +} + +void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + ERR_FAIL_COND(!tex->is_proxy); + Texture *proxy_to = texture_owner.get_or_null(p_proxy_to); + ERR_FAIL_COND(!proxy_to); + ERR_FAIL_COND(proxy_to->is_proxy); + + if (tex->proxy_to.is_valid()) { + //unlink proxy + if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) { + RD::get_singleton()->free(tex->rd_texture); + tex->rd_texture = RID(); + } + if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) { + RD::get_singleton()->free(tex->rd_texture_srgb); + tex->rd_texture_srgb = RID(); + } + Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to); + ERR_FAIL_COND(!prev_tex); + prev_tex->proxies.erase(p_texture); + } + + *tex = *proxy_to; + + tex->proxy_to = p_proxy_to; + tex->is_render_target = false; + tex->is_proxy = true; + tex->proxies.clear(); + proxy_to->proxies.push_back(p_texture); + + tex->rd_view.format_override = tex->rd_format; + tex->rd_texture = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture); + if (tex->rd_texture_srgb.is_valid()) { + tex->rd_view.format_override = tex->rd_format_srgb; + tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(tex->rd_view, proxy_to->rd_texture); + } +} + +//these two APIs can be used together or in combination with the others. +void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { + //this could be better optimized to reuse an existing image , done this way + //for now to get it working + Ref<Image> image; + image.instantiate(); + image->create(4, 4, false, Image::FORMAT_RGBA8); + image->fill(Color(1, 0, 1, 1)); + + texture_2d_initialize(p_texture, image); +} + +void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) { + //this could be better optimized to reuse an existing image , done this way + //for now to get it working + Ref<Image> image; + image.instantiate(); + image->create(4, 4, false, Image::FORMAT_RGBA8); + image->fill(Color(1, 0, 1, 1)); + + Vector<Ref<Image>> images; + if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { + images.push_back(image); + } else { + //cube + for (int i = 0; i < 6; i++) { + images.push_back(image); + } + } + + texture_2d_layered_initialize(p_texture, images, p_layered_type); +} + +void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { + //this could be better optimized to reuse an existing image , done this way + //for now to get it working + Ref<Image> image; + image.instantiate(); + image->create(4, 4, false, Image::FORMAT_RGBA8); + image->fill(Color(1, 0, 1, 1)); + + Vector<Ref<Image>> images; + //cube + for (int i = 0; i < 4; i++) { + images.push_back(image); + } + + texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images); +} + +Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!tex, Ref<Image>()); + +#ifdef TOOLS_ENABLED + if (tex->image_cache_2d.is_valid() && !tex->is_render_target) { + return tex->image_cache_2d; + } +#endif + Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); + ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); + Ref<Image> image; + image.instantiate(); + image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); + if (tex->format != tex->validated_format) { + image->convert(tex->format); + } + +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) { + tex->image_cache_2d = image; + } +#endif + + return image; +} + +Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) const { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!tex, Ref<Image>()); + + Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer); + ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); + Ref<Image> image; + image.instantiate(); + image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); + if (tex->format != tex->validated_format) { + image->convert(tex->format); + } + + return image; +} + +Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>()); + ERR_FAIL_COND_V(tex->type != TextureStorage::TYPE_3D, Vector<Ref<Image>>()); + + Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); + + ERR_FAIL_COND_V(all_data.size() != (int)tex->buffer_size_3d, Vector<Ref<Image>>()); + + Vector<Ref<Image>> ret; + + for (int i = 0; i < tex->buffer_slices_3d.size(); i++) { + const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i]; + ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>()); + ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>()); + Vector<uint8_t> sub_region = all_data.slice(bs.offset, bs.offset + bs.buffer_size); + + Ref<Image> img; + img.instantiate(); + img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region); + ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>()); + if (tex->format != tex->validated_format) { + img->convert(tex->format); + } + + ret.push_back(img); + } + + return ret; +} + +void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + ERR_FAIL_COND(tex->proxy_to.is_valid()); //can't replace proxy + Texture *by_tex = texture_owner.get_or_null(p_by_texture); + ERR_FAIL_COND(!by_tex); + ERR_FAIL_COND(by_tex->proxy_to.is_valid()); //can't replace proxy + + if (tex == by_tex) { + return; + } + + if (tex->rd_texture_srgb.is_valid()) { + RD::get_singleton()->free(tex->rd_texture_srgb); + } + RD::get_singleton()->free(tex->rd_texture); + + if (tex->canvas_texture) { + memdelete(tex->canvas_texture); + tex->canvas_texture = nullptr; + } + + Vector<RID> proxies_to_update = tex->proxies; + Vector<RID> proxies_to_redirect = by_tex->proxies; + + *tex = *by_tex; + + tex->proxies = proxies_to_update; //restore proxies, so they can be updated + + if (tex->canvas_texture) { + tex->canvas_texture->diffuse = p_texture; //update + } + + for (int i = 0; i < proxies_to_update.size(); i++) { + texture_proxy_update(proxies_to_update[i], p_texture); + } + for (int i = 0; i < proxies_to_redirect.size(); i++) { + texture_proxy_update(proxies_to_redirect[i], p_texture); + } + //delete last, so proxies can be updated + texture_owner.free(p_by_texture); + + decal_atlas_mark_dirty_on_texture(p_texture); +} + +void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + ERR_FAIL_COND(tex->type != TextureStorage::TYPE_2D); + + tex->width_2d = p_width; + tex->height_2d = p_height; +} + +void TextureStorage::texture_set_path(RID p_texture, const String &p_path) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + + tex->path = p_path; +} + +String TextureStorage::texture_get_path(RID p_texture) const { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!tex, String()); + + return tex->path; +} + +void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + + tex->detect_3d_callback_ud = p_userdata; + tex->detect_3d_callback = p_callback; +} + +void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + + tex->detect_normal_callback_ud = p_userdata; + tex->detect_normal_callback = p_callback; +} + +void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) { + Texture *tex = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND(!tex); + + tex->detect_roughness_callback_ud = p_userdata; + tex->detect_roughness_callback = p_callback; +} + +void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) { +} + +void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { +} + +Size2 TextureStorage::texture_size_with_proxy(RID p_proxy) { + return texture_2d_get_size(p_proxy); +} + +Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) { + Ref<Image> image = p_image->duplicate(); + + switch (p_image->get_format()) { + case Image::FORMAT_L8: { + r_format.format = RD::DATA_FORMAT_R8_UNORM; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; //luminance + case Image::FORMAT_LA8: { + r_format.format = RD::DATA_FORMAT_R8G8_UNORM; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_G; + } break; //luminance-alpha + case Image::FORMAT_R8: { + r_format.format = RD::DATA_FORMAT_R8_UNORM; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_RG8: { + r_format.format = RD::DATA_FORMAT_R8G8_UNORM; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_RGB8: { + //this format is not mandatory for specification, check if supported first + if (false && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT) && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R8G8B8_SRGB, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_R8G8B8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8_SRGB; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; + case Image::FORMAT_RGBA8: { + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; + case Image::FORMAT_RGBA4444: { + r_format.format = RD::DATA_FORMAT_B4G4R4A4_UNORM_PACK16; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; //needs swizzle + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; + case Image::FORMAT_RGB565: { + r_format.format = RD::DATA_FORMAT_B5G6R5_UNORM_PACK16; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; + case Image::FORMAT_RF: { + r_format.format = RD::DATA_FORMAT_R32_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; //float + case Image::FORMAT_RGF: { + r_format.format = RD::DATA_FORMAT_R32G32_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_RGBF: { + //this format is not mandatory for specification, check if supported first + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + image->convert(Image::FORMAT_RGBAF); + } + + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_RGBAF: { + r_format.