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-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp12
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h7
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp653
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h94
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp324
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h86
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp21
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp11
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp131
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h47
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl9
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl13
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl)60
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl)143
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl)8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl)73
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_data_inc.glsl69
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp209
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h11
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp9
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp246
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h157
33 files changed, 1306 insertions, 1167 deletions
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 315bea2e67..582c5abbdd 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -443,6 +443,11 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
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) {
+ if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
+ RD::get_singleton()->free(ss_effects.downsample_uniform_set);
+ ss_effects.downsample_uniform_set = RID();
+ }
+
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -516,6 +521,7 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
ss_effects.used_full_mips_last_frame = use_full_mips;
ss_effects.used_half_size_last_frame = use_half_size;
+ ss_effects.used_mips_last_frame = use_mips;
}
/* SSIL */
@@ -1484,7 +1490,7 @@ void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const Rend
}
}
-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) {
+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 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();
@@ -1579,10 +1585,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
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);
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index a60f3a48ab..d50319c46f 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -168,7 +168,7 @@ public:
};
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 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 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);
/* subsurface scattering */
@@ -465,10 +465,7 @@ private:
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
+ uint32_t view_index; // 4 - 64
// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
};
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 65d1d9e705..307af99e91 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -907,6 +907,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+ actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
@@ -1260,6 +1261,7 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
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;
+ sky_scene_state.last_frame_directional_lights[i].enabled = false;
}
}
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 a0f6e69fd5..63fd10886d 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -124,7 +124,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderS
render_buffers = p_render_buffers;
ERR_FAIL_NULL(render_buffers);
- bool msaa_3d = render_buffers->get_msaa_3d();
+ RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d();
if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
@@ -477,6 +477,10 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
prev_material_uniform_set = material_uniform_set;
}
+ if ((surf->owner->base_flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH) {
+ mesh_storage->_multimesh_get_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset);
+ }
+
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant));
uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
@@ -574,47 +578,21 @@ 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) {
Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers;
+ RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID();
+ RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID();
- //Projection projection = p_render_data->cam_projection;
- //projection.flip_y(); // Vulkan and modern APIs use Y-Down
- Projection correction;
- correction.set_depth_correction(p_flip_y);
- correction.add_jitter_offset(p_render_data->taa_jitter);
- Projection projection = correction * p_render_data->cam_projection;
-
- //store camera into ubo
- 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;
+ // May do this earlier in RenderSceneRenderRD::render_scene
+ 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);
+ for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
+ scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer();
+ }
}
- 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;
+ p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers);
- 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;
- scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
+ // now do implementation UBO
scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_render_data->cluster_size);
scene_state.ubo.max_cluster_element_count_div_32 = p_render_data->cluster_max_elements / 32;
@@ -625,22 +603,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.cluster_width = cluster_screen_width;
}
- if (p_render_data->shadow_atlas.is_valid()) {
- Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas);
- scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
- scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
- }
- {
- Vector2 dss = directional_shadow_get_size();
- scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
- scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
- }
- //time global variables
- scene_state.ubo.time = time;
-
scene_state.ubo.gi_upscale_for_msaa = false;
scene_state.ubo.volumetric_fog_enabled = false;
- scene_state.ubo.fog_enabled = false;
if (rd.is_valid()) {
if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
@@ -668,59 +632,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
}
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;
- scene_state.ubo.ambient_light_color_energy[1] = 1;
- scene_state.ubo.ambient_light_color_energy[2] = 1;
- 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.ss_effects_flags = 0;
-
} else if (is_environment(p_render_data->environment)) {
- RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
- RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
-
- float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
-
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
-
- scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
-
- //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.srgb_to_linear();
-
- scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
- scene_state.ubo.use_ambient_light = true;
- 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(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;
- 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;
- }
-
- //specular
- RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
- if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
- scene_state.ubo.use_reflection_cubemap = true;
- } else {
- scene_state.ubo.use_reflection_cubemap = false;
- }
-
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;
@@ -729,97 +642,19 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
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_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);
- 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).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;
- scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
- scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
-
- scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
-
} else {
- 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.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;
- 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.ss_effects_flags = 0;
}
- if (p_render_data->camera_attributes.is_valid()) {
- scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
- scene_state.ubo.IBL_exposure_normalization = 1.0;
- if (is_environment(p_render_data->environment)) {
- RID sky_rid = environment_get_sky(p_render_data->environment);
- if (sky_rid.is_valid()) {
- float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
- scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
- }
- }
- } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
- // This branch is triggered when using render_material().