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + + } break; + case Image::FORMAT_RH: { + r_format.format = RD::DATA_FORMAT_R16_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; //half float + case Image::FORMAT_RGH: { + r_format.format = RD::DATA_FORMAT_R16G16_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; + case Image::FORMAT_RGBH: { + //this format is not mandatory for specification, check if supported first + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_R16G16B16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_R16G16B16_SFLOAT; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + image->convert(Image::FORMAT_RGBAH); + } + + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_RGBAH: { + r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + + } break; + case Image::FORMAT_RGBE9995: { + r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; +#ifndef _MSC_VER +#warning TODO need to make a function in Image to swap bits for this +#endif + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_IDENTITY; + } break; + case Image::FORMAT_DXT1: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_BC1_RGB_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; //s3tc bc1 + case Image::FORMAT_DXT3: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC2_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC2_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_BC2_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + + } break; //bc2 + case Image::FORMAT_DXT5: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; //bc3 + case Image::FORMAT_RGTC_R: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC4_UNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8_UNORM; + image->decompress(); + image->convert(Image::FORMAT_R8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; + case Image::FORMAT_RGTC_RG: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC5_UNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8_UNORM; + image->decompress(); + image->convert(Image::FORMAT_RG8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; + case Image::FORMAT_BPTC_RGBA: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC7_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_BC7_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + + } break; //btpc bc7 + case Image::FORMAT_BPTC_RGBF: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC6H_SFLOAT_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + image->decompress(); + image->convert(Image::FORMAT_RGBAH); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; //float bc6h + case Image::FORMAT_BPTC_RGBFU: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC6H_UFLOAT_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + image->decompress(); + image->convert(Image::FORMAT_RGBAH); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; //unsigned float bc6hu + case Image::FORMAT_ETC2_R11: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8_UNORM; + image->decompress(); + image->convert(Image::FORMAT_R8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; //etc2 + case Image::FORMAT_ETC2_R11S: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_EAC_R11_SNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8_SNORM; + image->decompress(); + image->convert(Image::FORMAT_R8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; //signed: {} break; NOT srgb. + case Image::FORMAT_ETC2_RG11: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_EAC_R11G11_UNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8_UNORM; + image->decompress(); + image->convert(Image::FORMAT_RG8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_ETC2_RG11S: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_EAC_R11G11_SNORM_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8_SNORM; + image->decompress(); + image->convert(Image::FORMAT_RG8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_ETC: + case Image::FORMAT_ETC2_RGB8: { + //ETC2 is backwards compatible with ETC1, and all modern platforms support it + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + + } break; + case Image::FORMAT_ETC2_RGBA8: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; + case Image::FORMAT_ETC2_RGB8A1: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; + } break; + case Image::FORMAT_ETC2_RA_AS_RG: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + case Image::FORMAT_DXT5_RA_AS_RG: { + if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC3_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { + r_format.format = RD::DATA_FORMAT_BC3_UNORM_BLOCK; + r_format.format_srgb = RD::DATA_FORMAT_BC3_SRGB_BLOCK; + } else { + //not supported, reconvert + r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + image->decompress(); + image->convert(Image::FORMAT_RGBA8); + } + r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; + r_format.swizzle_g = RD::TEXTURE_SWIZZLE_A; + r_format.swizzle_b = RD::TEXTURE_SWIZZLE_ZERO; + r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } break; + + default: { + } + } + + return image; +} + +/* DECAL API */ + +RID TextureStorage::decal_atlas_get_texture() const { + return decal_atlas.texture; +} + +RID TextureStorage::decal_atlas_get_texture_srgb() const { + return decal_atlas.texture_srgb; +} + +RID TextureStorage::decal_allocate() { + return decal_owner.allocate_rid(); +} + +void TextureStorage::decal_initialize(RID p_decal) { + decal_owner.initialize_rid(p_decal, Decal()); +} + +void TextureStorage::decal_free(RID p_rid) { + Decal *decal = decal_owner.get_or_null(p_rid); + for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) { + if (decal->textures[i].is_valid() && owns_texture(decal->textures[i])) { + texture_remove_from_decal_atlas(decal->textures[i]); + } + } + decal->dependency.deleted_notify(p_rid); + decal_owner.free(p_rid); +} + +void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->extents = p_extents; + decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX); + + if (decal->textures[p_type] == p_texture) { + return; + } + + ERR_FAIL_COND(p_texture.is_valid() && !owns_texture(p_texture)); + + if (decal->textures[p_type].is_valid() && owns_texture(decal->textures[p_type])) { + texture_remove_from_decal_atlas(decal->textures[p_type]); + } + + decal->textures[p_type] = p_texture; + + if (decal->textures[p_type].is_valid()) { + texture_add_to_decal_atlas(decal->textures[p_type]); + } + + decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_DECAL); +} + +void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->emission_energy = p_energy; +} + +void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->albedo_mix = p_mix; +} + +void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->modulate = p_modulate; +} + +void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->cull_mask = p_layers; + decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->distance_fade = p_enabled; + decal->distance_fade_begin = p_begin; + decal->distance_fade_length = p_length; +} + +void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->upper_fade = p_above; + decal->lower_fade = p_below; +} + +void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND(!decal); + decal->normal_fade = p_fade; +} + +void TextureStorage::decal_atlas_mark_dirty_on_texture(RID p_texture) { + if (decal_atlas.textures.has(p_texture)) { + //belongs to decal atlas.. + + decal_atlas.dirty = true; //mark it dirty since it was most likely modified + } +} + +void TextureStorage::decal_atlas_remove_texture(RID p_texture) { + if (decal_atlas.textures.has(p_texture)) { + decal_atlas.textures.erase(p_texture); + //there is not much a point of making it dirty, just let it be. + } +} + +AABB TextureStorage::decal_get_aabb(RID p_decal) const { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND_V(!decal, AABB()); + + return AABB(-decal->extents, decal->extents * 2.0); +} + +Dependency *TextureStorage::decal_get_dependency(RID p_decal) { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND_V(!decal, nullptr); + + return &decal->dependency; +} + +void TextureStorage::update_decal_atlas() { + RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton(); + ERR_FAIL_NULL(copy_effects); + + if (!decal_atlas.dirty) { + return; //nothing to do + } + + decal_atlas.dirty = false; + + if (decal_atlas.texture.is_valid()) { + RD::get_singleton()->free(decal_atlas.texture); + decal_atlas.texture = RID(); + decal_atlas.texture_srgb = RID(); + decal_atlas.texture_mipmaps.clear(); + } + + int border = 1 << decal_atlas.mipmaps; + + if (decal_atlas.textures.size()) { + //generate atlas + Vector<DecalAtlas::SortItem> itemsv; + itemsv.resize(decal_atlas.textures.size()); + int base_size = 8; + + int idx = 0; + + for (const KeyValue<RID, DecalAtlas::Texture> &E : decal_atlas.textures) { + DecalAtlas::SortItem &si = itemsv.write[idx]; + + Texture *src_tex = get_texture(E.key); + + si.size.width = (src_tex->width / border) + 1; + si.size.height = (src_tex->height / border) + 1; + si.pixel_size = Size2i(src_tex->width, src_tex->height); + + if (base_size < si.size.width) { + base_size = nearest_power_of_2_templated(si.size.width); + } + + si.texture = E.key; + idx++; + } + + //sort items by size + itemsv.sort(); + + //attempt to create atlas + int item_count = itemsv.size(); + DecalAtlas::SortItem *items = itemsv.ptrw(); + + int atlas_height = 0; + + while (true) { + Vector<int> v_offsetsv; + v_offsetsv.resize(base_size); + + int *v_offsets = v_offsetsv.ptrw(); + memset(v_offsets, 0, sizeof(int) * base_size); + + int max_height = 0; + + for (int i = 0; i < item_count; i++) { + //best fit + DecalAtlas::SortItem &si = items[i]; + int best_idx = -1; + int best_height = 0x7FFFFFFF; + for (int j = 0; j <= base_size - si.size.width; j++) { + int height = 0; + for (int k = 0; k < si.size.width; k++) { + int h = v_offsets[k + j]; + if (h > height) { + height = h; + if (height > best_height) { + break; //already bad + } + } + } + + if (height < best_height) { + best_height = height; + best_idx = j; + } + } + + //update + for (int k = 0; k < si.size.width; k++) { + v_offsets[k + best_idx] = best_height + si.size.height; + } + + si.pos.x = best_idx; + si.pos.y = best_height; + + if (si.pos.y + si.size.height > max_height) { + max_height = si.pos.y + si.size.height; + } + } + + if (max_height <= base_size * 2) { + atlas_height = max_height; + break; //good ratio, break; + } + + base_size *= 2; + } + + decal_atlas.size.width = base_size * border; + decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border); + + for (int i = 0; i < item_count; i++) { + DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture); + t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2); + t->uv_rect.size = items[i].pixel_size; + + t->uv_rect.position /= Size2(decal_atlas.size); + t->uv_rect.size /= Size2(decal_atlas.size); + } + } else { + //use border as size, so it at least has enough mipmaps + decal_atlas.size.width = border; + decal_atlas.size.height = border; + } + + //blit textures + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = decal_atlas.size.width; + tformat.height = decal_atlas.size.height; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + tformat.mipmaps = decal_atlas.mipmaps; + tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM); + tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB); + + decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1); + + { + //create the framebuffer + + Size2i s = decal_atlas.size; + + for (int i = 0; i < decal_atlas.mipmaps; i++) { + DecalAtlas::MipMap mm; + mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i); + Vector<RID> fb; + fb.push_back(mm.texture); + mm.fb = RD::get_singleton()->framebuffer_create(fb); + mm.size = s; + decal_atlas.texture_mipmaps.push_back(mm); + + s.width = MAX(1, s.width >> 1); + s.height = MAX(1, s.height >> 1); + } + { + //create the SRGB variant + RD::TextureView rd_view; + rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB; + decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture); + } + } + + RID prev_texture; + for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) { + const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i]; + + Color clear_color(0, 0, 0, 0); + + if (decal_atlas.textures.size()) { + if (i == 0) { + Vector<Color> cc; + cc.push_back(clear_color); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc); + + for (const KeyValue<RID, DecalAtlas::Texture> &E : decal_atlas.textures) { + DecalAtlas::Texture *t = decal_atlas.textures.getptr(E.key); + Texture *src_tex = get_texture(E.key); + copy_effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0); + } + + RD::get_singleton()->draw_list_end(); + + prev_texture = mm.texture; + } else { + copy_effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size)); + prev_texture = mm.texture; + } + } else { + RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1); + } + } +} + +void TextureStorage::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) { + if (!decal_atlas.textures.has(p_texture)) { + DecalAtlas::Texture t; + t.users = 1; + t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0; + decal_atlas.textures[p_texture] = t; + decal_atlas.dirty = true; + } else { + DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); + t->users++; + if (p_panorama_to_dp) { + t->panorama_to_dp_users++; + } + } +} + +void TextureStorage::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) { + DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); + ERR_FAIL_COND(!t); + t->users--; + if (p_panorama_to_dp) { + ERR_FAIL_COND(t->panorama_to_dp_users == 0); + t->panorama_to_dp_users--; + } + if (t->users == 0) { + decal_atlas.textures.erase(p_texture); + //do not mark it dirty, there is no need to since it remains working + } +} + +/* RENDER TARGET API */ + +void TextureStorage::_clear_render_target(RenderTarget *rt) { + //free in reverse dependency order + if (rt->framebuffer.is_valid()) { + RD::get_singleton()->free(rt->framebuffer); + rt->framebuffer_uniform_set = RID(); //chain deleted + } + + if (rt->color.is_valid()) { + RD::get_singleton()->free(rt->color); + } + + if (rt->backbuffer.is_valid()) { + RD::get_singleton()->free(rt->backbuffer); + rt->backbuffer = RID(); + rt->backbuffer_mipmaps.clear(); + rt->backbuffer_uniform_set = RID(); //chain deleted + } + + _render_target_clear_sdf(rt); + + rt->framebuffer = RID(); + rt->color = RID(); +} + +void TextureStorage::_update_render_target(RenderTarget *rt) { + if (rt->texture.is_null()) { + //create a placeholder until updated + rt->texture = texture_allocate(); + texture_2d_placeholder_initialize(rt->texture); + Texture *tex = get_texture(rt->texture); + tex->is_render_target = true; + } + + _clear_render_target(rt); + + if (rt->size.width == 0 || rt->size.height == 0) { + return; + } + //until we implement support for HDR monitors (and render target is attached to screen), this is enough. + rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; + rt->image_format = rt->is_transparent ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8; + + RD::TextureFormat rd_format; + RD::TextureView rd_view; + { //attempt register + rd_format.format = rt->color_format; + rd_format.width = rt->size.width; + rd_format.height = rt->size.height; + rd_format.depth = 1; + rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview + rd_format.mipmaps = 1; + if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ?? + rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + } else { + rd_format.texture_type = RD::TEXTURE_TYPE_2D; + } + rd_format.samples = RD::TEXTURE_SAMPLES_1; + rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; + rd_format.shareable_formats.push_back(rt->color_format); + rd_format.shareable_formats.push_back(rt->color_format_srgb); + } + + rt->color = RD::get_singleton()->texture_create(rd_format, rd_view); + ERR_FAIL_COND(rt->color.is_null()); + + Vector<RID> fb_textures; + fb_textures.push_back(rt->color); + rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count); + if (rt->framebuffer.is_null()) { + _clear_render_target(rt); + ERR_FAIL_COND(rt->framebuffer.is_null()); + } + + { //update texture + + Texture *tex = get_texture(rt->texture); + + //free existing textures + if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) { + RD::get_singleton()->free(tex->rd_texture); + } + if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) { + RD::get_singleton()->free(tex->rd_texture_srgb); + } + + tex->rd_texture = RID(); + tex->rd_texture_srgb = RID(); + + //create shared textures to the color buffer, + //so transparent can be supported + RD::TextureView view; + view.format_override = rt->color_format; + if (!rt->is_transparent) { + view.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; + } + tex->rd_texture = RD::get_singleton()->texture_create_shared(view, rt->color); + if (rt->color_format_srgb != RD::DATA_FORMAT_MAX) { + view.format_override = rt->color_format_srgb; + tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(view, rt->color); + } + tex->rd_view = view; + tex->width = rt->size.width; + tex->height = rt->size.height; + tex->width_2d = rt->size.width; + tex->height_2d = rt->size.height; + tex->rd_format = rt->color_format; + tex->rd_format_srgb = rt->color_format_srgb; + tex->format = rt->image_format; + + Vector<RID> proxies = tex->proxies; //make a copy, since update may change it + for (int i = 0; i < proxies.size(); i++) { + texture_proxy_update(proxies[i], rt->texture); + } + } +} + +void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) { + ERR_FAIL_COND(rt->backbuffer.is_valid()); + + uint32_t mipmaps_required = Image::get_image_required_mipmaps(rt->size.width, rt->size.height, Image::FORMAT_RGBA8); + RD::TextureFormat tf; + tf.format = rt->color_format; + tf.width = rt->size.width; + tf.height = rt->size.height; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + tf.mipmaps = mipmaps_required; + + rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rt->backbuffer, "Render Target Back Buffer"); + rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0); + RD::get_singleton()->set_resource_name(rt->backbuffer_mipmap0, "Back Buffer slice mipmap 0"); + + { + Vector<RID> fb_tex; + fb_tex.push_back(rt->backbuffer_mipmap0); + rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex); + } + + if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) { + //the new one will require the backbuffer. + RD::get_singleton()->free(rt->framebuffer_uniform_set); + rt->framebuffer_uniform_set = RID(); + } + //create mipmaps + for (uint32_t i = 1; i < mipmaps_required; i++) { + RID mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i); + RD::get_singleton()->set_resource_name(mipmap, "Back Buffer slice mip: " + itos(i)); + + rt->backbuffer_mipmaps.push_back(mipmap); + } +} + +RID TextureStorage::render_target_create() { + RenderTarget render_target; + + render_target.was_used = false; + render_target.clear_requested = false; + + _update_render_target(&render_target); + return render_target_owner.make_rid(render_target); +} + +void TextureStorage::render_target_free(RID p_rid) { + RenderTarget *rt = render_target_owner.get_or_null(p_rid); + + _clear_render_target(rt); + + if (rt->texture.is_valid()) { + Texture *tex = get_texture(rt->texture); + tex->is_render_target = false; + texture_free(rt->texture); + } + + render_target_owner.free(p_rid); +} + +void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { + //unused for this render target +} + +void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + if (rt->size.x != p_width || rt->size.y != p_height || rt->view_count != p_view_count) { + rt->size.x = p_width; + rt->size.y = p_height; + rt->view_count = p_view_count; + _update_render_target(rt); + } +} + +RID TextureStorage::render_target_get_texture(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->texture; +} + +void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { +} + +void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_is_transparent) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->is_transparent = p_is_transparent; + _update_render_target(rt); +} + +void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_value) { +} + +bool TextureStorage::render_target_was_used(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + return rt->was_used; +} + +void TextureStorage::render_target_set_as_unused(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->was_used = false; +} + +Size2 TextureStorage::render_target_get_size(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Size2()); + + return rt->size; +} + +RID TextureStorage::render_target_get_rd_framebuffer(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->framebuffer; +} + +RID TextureStorage::render_target_get_rd_texture(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->color; +} + +RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + return rt->backbuffer; +} + +RID TextureStorage::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (!rt->backbuffer.is_valid()) { + _create_render_target_backbuffer(rt); + } + + return rt->backbuffer_fb; +} + +void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->clear_requested = true; + rt->clear_color = p_clear_color; +} + +bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + return rt->clear_requested; +} + +Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Color()); + return rt->clear_color; +} + +void TextureStorage::render_target_disable_clear_request(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->clear_requested = false; +} + +void TextureStorage::render_target_do_clear_request(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + if (!rt->clear_requested) { + return; + } + Vector<Color> clear_colors; + clear_colors.push_back(rt->clear_color); + RD::get_singleton()->draw_list_begin(rt->framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); + RD::get_singleton()->draw_list_end(); + rt->clear_requested = false; +} + +void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) { + return; + } + + rt->sdf_oversize = p_size; + rt->sdf_scale = p_scale; + + _render_target_clear_sdf(rt); +} + +Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const { + Size2i margin; + int scale; + switch (rt->sdf_oversize) { + case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: { + scale = 100; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: { + scale = 120; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: { + scale = 150; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: { + scale = 200; + } break; + default: { + } + } + + margin = (rt->size * scale / 100) - rt->size; + + Rect2i r(Vector2i(), rt->size); + r.position -= margin; + r.size += margin * 2; + + return r; +} + +Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { + const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Rect2i()); + + return _render_target_get_sdf_rect(rt); +} + +void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->sdf_enabled = p_enabled; +} + +bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const { + const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->sdf_enabled; +} + +RID TextureStorage::render_target_get_sdf_texture(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + if (rt->sdf_buffer_read.is_null()) { + // no texture, create a dummy one for the 2D uniform set + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + tformat.width = 4; + tformat.height = 4; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + + Vector<uint8_t> pv; + pv.resize(16 * 4); + memset(pv.ptrw(), 0, 16 * 4); + Vector<Vector<uint8_t>> vpv; + + rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + + return rt->sdf_buffer_read; +} + +void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) { + ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid()); + if (rt->sdf_buffer_read.is_valid()) { + RD::get_singleton()->free(rt->sdf_buffer_read); + rt->sdf_buffer_read = RID(); + } + + Size2i size = _render_target_get_sdf_rect(rt).size; + + RD::TextureFormat tformat; + tformat.format = RD::DATA_FORMAT_R8_UNORM; + tformat.width = size.width; + tformat.height = size.height; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + tformat.texture_type = RD::TEXTURE_TYPE_2D; + + rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + + { + Vector<RID> write_fb; + write_fb.push_back(rt->sdf_buffer_write); + rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb); + } + + int scale; + switch (rt->sdf_scale) { + case RS::VIEWPORT_SDF_SCALE_100_PERCENT: { + scale = 100; + } break; + case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { + scale = 50; + } break; + case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { + scale = 25; + } break; + default: { + scale = 100; + } break; + } + + rt->process_size = size * scale / 100; + rt->process_size.x = MAX(rt->process_size.x, 1); + rt->process_size.y = MAX(rt->process_size.y, 1); + + tformat.format = RD::DATA_FORMAT_R16G16_SINT; + tformat.width = rt->process_size.width; + tformat.height = rt->process_size.height; + tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + + rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + + tformat.format = RD::DATA_FORMAT_R16_SNORM; + tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + + rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView()); + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.append_id(rt->sdf_buffer_write); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.append_id(rt->sdf_buffer_read); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.append_id(rt->sdf_buffer_process[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.append_id(rt->sdf_buffer_process[1]); + uniforms.push_back(u); + } + + rt->sdf_buffer_process_uniform_sets[0] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0); + RID aux2 = uniforms.write[2].get_id(0); + RID aux3 = uniforms.write[3].get_id(0); + uniforms.write[2].set_id(0, aux3); + uniforms.write[3].set_id(0, aux2); + rt->sdf_buffer_process_uniform_sets[1] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0); + } +} + +void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) { + if (rt->sdf_buffer_read.is_valid()) { + RD::get_singleton()->free(rt->sdf_buffer_read); + rt->sdf_buffer_read = RID(); + } + if (rt->sdf_buffer_write_fb.is_valid()) { + RD::get_singleton()->free(rt->sdf_buffer_write); + RD::get_singleton()->free(rt->sdf_buffer_process[0]); + RD::get_singleton()->free(rt->sdf_buffer_process[1]); + rt->sdf_buffer_write = RID(); + rt->sdf_buffer_write_fb = RID(); + rt->sdf_buffer_process[0] = RID(); + rt->sdf_buffer_process[1] = RID(); + rt->sdf_buffer_process_uniform_sets[0] = RID(); + rt->sdf_buffer_process_uniform_sets[1] = RID(); + } +} + +RID TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->sdf_buffer_write_fb.is_null()) { + _render_target_allocate_sdf(rt); + } + + return rt->sdf_buffer_write_fb; +} +void TextureStorage::render_target_sdf_process(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null()); + + RenderTargetSDF::PushConstant push_constant; + + Rect2i r = _render_target_get_sdf_rect(rt); + + push_constant.size[0] = r.size.width; + push_constant.size[1] = r.size.height; + push_constant.stride = 0; + push_constant.shift = 0; + push_constant.base_size[0] = r.size.width; + push_constant.base_size[1] = r.size.height; + + bool shrink = false; + + switch (rt->sdf_scale) { + case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { + push_constant.size[0] >>= 1; + push_constant.size[1] >>= 1; + push_constant.shift = 1; + shrink = true; + } break; + case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { + push_constant.size[0] >>= 2; + push_constant.size[1] >>= 2; + push_constant.shift = 2; + shrink = true; + } break; + default: { + }; + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + /* Load */ + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0] + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); + + /* Process */ + + int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]); + + RD::get_singleton()->compute_list_add_barrier(compute_list); + bool swap = false; + + //jumpflood + while (stride > 0) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0); + push_constant.stride = stride; + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); + stride /= 2; + swap = !swap; + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + + /* Store */ + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1); + + RD::get_singleton()->compute_list_end(); +} + +void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { + CopyEffects *copy_effects = CopyEffects::get_singleton(); + ERR_FAIL_NULL(copy_effects); + + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + if (!rt->backbuffer.is_valid()) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + region.size = rt->size; + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + } + + // TODO figure out stereo support here + + //single texture copy for backbuffer + //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true); + copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true); + + if (!p_gen_mipmaps) { + return; + } + RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps"); + //then mipmap blur + RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps. + + for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { + region.position.x >>= 1; + region.position.y >>= 1; + region.size.x = MAX(1, region.size.x >> 1); + region.size.y = MAX(1, region.size.y >> 1); + + RID mipmap = rt->backbuffer_mipmaps[i]; + copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + prev_texture = mipmap; + } + RD::get_singleton()->draw_command_end_label(); +} + +void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + CopyEffects *copy_effects = CopyEffects::get_singleton(); + ERR_FAIL_NULL(copy_effects); + + if (!rt->backbuffer.is_valid()) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + region.size = rt->size; + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + } + + //single texture copy for backbuffer + copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true); +} + +void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + CopyEffects *copy_effects = CopyEffects::get_singleton(); + ERR_FAIL_NULL(copy_effects); + + if (!rt->backbuffer.is_valid()) { + _create_render_target_backbuffer(rt); + } + + Rect2i region; + if (p_region == Rect2i()) { + region.size = rt->size; + } else { + region = Rect2i(Size2i(), rt->size).intersection(p_region); + if (region.size == Size2i()) { + return; //nothing to do + } + } + RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2"); + //then mipmap blur + RID prev_texture = rt->backbuffer_mipmap0; + + for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { + region.position.x >>= 1; + region.position.y >>= 1; + region.size.x = MAX(1, region.size.x >> 1); + region.size.y = MAX(1, region.size.y >> 1); + + RID mipmap = rt->backbuffer_mipmaps[i]; + copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + prev_texture = mipmap; + } + RD::get_singleton()->draw_command_end_label(); +} + +RID TextureStorage::render_target_get_framebuffer_uniform_set(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + return rt->framebuffer_uniform_set; +} +RID TextureStorage::render_target_get_backbuffer_uniform_set(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + return rt->backbuffer_uniform_set; +} + +void TextureStorage::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->framebuffer_uniform_set = p_uniform_set; +} + +void TextureStorage::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->backbuffer_uniform_set = p_uniform_set; +} + +void TextureStorage::render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->vrs_mode = p_mode; +} + +void TextureStorage::render_target_set_vrs_texture(RID p_render_target, RID p_texture) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->vrs_texture = p_texture; +} + +RS::ViewportVRSMode TextureStorage::render_target_get_vrs_mode(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RS::VIEWPORT_VRS_DISABLED); + + return rt->vrs_mode; +} + +RID TextureStorage::render_target_get_vrs_texture(RID p_render_target) const { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->vrs_texture; +} diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h new file mode 100644 index 0000000000..682c951f63 --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h @@ -0,0 +1,600 @@ +/*************************************************************************/ +/* texture_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 TEXTURE_STORAGE_RD_H +#define TEXTURE_STORAGE_RD_H + +#include "core/templates/rid_owner.h" +#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h" +#include "servers/rendering/storage/texture_storage.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +class LightStorage; +class MaterialStorage; + +class TextureStorage : public RendererTextureStorage { +public: + enum DefaultRDTexture { + DEFAULT_RD_TEXTURE_WHITE, + DEFAULT_RD_TEXTURE_BLACK, + DEFAULT_RD_TEXTURE_TRANSPARENT, + DEFAULT_RD_TEXTURE_NORMAL, + DEFAULT_RD_TEXTURE_ANISO, + DEFAULT_RD_TEXTURE_DEPTH, + DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, + DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, + DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, + DEFAULT_RD_TEXTURE_CUBEMAP_WHITE, + DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE, + DEFAULT_RD_TEXTURE_3D_WHITE, + DEFAULT_RD_TEXTURE_3D_BLACK, + DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, + DEFAULT_RD_TEXTURE_2D_UINT, + DEFAULT_RD_TEXTURE_VRS, + DEFAULT_RD_TEXTURE_MAX + }; + + enum TextureType { + TYPE_2D, + TYPE_LAYERED, + TYPE_3D + }; + +private: + friend class LightStorage; + friend class MaterialStorage; + + static TextureStorage *singleton; + + RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; + + /* Canvas Texture API */ + + class CanvasTexture { + public: + RID diffuse; + RID normal_map; + RID specular; + Color specular_color = Color(1, 1, 1, 1); + float shininess = 1.0; + + RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; + RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; + RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + + Size2i size_cache = Size2i(1, 1); + bool use_normal_cache = false; + bool use_specular_cache = false; + bool cleared_cache = true; + + void clear_sets(); + ~CanvasTexture(); + }; + + RID_Owner<CanvasTexture, true> canvas_texture_owner; + + /* Texture API */ + + class Texture { + public: + TextureType type; + RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; + + RenderingDevice::TextureType rd_type; + RID rd_texture; + RID rd_texture_srgb; + RenderingDevice::DataFormat rd_format; + RenderingDevice::DataFormat rd_format_srgb; + + RD::TextureView rd_view; + + Image::Format format; + Image::Format validated_format; + + int width; + int height; + int depth; + int layers; + int mipmaps; + + int height_2d; + int width_2d; + + struct BufferSlice3D { + Size2i size; + uint32_t offset = 0; + uint32_t buffer_size = 0; + }; + Vector<BufferSlice3D> buffer_slices_3d; + uint32_t buffer_size_3d = 0; + + bool is_render_target; + bool is_proxy; + + Ref<Image> image_cache_2d; + String path; + + RID proxy_to; + Vector<RID> proxies; + + HashSet<RID> lightmap_users; + + RS::TextureDetectCallback detect_3d_callback = nullptr; + void *detect_3d_callback_ud = nullptr; + + RS::TextureDetectCallback detect_normal_callback = nullptr; + void *detect_normal_callback_ud = nullptr; + + RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; + void *detect_roughness_callback_ud = nullptr; + + CanvasTexture *canvas_texture = nullptr; + + void cleanup(); + }; + + //textures can be created from threads, so this RID_Owner is thread safe + mutable RID_Owner<Texture, true> texture_owner; + Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); }; + + struct TextureToRDFormat { + RD::DataFormat format; + RD::DataFormat format_srgb; + RD::TextureSwizzle swizzle_r; + RD::TextureSwizzle swizzle_g; + RD::TextureSwizzle swizzle_b; + RD::TextureSwizzle swizzle_a; + TextureToRDFormat() { + format = RD::DATA_FORMAT_MAX; + format_srgb = RD::DATA_FORMAT_MAX; + swizzle_r = RD::TEXTURE_SWIZZLE_R; + swizzle_g = RD::TEXTURE_SWIZZLE_G; + swizzle_b = RD::TEXTURE_SWIZZLE_B; + swizzle_a = RD::TEXTURE_SWIZZLE_A; + } + }; + + Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format); + void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0, bool p_immediate = false); + + /* DECAL API */ + + struct DecalAtlas { + struct Texture { + int panorama_to_dp_users; + int users; + Rect2 uv_rect; + }; + + struct SortItem { + RID texture; + Size2i pixel_size; + Size2i size; + Point2i pos; + + bool operator<(const SortItem &p_item) const { + //sort larger to smaller + if (size.height == p_item.size.height) { + return size.width > p_item.size.width; + } else { + return size.height > p_item.size.height; + } + } + }; + + HashMap<RID, Texture> textures; + bool dirty = true; + int mipmaps = 5; + + RID texture; + RID texture_srgb; + struct MipMap { + RID fb; + RID texture; + Size2i size; + }; + Vector<MipMap> texture_mipmaps; + + Size2i size; + } decal_atlas; + + struct Decal { + Vector3 extents = Vector3(1, 1, 1); + RID textures[RS::DECAL_TEXTURE_MAX]; + float emission_energy = 1.0; + float albedo_mix = 1.0; + Color modulate = Color(1, 1, 1, 1); + uint32_t cull_mask = (1 << 20) - 1; + float upper_fade = 0.3; + float lower_fade = 0.3; + bool distance_fade = false; + float distance_fade_begin = 40.0; + float distance_fade_length = 10.0; + float normal_fade = 0.0; + + Dependency dependency; + }; + + mutable RID_Owner<Decal, true> decal_owner; + Decal *get_decal(RID p_rid) const { return decal_owner.get_or_null(p_rid); }; + + /* RENDER TARGET API */ + + struct RenderTarget { + Size2i size; + uint32_t view_count; + RID framebuffer; + RID color; + + //used for retrieving from CPU + RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8; + RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8; + Image::Format image_format = Image::FORMAT_L8; + + bool is_transparent = false; + + bool sdf_enabled = false; + + RID backbuffer; //used for effects + RID backbuffer_fb; + RID backbuffer_mipmap0; + + Vector<RID> backbuffer_mipmaps; + + RID framebuffer_uniform_set; + RID backbuffer_uniform_set; + + RID sdf_buffer_write; + RID sdf_buffer_write_fb; + RID sdf_buffer_process[2]; + RID sdf_buffer_read; + RID sdf_buffer_process_uniform_sets[2]; + RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; + RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; + Size2i process_size; + + // VRS + RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED; + RID vrs_texture; + + //texture generated for this owner (nor RD). + RID texture; + bool was_used; + + //clear request + bool clear_requested; + Color clear_color; + }; + + mutable RID_Owner<RenderTarget> render_target_owner; + RenderTarget *get_render_target(RID p_rid) const { return render_target_owner.get_or_null(p_rid); }; + + void _clear_render_target(RenderTarget *rt); + void _update_render_target(RenderTarget *rt); + void _create_render_target_backbuffer(RenderTarget *rt); + void _render_target_allocate_sdf(RenderTarget *rt); + void _render_target_clear_sdf(RenderTarget *rt); + Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; + + struct RenderTargetSDF { + enum { + SHADER_LOAD, + SHADER_LOAD_SHRINK, + SHADER_PROCESS, + SHADER_PROCESS_OPTIMIZED, + SHADER_STORE, + SHADER_STORE_SHRINK, + SHADER_MAX + }; + + struct PushConstant { + int32_t size[2]; + int32_t stride; + int32_t shift; + int32_t base_size[2]; + int32_t pad[2]; + }; + + CanvasSdfShaderRD shader; + RID shader_version; + RID pipelines[SHADER_MAX]; + } rt_sdf; + +public: + static TextureStorage *get_singleton(); + + _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { + return default_rd_textures[p_texture]; + } + + TextureStorage(); + virtual ~TextureStorage(); + + /* Canvas Texture API */ + + bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); }; + + virtual RID canvas_texture_allocate() override; + virtual void canvas_texture_initialize(RID