- // Emissive is set outside the function, so don't set it.
- // IBL isn't used don't set it.
- } else {
- scene_state.ubo.emissive_exposure_normalization = 1.0;
- scene_state.ubo.IBL_exposure_normalization = 1.0;
- }
-
- 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 (rd.is_valid()) {
- if (rd->get_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.implementation_uniform_buffers.size()) {
+ uint32_t from = scene_state.implementation_uniform_buffers.size();
+ scene_state.implementation_uniform_buffers.resize(p_index + 1);
+ for (uint32_t i = from; i < scene_state.implementation_uniform_buffers.size(); i++) {
+ scene_state.implementation_uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
}
}
- 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);
- 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) * 2);
- }
- }
- RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER);
+ RD::get_singleton()->buffer_update(scene_state.implementation_uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
@@ -924,7 +759,7 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit
static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
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) {
+void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, uint32_t p_color_pass_flags = 0, 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) {
@@ -935,9 +770,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t lightmap_captures_used = 0;
- 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();
+ Plane near_plane = Plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
+ near_plane.d += p_render_data->scene_data->cam_projection.get_z_near();
+ float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near();
RenderList *rl = &render_list[p_render_list];
_update_dirty_geometry_instances();
@@ -968,7 +803,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
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);
+ float fade_dist = inst->transform.origin.distance_to(p_render_data->scene_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));
@@ -1063,13 +898,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// LOD
- if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->scene_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);
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal);
- float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+ float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min);
+ float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max);
float distance = 0.0;
@@ -1082,12 +917,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
distance = -distance_max;
}
- if (p_render_data->cam_orthogonal) {
+ if (p_render_data->scene_data->cam_orthogonal) {
distance = 1.0;
}
uint32_t 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);
+ surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_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
@@ -1149,6 +984,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
scene_state.used_depth_texture = true;
}
+ if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) {
+ if ((flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH && RendererRD::MeshStorage::get_singleton()->_multimesh_enable_motion_vectors(inst->data->base)) {
+ inst->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(inst->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ }
+ }
+
} else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
rl->add_element(surf);
@@ -1220,9 +1061,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RENDER_TIMESTAMP("Setup 3D Scene");
- //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- scene_state.ubo.directional_light_count = 0;
- scene_state.ubo.opaque_prepass_threshold = 0.99f;
+ // check if we need motion vectors
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
+ p_render_data->scene_data->calculate_motion_vectors = true;
+ } else if (rb.is_valid() && rb->get_use_taa()) {
+ p_render_data->scene_data->calculate_motion_vectors = true;
+ } else {
+ p_render_data->scene_data->calculate_motion_vectors = false;
+ }
+
+ //p_render_data->scene_data->subsurface_scatter_width = subsurface_scatter_size;
+ p_render_data->scene_data->directional_light_count = 0;
+ p_render_data->scene_data->opaque_prepass_threshold = 0.99f;
Size2i screen_size;
RID color_framebuffer;
@@ -1285,7 +1135,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
};
}
- if (p_render_data->view_count > 1) {
+ if (p_render_data->scene_data->view_count > 1) {
color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW;
}
@@ -1309,20 +1159,17 @@ 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;
-
- scene_state.ubo.emissive_exposure_normalization = -1.0;
+ p_render_data->scene_data->emissive_exposure_normalization = -1.0;
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
_setup_voxelgis(*p_render_data->voxel_gi_instances);
_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);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi);
+ _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, color_pass_flags, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
_fill_instance_data(RENDER_LIST_OPAQUE, p_render_data->render_info ? p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE] : (int *)nullptr);
@@ -1396,20 +1243,20 @@ 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");
- Projection projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->scene_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
Projection correction;
correction.set_depth_correction(true);
- projection = correction * p_render_data->cam_projection;
+ projection = correction * p_render_data->scene_data->cam_projection;
}
- sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this);
sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier);
+ sky.update(p_render_data->environment, projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -1448,7 +1295,7 @@ 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, 0, rb_data.is_null(), 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);
+ 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, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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();
@@ -1488,8 +1335,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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;
+ p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
+ p_render_data->scene_data->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, rb.is_valid());
@@ -1518,7 +1365,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
- 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, rb_data.is_null(), 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);