p_rid) override; + virtual void canvas_texture_free(RID p_rid) override; + + virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override; + virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override; + + virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override; + virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override; + + bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular); + + /* Texture API */ + + bool owns_texture(RID p_rid) const { return texture_owner.owns(p_rid); }; + + virtual bool can_create_resources_async() const override; + + virtual RID texture_allocate() override; + virtual void texture_free(RID p_rid) override; + + virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override; + virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override; + virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override; + virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent + + virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override; + virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override; + virtual void texture_proxy_update(RID p_proxy, RID p_base) override; + + //these two APIs can be used together or in combination with the others. + virtual void texture_2d_placeholder_initialize(RID p_texture) override; + virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override; + virtual void texture_3d_placeholder_initialize(RID p_texture) override; + + virtual Ref<Image> texture_2d_get(RID p_texture) const override; + virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override; + virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override; + + virtual void texture_replace(RID p_texture, RID p_by_texture) override; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override; + + virtual void texture_set_path(RID p_texture, const String &p_path) override; + virtual String texture_get_path(RID p_texture) const override; + + virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; + virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override; + virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override; + + virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override; + + virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override; + + virtual Size2 texture_size_with_proxy(RID p_proxy) override; + + //internal usage + _FORCE_INLINE_ TextureType texture_get_type(RID p_texture) { + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + if (tex == nullptr) { + return TYPE_2D; + } + + return tex->type; + } + + _FORCE_INLINE_ int texture_get_layers(RID p_texture) { + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + if (tex == nullptr) { + return 1; + } + + return tex->layers; + } + + _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { + if (p_texture.is_null()) { + return RID(); + } + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + + if (!tex) { + return RID(); + } + return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; + } + + _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { + if (p_texture.is_null()) { + return Size2i(); + } + RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture); + + if (!tex) { + return Size2i(); + } + return Size2i(tex->width_2d, tex->height_2d); + } + + /* DECAL API */ + + void update_decal_atlas(); + + bool owns_decal(RID p_rid) const { return decal_owner.owns(p_rid); }; + + RID decal_atlas_get_texture() const; + RID decal_atlas_get_texture_srgb() const; + _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) { + DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); + if (!t) { + return Rect2(); + } + + return t->uv_rect; + } + + virtual RID decal_allocate() override; + virtual void decal_initialize(RID p_decal) override; + virtual void decal_free(RID p_rid) override; + + virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override; + virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; + virtual void decal_set_emission_energy(RID p_decal, float p_energy) override; + virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override; + virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override; + virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override; + virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override; + virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override; + virtual void decal_set_normal_fade(RID p_decal, float p_fade) override; + + void decal_atlas_mark_dirty_on_texture(RID p_texture); + void decal_atlas_remove_texture(RID p_texture); + + virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override; + virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override; + + _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->extents; + } + + _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->textures[p_texture]; + } + + _FORCE_INLINE_ Color decal_get_modulate(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->modulate; + } + + _FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->emission_energy; + } + + _FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->albedo_mix; + } + + _FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->cull_mask; + } + + _FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->upper_fade; + } + + _FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->lower_fade; + } + + _FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->normal_fade; + } + + _FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->distance_fade; + } + + _FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->distance_fade_begin; + } + + _FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) { + const Decal *decal = decal_owner.get_or_null(p_decal); + return decal->distance_fade_length; + } + + virtual AABB decal_get_aabb(RID p_decal) const override; + Dependency *decal_get_dependency(RID p_decal); + + /* RENDER TARGET API */ + + bool owns_render_target(RID p_rid) const { return render_target_owner.owns(p_rid); }; + + virtual RID render_target_create() override; + virtual void render_target_free(RID p_rid) override; + + virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override; + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override; + virtual RID render_target_get_texture(RID p_render_target) override; + virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override; + virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override; + virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override; + virtual bool render_target_was_used(RID p_render_target) override; + virtual void render_target_set_as_unused(RID p_render_target) override; + + void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); + void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); + void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region); + RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader); + + virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override; + virtual bool render_target_is_clear_requested(RID p_render_target) override; + virtual Color render_target_get_clear_request_color(RID p_render_target) override; + virtual void render_target_disable_clear_request(RID p_render_target) override; + virtual void render_target_do_clear_request(RID p_render_target) override; + + virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override; + RID render_target_get_sdf_texture(RID p_render_target); + RID render_target_get_sdf_framebuffer(RID p_render_target); + void render_target_sdf_process(RID p_render_target); + virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override; + virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; + bool render_target_is_sdf_enabled(RID p_render_target) const; + + virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override; + virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override; + + RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const; + RID render_target_get_vrs_texture(RID p_render_target) const; + + Size2 render_target_get_size(RID p_render_target); + RID render_target_get_rd_framebuffer(RID p_render_target); + RID render_target_get_rd_texture(RID p_render_target); + RID render_target_get_rd_backbuffer(RID p_render_target); + RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target); + + RID render_target_get_framebuffer_uniform_set(RID p_render_target); + RID render_target_get_backbuffer_uniform_set(RID p_render_target); + + void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set); + void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set); +}; + +} // namespace RendererRD + +#endif // TEXTURE_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp new file mode 100644 index 0000000000..fcef2f24bf --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp @@ -0,0 +1,344 @@ +/*************************************************************************/ +/* utilities.