+ 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, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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
@@ -1536,7 +1383,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
Projection dc;
dc.set_depth_correction(true);
- Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse());
+ Projection cm = (dc * p_render_data->scene_data->cam_projection) * Projection(p_render_data->scene_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++) {
@@ -1554,10 +1401,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
Projection dc;
dc.set_depth_correction(true);
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());
+ for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
+ cms[v] = (dc * p_render_data->scene_data->view_projection[v]) * Projection(p_render_data->scene_data->cam_transform.affine_inverse());
}
- _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
+ _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->scene_data->view_count, cms, will_continue_color, will_continue_depth);
}
if (draw_sky || draw_sky_fog_only) {
@@ -1568,10 +1415,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (p_render_data->reflection_probe.is_valid()) {
Projection correction;
correction.set_depth_correction(true);
- 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, sky_energy_multiplier);
+ Projection projection = correction * p_render_data->scene_data->cam_projection;
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
} 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, sky_energy_multiplier);
+ sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label();
}
@@ -1598,7 +1445,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (using_sss) {
RENDER_TIMESTAMP("Sub-Surface Scattering");
RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
- _process_sss(rb, p_render_data->cam_projection);
+ _process_sss(rb, p_render_data->scene_data->cam_projection);
RD::get_singleton()->draw_command_end_label();
}
@@ -1606,15 +1453,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RENDER_TIMESTAMP("Screen-Space Reflections");
RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
- for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
specular_views[v] = rb_data->get_specular(v);
}
- _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
+ _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
RENDER_TIMESTAMP("Merge Specular");
- copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->view_count);
+ copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->scene_data->view_count);
}
}
@@ -1639,7 +1486,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
{
uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
RID alpha_framebuffer = rb_data.is_valid() ? rb_data->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, rb_data.is_null(), 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);
+ 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, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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);
}
@@ -1670,7 +1517,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (rb.is_valid() && taa && rb->get_use_taa()) {
RENDER_TIMESTAMP("TAA")
- taa->process(rb, _render_buffers_get_color_format(), p_render_data->z_near, p_render_data->z_far);
+ taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far);
}
if (rb.is_valid()) {
@@ -1691,39 +1538,41 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-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) {
+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, RenderingMethod::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_projection;
+ scene_data.cam_transform = p_transform;
+ scene_data.view_projection[0] = p_projection;
+ scene_data.z_far = p_zfar;
+ scene_data.z_near = 0.0;
+ scene_data.lod_camera_plane = p_camera_plane;
+ scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
+ scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_data.opaque_prepass_threshold = 0.1f;
+
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.scene_data = &scene_data;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
- render_data.lod_camera_plane = p_camera_plane;
- render_data.lod_distance_multiplier = p_lod_distance_multiplier;
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_mesh_lod_threshold = 0.0;
+ scene_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
- _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, false, false, true);
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, 0, false, false, true);
uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
_fill_instance_data(RENDER_LIST_SECONDARY, p_render_info ? p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW] : (int *)nullptr, render_list_from, render_list_size, false);
@@ -1742,8 +1591,8 @@ 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_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
- shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
+ shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold;
+ shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
@@ -1786,19 +1635,22 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_cam_projection;
+ scene_data.cam_transform = p_cam_transform;
+ scene_data.view_projection[0] = p_cam_projection;
+ scene_data.z_near = 0.0;
+ scene_data.z_far = p_cam_projection.get_z_far();
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.opaque_prepass_threshold = 0.0;
+
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.scene_data = &scene_data;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_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);
@@ -1825,21 +1677,23 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_cam_projection;
+ scene_data.cam_transform = p_cam_transform;
+ scene_data.view_projection[0] = p_cam_projection;
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.material_uv2_mode = false;
+ scene_data.opaque_prepass_threshold = 0.0f;
+ scene_data.emissive_exposure_normalization = p_exposure_normalization;
+
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.scene_data = &scene_data;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_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;
- scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
-
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
@@ -1875,18 +1729,20 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
RD::get_singleton()->draw_command_begin_label("Render UV2");
+ RenderSceneDataRD scene_data;
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.material_uv2_mode = true;
+ scene_data.opaque_prepass_threshold = 0.0;
+ scene_data.emissive_exposure_normalization = -1.0;
+
RenderDataRD render_data;
+ render_data.scene_data = &scene_data;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_update_render_base_uniform_set();
- scene_state.ubo.dual_paraboloid_side = 0;
- scene_state.ubo.material_uv2_mode = true;
- scene_state.ubo.opaque_prepass_threshold = 0.0;
- scene_state.ubo.emissive_exposure_normalization = -1.0;
-
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
@@ -1946,7 +1802,10 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
+ RenderSceneDataRD scene_data;
+
RenderDataRD render_data;
+ render_data.scene_data = &scene_data;
render_data.cluster_size = 1;
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
@@ -1987,26 +1846,26 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
fb_size.x = p_size[right_axis];
fb_size.y = p_size[up_axis];
- render_data.cam_transform.origin = center + axis * half_extents;
- 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);
+ scene_data.cam_transform.origin = center + axis * half_extents;
+ scene_data.cam_transform.basis.set_column(0, right);
+ scene_data.cam_transform.basis.set_column(1, up);
+ scene_data.cam_transform.basis.set_column(2, axis);
- //print_line("pass: " + itos(i) + " xform " + render_data.cam_transform);
+ //print_line("pass: " + itos(i) + " xform " + scene_data.cam_transform);
float h_size = half_extents[right_axis];
float v_size = half_extents[up_axis];
float d_size = half_extents[i] * 2.0;
- render_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
+ scene_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
//print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
Transform3D to_bounds;
to_bounds.origin = p_bounds.position;
to_bounds.basis.scale(p_bounds.size);
- RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+ RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * scene_data.cam_transform, scene_state.ubo.sdf_to_bounds);
- scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
+ scene_data.emissive_exposure_normalization = p_exposure_normalization;
_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);
@@ -2248,6 +2107,13 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
{
RD::Uniform u;
u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.append_id(scene_state.implementation_uniform_buffers[p_index]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID instance_buffer = scene_state.instance_buffer[p_render_list];
if (instance_buffer == RID()) {
@@ -2264,16 +2130,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.append_id(radiance_texture);
uniforms.push_back(u);
}
-
{
RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID();
RD::Uniform u;
- u.binding = 3;
+ u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
@@ -2282,10 +2147,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
}
uniforms.push_back(u);
}
-
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
if (p_render_data && p_render_data->shadow_atlas.is_valid()) {
@@ -2299,7 +2163,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
}
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
u.append_id(directional_shadow_get_texture());
@@ -2310,7 +2174,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
}
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
@@ -2329,7 +2193,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
}
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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++) {
@@ -2349,7 +2213,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 9;
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.append_id(cb);
@@ -2358,7 +2222,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) {
@@ -2371,7 +2235,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
@@ -2380,110 +2244,108 @@ 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_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
- u.append_id(texture);
- uniforms.push_back(u);
- }
+ RD::Uniform u;
+ u.binding = 12;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
+ u.append_id(texture);
+ uniforms.push_back(u);
+ }
- {
- RD::Uniform u;
- u.binding = 12;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID aot = rb_data.is_valid() ? rb->get_ao_texture() : RID();
- 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);
- }
+ {
+ RD::Uniform u;
+ u.binding = 13;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID aot = rb_data.is_valid() ? rb->get_ao_texture() : RID();
+ 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);
+ }
- {
- RD::Uniform u;
- u.binding = 13;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
- u.append_id(texture);
- uniforms.push_back(u);
- }
+ {
+ RD::Uniform u;
+ u.binding = 14;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
+ uniforms.push_back(u);
+ }
- {
- RD::Uniform u;
- u.binding = 14;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
- u.append_id(texture);
- uniforms.push_back(u);
+ {
+ RD::Uniform u;
+ u.binding = 15;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
+ u.append_id(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 16;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID t;
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ t = sdfgi->lightprobe_texture;
}
- {
- RD::Uniform u;
- u.binding = 15;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID t;
- if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
- Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
- t = sdfgi->lightprobe_texture;
- }
- if (t.is_null()) {
- t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
- }
- u.append_id(t);
- uniforms.push_back(u);
+ if (t.is_null()) {
+ t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
- {
- RD::Uniform u;
- u.binding = 16;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID t;
- if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
- Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
- t = sdfgi->occlusion_texture;
- }
- if (t.is_null()) {
- t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
- u.append_id(t);
- uniforms.push_back(u);
+ u.append_id(t);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 17;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID t;
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
+ t = sdfgi->occlusion_texture;
}
- {
- RD::Uniform u;
- u.binding = 17;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- RID voxel_gi;
- if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) {
- Ref<RendererRD::GI::RenderBuffersGI> rbgi = rb->get_custom_data(RB_SCOPE_GI);
- voxel_gi = rbgi->get_voxel_gi_buffer();
- }
- u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer());
- uniforms.push_back(u);
+ if (t.is_null()) {
+ t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- {
- RD::Uniform u;
- u.binding = 18;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = RID();
- if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
- Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
- vfog = fog->fog_map;
- if (vfog.is_null()) {
- vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
- } else {
+ u.append_id(t);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 18;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ RID voxel_gi;
+ if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) {
+ Ref<RendererRD::GI::RenderBuffersGI> rbgi = rb->get_custom_data(RB_SCOPE_GI);
+ voxel_gi = rbgi->get_voxel_gi_buffer();
+ }
+ u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 19;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = RID();
+ if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
+ vfog = fog->fog_map;
+ if (vfog.is_null()) {
vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- u.append_id(vfog);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 19;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID ssil = rb_data.is_valid() ? rb->get_ssil_texture() : 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);
+ } else {
+ vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
+ u.append_id(vfog);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 20;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID ssil = rb_data.is_valid() ? rb->get_ssil_texture() : 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);
}
return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms);
@@ -2503,6 +2365,13 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
RD::Uniform u;
u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.append_id(scene_state.implementation_uniform_buffers[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY];
if (instance_buffer == RID()) {
@@ -2515,7 +2384,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
// No radiance texture.
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.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.append_id(radiance_texture);
uniforms.push_back(u);
@@ -2525,7 +2394,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
// No reflection atlas.
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
- u.binding = 3;
+ u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.append_id(ref_texture);
uniforms.push_back(u);
@@ -2534,7 +2403,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No shadow atlas.
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
@@ -2544,7 +2413,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No directional shadow atlas.
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
@@ -2554,7 +2423,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No Lightmaps
RD::Uniform u;
- u.binding = 6;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
@@ -2568,7 +2437,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No VoxelGIs
RD::Uniform u;
- u.binding = 7;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
@@ -2581,7 +2450,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID cb = scene_shader.default_vec4_xform_buffer;
u.append_id(cb);
@@ -2593,28 +2462,28 @@ 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.binding = 10;
u.append_id(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
+ u.binding = 11;
u.append_id(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
+ u.binding = 12;
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.binding = 13;
u.append_id(p_geom_facing_texture);
uniforms.push_back(u);
}
@@ -2925,6 +2794,7 @@ void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p
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_PARTICLES;
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
@@ -3195,6 +3065,9 @@ RenderForwardClustered::~RenderForwardClustered() {
for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
RD::get_singleton()->free(scene_state.uniform_buffers[i]);
}
+ for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) {
+ RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]);
+ }
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) {
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 35379cd69b..cde241f231 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -37,7 +37,7 @@
#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/shaders/scene_forward_clustered.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered")
@@ -231,13 +231,14 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
enum {
- INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
- INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
- INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
- INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
- INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
- INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
- INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
+ INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
@@ -249,61 +250,22 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
struct SceneState {
- // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
+ // This struct is loaded into Set 1 - Binding 1, populated at start of rendering a frame, must match with shader code
struct UBO {
- float projection_matrix[16];
- float inv_projection_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];
-
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t cluster_type_size;
uint32_t max_cluster_element_count_div_32;
- float directional_penumbra_shadow_kernel[128]; //32 vec4s
- float directional_soft_shadow_kernel[128];
- float penumbra_shadow_kernel[128];
- float soft_shadow_kernel[128];
-
- float ambient_light_color_energy[4];
-
- float ambient_color_sky_mix;
- uint32_t use_ambient_light;
- uint32_t use_ambient_cubemap;
- uint32_t use_reflection_cubemap;
-
- float radiance_inverse_xform[12];
-
- float shadow_atlas_pixel_size[2];
- float directional_shadow_pixel_size[2];
-
- uint32_t directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
-
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;
- float opaque_prepass_threshold;
- uint32_t roughness_limiter_pad;
+ uint32_t pad1;
float sdf_to_bounds[16];
int32_t sdf_offset[3];
- uint32_t material_uv2_mode;
+ uint32_t pad2;
int32_t sdf_size[3];
uint32_t gi_upscale_for_msaa;
@@ -312,32 +274,13 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
-
- // Fog
- uint32_t fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- float fog_light_color[3];
- float fog_sun_scatter;
-
- float fog_aerial_perspective;
-
- float time;
- float reflection_multiplier;
-
- uint32_t pancake_shadows;
-
- float taa_jitter[2];
- float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
- float IBL_exposure_normalization;
};
struct PushConstant {
uint32_t base_index; //
uint32_t uv_offset; //packed
- uint32_t pad[2];
+ uint32_t multimesh_motion_vectors_current_offset;
+ uint32_t multimesh_motion_vectors_previous_offset;
};
struct InstanceData {
@@ -350,11 +293,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float lightmap_uv_scale[4];
};