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "utilities.h" +#include "../environment/fog.h" +#include "../environment/gi.h" +#include "light_storage.h" +#include "mesh_storage.h" +#include "particles_storage.h" +#include "texture_storage.h" + +using namespace RendererRD; + +Utilities *Utilities::singleton = nullptr; + +Utilities::Utilities() { + singleton = this; +} + +Utilities::~Utilities() { + singleton = nullptr; +} + +/* INSTANCES */ + +RS::InstanceType Utilities::get_base_type(RID p_rid) const { + if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) { + return RS::INSTANCE_MESH; + } + if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { + return RS::INSTANCE_MULTIMESH; + } + if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) { + return RS::INSTANCE_REFLECTION_PROBE; + } + if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) { + return RS::INSTANCE_DECAL; + } + if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) { + return RS::INSTANCE_VOXEL_GI; + } + if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) { + return RS::INSTANCE_LIGHT; + } + if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) { + return RS::INSTANCE_LIGHTMAP; + } + if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) { + return RS::INSTANCE_PARTICLES; + } + if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) { + return RS::INSTANCE_PARTICLES_COLLISION; + } + if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) { + return RS::INSTANCE_FOG_VOLUME; + } + if (owns_visibility_notifier(p_rid)) { + return RS::INSTANCE_VISIBLITY_NOTIFIER; + } + + return RS::INSTANCE_NONE; +} + +bool Utilities::free(RID p_rid) { + if (RendererRD::TextureStorage::get_singleton()->owns_texture(p_rid)) { + RendererRD::TextureStorage::get_singleton()->texture_free(p_rid); + } else if (RendererRD::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) { + RendererRD::TextureStorage::get_singleton()->canvas_texture_free(p_rid); + } else if (RendererRD::MaterialStorage::get_singleton()->owns_shader(p_rid)) { + RendererRD::MaterialStorage::get_singleton()->shader_free(p_rid); + } else if (RendererRD::MaterialStorage::get_singleton()->owns_material(p_rid)) { + RendererRD::MaterialStorage::get_singleton()->material_free(p_rid); + } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) { + RendererRD::MeshStorage::get_singleton()->mesh_free(p_rid); + } else if (RendererRD::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) { + RendererRD::MeshStorage::get_singleton()->mesh_instance_free(p_rid); + } else if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { + RendererRD::MeshStorage::get_singleton()->multimesh_free(p_rid); + } else if (RendererRD::MeshStorage::get_singleton()->owns_skeleton(p_rid)) { + RendererRD::MeshStorage::get_singleton()->skeleton_free(p_rid); + } else if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) { + RendererRD::LightStorage::get_singleton()->reflection_probe_free(p_rid); + } else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) { + RendererRD::TextureStorage::get_singleton()->decal_free(p_rid); + } else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) { + RendererRD::GI::get_singleton()->voxel_gi_free(p_rid); + } else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) { + RendererRD::LightStorage::get_singleton()->lightmap_free(p_rid); + } else if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) { + RendererRD::LightStorage::get_singleton()->light_free(p_rid); + } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) { + RendererRD::ParticlesStorage::get_singleton()->particles_free(p_rid); + } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) { + RendererRD::ParticlesStorage::get_singleton()->particles_collision_free(p_rid); + } else if (owns_visibility_notifier(p_rid)) { + visibility_notifier_free(p_rid); + } else if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) { + RendererRD::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid); + } else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) { + RendererRD::Fog::get_singleton()->fog_free(p_rid); + } else if (RendererRD::TextureStorage::get_singleton()->owns_render_target(p_rid)) { + RendererRD::TextureStorage::get_singleton()->render_target_free(p_rid); + } else { + return false; + } + + return true; +} + +/* DEPENDENCIES */ + +void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) { + if (MeshStorage::get_singleton()->owns_mesh(p_base)) { + Dependency *dependency = MeshStorage::get_singleton()->mesh_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) { + Dependency *dependency = MeshStorage::get_singleton()->multimesh_get_dependency(p_base); + p_instance->update_dependency(dependency); + + RID mesh = MeshStorage::get_singleton()->multimesh_get_mesh(p_base); + if (mesh.is_valid()) { + base_update_dependency(mesh, p_instance); + } + } else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) { + Dependency *dependency = LightStorage::get_singleton()->reflection_probe_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (TextureStorage::get_singleton()->owns_decal(p_base)) { + Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (GI::get_singleton()->owns_voxel_gi(p_base)) { + GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base); + p_instance->update_dependency(&gip->dependency); + } else if (LightStorage::get_singleton()->owns_lightmap(p_base)) { + Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (LightStorage::get_singleton()->owns_light(p_base)) { + Dependency *dependency = LightStorage::get_singleton()->light_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) { + Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) { + Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base); + p_instance->update_dependency(dependency); + } else if (Fog::get_singleton()->owns_fog_volume(p_base)) { + Fog::FogVolume *fv = Fog::get_singleton()->get_fog_volume(p_base); + p_instance->update_dependency(&fv->dependency); + } else if (owns_visibility_notifier(p_base)) { + VisibilityNotifier *vn = get_visibility_notifier(p_base); + p_instance->update_dependency(&vn->dependency); + } +} + +/* VISIBILITY NOTIFIER */ + +RID Utilities::visibility_notifier_allocate() { + return visibility_notifier_owner.allocate_rid(); +} + +void Utilities::visibility_notifier_initialize(RID p_notifier) { + visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier()); +} + +void Utilities::visibility_notifier_free(RID p_notifier) { + VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier); + vn->dependency.deleted_notify(p_notifier); + visibility_notifier_owner.free(p_notifier); +} + +void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) { + VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier); + ERR_FAIL_COND(!vn); + vn->aabb = p_aabb; + vn->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); +} + +void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) { + VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier); + ERR_FAIL_COND(!vn); + vn->enter_callback = p_enter_callbable; + vn->exit_callback = p_exit_callable; +} + +AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const { + const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier); + ERR_FAIL_COND_V(!vn, AABB()); + return vn->aabb; +} + +void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) { + VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier); + ERR_FAIL_COND(!vn); + + if (p_enter) { + if (!vn->enter_callback.is_null()) { + if (p_deferred) { + vn->enter_callback.call_deferredp(nullptr, 0); + } else { + Variant r; + Callable::CallError ce; + vn->enter_callback.callp(nullptr, 0, r, ce); + } + } + } else { + if (!vn->exit_callback.is_null()) { + if (p_deferred) { + vn->exit_callback.call_deferredp(nullptr, 0); + } else { + Variant r; + Callable::CallError ce; + vn->exit_callback.callp(nullptr, 0, r, ce); + } + } + } +} + +/* TIMING */ + +void Utilities::capture_timestamps_begin() { + RD::get_singleton()->capture_timestamp("Frame Begin"); +} + +void Utilities::capture_timestamp(const String &p_name) { + RD::get_singleton()->capture_timestamp(p_name); +} + +uint32_t Utilities::get_captured_timestamps_count() const { + return RD::get_singleton()->get_captured_timestamps_count(); +} + +uint64_t Utilities::get_captured_timestamps_frame() const { + return RD::get_singleton()->get_captured_timestamps_frame(); +} + +uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const { + return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index); +} + +uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const { + return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index); +} + +String Utilities::get_captured_timestamp_name(uint32_t p_index) const { + return RD::get_singleton()->get_captured_timestamp_name(p_index); +} + +/* MISC */ + +void Utilities::update_dirty_resources() { + MaterialStorage::get_singleton()->_update_global_shader_uniforms(); //must do before materials, so it can queue them for update + MaterialStorage::get_singleton()->_update_queued_materials(); + MeshStorage::get_singleton()->_update_dirty_multimeshes(); + MeshStorage::get_singleton()->_update_dirty_skeletons(); + TextureStorage::get_singleton()->update_decal_atlas(); +} + +bool Utilities::has_os_feature(const String &p_feature) const { + if (!RD::get_singleton()) { + return false; + } + + if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { + return true; + } + +#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED) + // Some Android devices report support for S3TC but we don't expect that and don't export the textures. + // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs). + // For good measure we do the same hack for iOS, just in case. + if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { + return true; + } +#endif + + if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { + return true; + } + + if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { + return true; + } + + return false; +} + +void Utilities::update_memory_info() { + texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES); + buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS); + total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL); +} + +uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) { + if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) { + return texture_mem_cache; + } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) { + return buffer_mem_cache; + } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) { + return total_mem_cache; + } + return 0; +} + +String Utilities::get_video_adapter_name() const { + return RenderingDevice::get_singleton()->get_device_name(); +} + +String Utilities::get_video_adapter_vendor() const { + return RenderingDevice::get_singleton()->get_device_vendor_name(); +} + +RenderingDevice::DeviceType Utilities::get_video_adapter_type() const { + return RenderingDevice::get_singleton()->get_device_type(); +} + +String Utilities::get_video_adapter_api_version() const { + return RenderingDevice::get_singleton()->get_device_api_version(); +} diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h new file mode 100644 index 0000000000..a80eb8510e --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/utilities.h @@ -0,0 +1,122 @@ +/*************************************************************************/ +/* utilities.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 UTILITIES_RD_H +#define UTILITIES_RD_H + +#include "core/templates/rid_owner.h" +#include "servers/rendering/storage/utilities.h" + +namespace RendererRD { + +/* VISIBILITY NOTIFIER */ + +struct VisibilityNotifier { + AABB aabb; + Callable enter_callback; + Callable exit_callback; + Dependency dependency; +}; + +class Utilities : public RendererUtilities { +private: + static Utilities *singleton; + + /* VISIBILITY NOTIFIER */ + + mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner; + + /* MISC */ + + //keep cached since it can be called form any thread + uint64_t texture_mem_cache = 0; + uint64_t buffer_mem_cache = 0; + uint64_t total_mem_cache = 0; + +public: + static Utilities *get_singleton() { return singleton; } + + Utilities(); + virtual ~Utilities() override; + + /* INSTANCES */ + + virtual RS::InstanceType get_base_type(RID p_rid) const override; + virtual bool free(RID p_rid) override; + + /* DEPENDENCIES */ + + virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override; + + /* VISIBILITY NOTIFIER */ + + VisibilityNotifier *get_visibility_notifier(RID p_rid) { return visibility_notifier_owner.get_or_null(p_rid); }; + bool owns_visibility_notifier(RID p_rid) const { return visibility_notifier_owner.owns(p_rid); }; + + virtual RID visibility_notifier_allocate() override; + virtual void visibility_notifier_initialize(RID p_notifier) override; + virtual void visibility_notifier_free(RID p_notifier) override; + + virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override; + virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override; + + virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override; + virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override; + + /* TIMING */ + + virtual void capture_timestamps_begin() override; + virtual void capture_timestamp(const String &p_name) override; + virtual uint32_t get_captured_timestamps_count() const override; + virtual uint64_t get_captured_timestamps_frame() const override; + virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override; + virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override; + virtual String get_captured_timestamp_name(uint32_t p_index) const override; + + /* MISC */ + + virtual void update_dirty_resources() override; + virtual void set_debug_generate_wireframes(bool p_generate) override {} + + virtual bool has_os_feature(const String &p_feature) const override; + + virtual void update_memory_info() override; + + virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override; + + virtual String get_video_adapter_name() const override; + virtual String get_video_adapter_vendor() const override; + virtual RenderingDevice::DeviceType get_video_adapter_type() const override; + virtual String get_video_adapter_api_version() const override; +}; + +} // namespace RendererRD + +#endif // UTILITIES_RD_H diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp new file mode 100644 index 0000000000..84529ca400 --- /dev/null +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp @@ -0,0 +1,64 @@ +/*************************************************************************/ +/* uniform_set_cache_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "uniform_set_cache_rd.h" + +UniformSetCacheRD *UniformSetCacheRD::singleton = nullptr; + +void UniformSetCacheRD::_invalidate(Cache *p_cache) { + if (p_cache->prev) { + p_cache->prev->next = p_cache->next; + } else { + // At beginning of table + uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE; + hash_table[table_idx] = p_cache->next; + } + + if (p_cache->next) { + p_cache->next->prev = p_cache->prev; + } + + cache_allocator.free(p_cache); + cache_instances_used--; +} +void UniformSetCacheRD::_uniform_set_invalidation_callback(void *p_userdata) { + singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata)); +} + +UniformSetCacheRD::UniformSetCacheRD() { + ERR_FAIL_COND(singleton != nullptr); + singleton = this; +} + +UniformSetCacheRD::~UniformSetCacheRD() { + if (cache_instances_used > 0) { + ERR_PRINT("At exit: " + itos(cache_instances_used) + " uniform set cache instance(s) still in use."); + } +} diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h new file mode 100644 index 0000000000..bca8b02178 --- /dev/null +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h @@ -0,0 +1,223 @@ +/*************************************************************************/ +/* uniform_set_cache_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 UNIFORM_SET_CACHE_RD_H +#define UNIFORM_SET_CACHE_RD_H + +#include "core/templates/local_vector.h" +#include "core/templates/paged_allocator.h" +#include "servers/rendering/rendering_device.h" + +class UniformSetCacheRD : public Object { + GDCLASS(UniformSetCacheRD, Object) + + struct Cache { + Cache *prev = nullptr; + Cache *next = nullptr; + uint32_t hash = 0; + RID shader; + uint32_t set = 0; + RID cache; + LocalVector<RD::Uniform> uniforms; + }; + + PagedAllocator<Cache> cache_allocator; + + enum { + HASH_TABLE_SIZE = 16381 // Prime + }; + + Cache *hash_table[HASH_TABLE_SIZE] = {}; + + static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) { + h = hash_murmur3_one_32(u.uniform_type, h); + h = hash_murmur3_one_32(u.binding, h); + uint32_t rsize = u.get_id_count(); + for (uint32_t j = 0; j < rsize; j++) { + h = hash_murmur3_one_64(u.get_id(j).get_id(), h); + } + return hash_fmix32(h); + } + + static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) { + if (a.binding != b.binding) { + return false; + } + if (a.uniform_type != b.uniform_type) { + return false; + } + uint32_t rsize = a.get_id_count(); + if (rsize != b.get_id_count()) { + return false; + } + for (uint32_t j = 0; j < rsize; j++) { + if (a.get_id(j) != b.get_id(j)) { + return false; + } + } + return true; + } + + _FORCE_INLINE_ uint32_t _hash_args(uint32_t h, const RD::Uniform &arg) { + return _hash_uniform(arg, h); + } + + template <typename... Args> + uint32_t _hash_args(uint32_t h, const RD::Uniform &arg, Args... args) { + h = _hash_uniform(arg, h); + return _hash_args(h, args...); + } + + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg) { + return _compare_uniform(uniforms[idx], arg); + } + + template <typename... Args> + _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) { + if (!_compare_uniform(uniforms[idx], arg)) { + return false; + } + return _compare_args(idx + 1, uniforms, args...); + } + + _FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg) { + uniforms.push_back(arg); + } + + template <typename... Args> + _FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) { + uniforms.push_back(arg); + _create_args(uniforms, args...); + } + + static UniformSetCacheRD *singleton; + + uint32_t cache_instances_used = 0; + + void _invalidate(Cache *p_cache); + static void _uniform_set_invalidation_callback(void *p_userdata); + + RID _allocate_from_uniforms(RID p_shader, uint32_t p_set, uint32_t p_hash, uint32_t p_table_idx, const Vector<RD::Uniform> &p_uniforms) { + RID rid = RD::get_singleton()->uniform_set_create(p_uniforms, p_shader, p_set); + ERR_FAIL_COND_V(rid.is_null(), rid); + + Cache *c = cache_allocator.alloc(); + c->hash = p_hash; + c->set = p_set; + c->shader = p_shader; + c->cache = rid; + c->uniforms.resize(p_uniforms.size()); + for (uint32_t i = 0; i < c->uniforms.size(); i++) { + c->uniforms[i] = p_uniforms[i]; + } + c->prev = nullptr; + c->next = hash_table[p_table_idx]; + if (hash_table[p_table_idx]) { + hash_table[p_table_idx]->prev = c; + } + hash_table[p_table_idx] = c; + + RD::get_singleton()->uniform_set_set_invalidation_callback(rid, _uniform_set_invalidation_callback, c); + + cache_instances_used++; + + return rid; + } + +public: + template <typename... Args> + RID get_cache(RID p_shader, uint32_t p_set, Args... args) { + uint32_t h = hash_murmur3_one_64(p_shader.get_id()); + h = hash_murmur3_one_32(p_set, h); + h = _hash_args(h, args...); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->set == p_set && c->shader == p_shader && sizeof...(Args) == c->uniforms.size() && _compare_args(0, c->uniforms, args...)) { + return c->cache; + } + c = c->next; + } + } + + // Not in cache, create: + + Vector<RD::Uniform> uniforms; + _create_args(uniforms, args...); + + return _allocate_from_uniforms(p_shader, p_set, h, table_idx, uniforms); + } + + template <typename... Args> + RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) { + uint32_t h = hash_murmur3_one_64(p_shader.get_id()); + h = hash_murmur3_one_32(p_set, h); + for (int i = 0; i < p_uniforms.size(); i++) { + h = _hash_uniform(p_uniforms[i], h); + } + + h = hash_fmix32(h); + + uint32_t table_idx = h % HASH_TABLE_SIZE; + { + const Cache *c = hash_table[table_idx]; + + while (c) { + if (c->hash == h && c->set == p_set && c->shader == p_shader && (uint32_t)p_uniforms.size() == c->uniforms.size()) { + bool all_ok = true; + for (int i = 0; i < p_uniforms.size(); i++) { + if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) { + all_ok = false; + break; + } + } + + if (all_ok) { + return c->cache; + } + } + c = c->next; + } + } + + // Not in cache, create: + return _allocate_from_uniforms(p_shader, p_set, h, table_idx, p_uniforms); + } + + static UniformSetCacheRD *get_singleton() { return singleton; } + + UniformSetCacheRD(); + ~UniformSetCacheRD(); +}; + +#endif // UNIFORM_SET_CACHE_RD_H |