- UBO ubo_data[2];
- UBO &ubo = ubo_data[0];
- UBO &prev_ubo = ubo_data[1];
+ UBO ubo;
LocalVector<RID> uniform_buffers;
+ LocalVector<RID> implementation_uniform_buffers;
LightmapData lightmaps[MAX_LIGHTMAPS];
RID lightmap_ids[MAX_LIGHTMAPS];
@@ -429,7 +371,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _update_instance_data_buffer(RenderListType p_render_list);
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);
+ void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false);
HashMap<Size2i, RID> sdfgi_framebuffer_size_cache;
@@ -622,7 +564,7 @@ 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<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_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, RenderingMethod::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;
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 c2f56eb164..a9a9fa94de 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
@@ -32,7 +32,7 @@
#define SCENE_SHADER_FORWARD_CLUSTERED_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h"
namespace RendererSceneRenderImplementation {
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 46d90e75fb..6c1b69148c 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -504,8 +504,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RENDER_TIMESTAMP("Setup 3D Scene");
- scene_state.ubo.directional_light_count = 0;
- scene_state.ubo.opaque_prepass_threshold = 0.0;
+ /* TODO
+ // check if we need motion vectors
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
+ p_render_data->scene_data->calculate_motion_vectors = true;
+ } else if (render target has velocity override) { // TODO
+ p_render_data->scene_data->calculate_motion_vectors = true;
+ } else {
+ p_render_data->scene_data->calculate_motion_vectors = false;
+ }
+ */
+ p_render_data->scene_data->calculate_motion_vectors = false; // for now, not yet supported...
+
+ p_render_data->scene_data->directional_light_count = 0;
+ p_render_data->scene_data->opaque_prepass_threshold = 0.0;
// We can only use our full subpass approach if we're:
// - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
@@ -581,13 +593,11 @@ 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;
- scene_state.ubo.emissive_exposure_normalization = -1.0;
+ p_render_data->scene_data->emissive_exposure_normalization = -1.0;
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
_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);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
@@ -658,20 +668,20 @@ 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");
- Projection projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->scene_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
Projection correction;
correction.set_depth_correction(true);
- projection = correction * p_render_data->cam_projection;
+ projection = correction * p_render_data->scene_data->cam_projection;
}
- sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this);
sky_energy_multiplier *= bg_energy_multiplier;
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
- sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier);
+ sky.update(p_render_data->environment, projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -694,10 +704,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (p_render_data->reflection_probe.is_valid()) {
Projection correction;
correction.set_depth_correction(true);
- Projection projection = correction * p_render_data->cam_projection;
- sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier);
+ Projection projection = correction * p_render_data->scene_data->cam_projection;
+ sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
} else {
- sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier);
+ sky.update_res_buffers(p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
@@ -719,7 +729,7 @@ 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_get_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;
}
}
@@ -734,7 +744,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
- scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
_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());
@@ -765,7 +775,7 @@ 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_mesh_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->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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
@@ -793,10 +803,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (p_render_data->reflection_probe.is_valid()) {
Projection correction;
correction.set_depth_correction(true);
- 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, sky_energy_multiplier);
+ Projection projection = correction * p_render_data->scene_data->cam_projection;
+ sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
} else {
- 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, sky_energy_multiplier);
+ sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
@@ -832,7 +842,7 @@ 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_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);
+ 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->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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
@@ -871,7 +881,7 @@ 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_mesh_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->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_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
@@ -919,7 +929,7 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-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) {
+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, RenderingMethod::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -928,26 +938,29 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_instances.size();
p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_instances.size();
}
+
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_projection;
+ scene_data.cam_transform = p_transform;
+ scene_data.view_projection[0] = p_projection;
+ scene_data.z_near = 0.0;
+ scene_data.z_far = p_zfar;
+ scene_data.lod_camera_plane = p_camera_plane;
+ scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
+ scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_data.opaque_prepass_threshold = 0.1;
+
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_near = 0.0;
- render_data.z_far = p_zfar;
+ render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
render_data.render_info = p_render_info;
- render_data.lod_camera_plane = p_camera_plane;
- 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_mesh_lod_threshold = 0.0;
+ scene_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -972,8 +985,8 @@ 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_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
- shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
+ shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold;
+ shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
@@ -1020,15 +1033,17 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
_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;
- scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization;
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_cam_projection;
+ scene_data.cam_transform = p_cam_transform;
+ scene_data.view_projection[0] = p_cam_projection;
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.material_uv2_mode = false;
+ scene_data.opaque_prepass_threshold = 0.0f;
+ scene_data.emissive_exposure_normalization = p_exposure_normalization;
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.scene_data = &scene_data;
render_data.instances = &p_instances;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -1067,11 +1082,13 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
_update_render_base_uniform_set();
- scene_state.ubo.dual_paraboloid_side = 0;
- scene_state.ubo.material_uv2_mode = true;
- scene_state.ubo.emissive_exposure_normalization = -1.0;
+ RenderSceneDataRD scene_data;
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.material_uv2_mode = true;
+ scene_data.emissive_exposure_normalization = -1.0;
RenderDataRD render_data;
+ render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -1138,15 +1155,18 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
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;
+
+ RenderSceneDataRD scene_data;
+ scene_data.cam_projection = p_cam_projection;
+ scene_data.cam_transform = p_cam_transform;
+ scene_data.view_projection[0] = p_cam_projection;
+ scene_data.z_near = 0.0;
+ scene_data.z_far = p_cam_projection.get_z_far();
+ scene_data.dual_paraboloid_side = 0;
+ scene_data.opaque_prepass_threshold = 0.0;
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.scene_data = &scene_data;
render_data.instances = &p_instances;
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
@@ -1385,9 +1405,9 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
uint32_t lightmap_captures_used = 0;
- 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();
+ Plane near_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
+ near_plane.d += p_render_data->scene_data->cam_projection.get_z_near();
+ float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near();
RenderList *rl = &render_list[p_render_list];
@@ -1466,13 +1486,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
// LOD
- if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->scene_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);
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal);
- float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+ float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min);
+ float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max);
float distance = 0.0;
@@ -1485,12 +1505,12 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
distance = -distance_max;
}
- if (p_render_data->cam_orthogonal) {
+ if (p_render_data->scene_data->cam_orthogonal) {
distance = 1.0;
}
uint32_t 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);
+ surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_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
@@ -1562,184 +1582,20 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
void RenderForwardMobile::_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) {
- //!BAS! need to go through this and find out what we don't need anymore
-
- // This populates our UBO with main scene data that is pushed into set 1
-
- //Projection projection = p_render_data->cam_projection;
- //projection.flip_y(); // Vulkan and modern APIs use Y-Down
- Projection correction;
- correction.set_depth_correction(p_flip_y);
- Projection projection = correction * p_render_data->cam_projection;
-
- //store camera into ubo
- 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.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;
-
- 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;
- scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
-
- if (p_render_data->shadow_atlas.is_valid()) {
- Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas);
- scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
- scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
- }
- {
- Vector2 dss = directional_shadow_get_size();
- scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
- scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
- }
-
- //time global variables
- scene_state.ubo.time = time;
-
- 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;
- scene_state.ubo.ambient_light_color_energy[1] = 1;
- scene_state.ubo.ambient_light_color_energy[2] = 1;
- 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;
-
- } else if (is_environment(p_render_data->environment)) {
- RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
- RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
-
- float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
-
- scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
-
- scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
-
- //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.srgb_to_linear();
-
- scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
- scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
- scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
- scene_state.ubo.use_ambient_light = true;
- 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(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;
- 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;
- }
-
- //specular
- RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
- if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
- scene_state.ubo.use_reflection_cubemap = true;
- } else {
- scene_state.ubo.use_reflection_cubemap = false;
- }
-
- 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);
-
- 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);
- 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).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;
- scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
- scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
-
- scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
-
- } else {
- 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.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;
- 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;
- }
-
- if (p_render_data->camera_attributes.is_valid()) {
- scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
- scene_state.ubo.IBL_exposure_normalization = 1.0;
- if (is_environment(p_render_data->environment)) {
- RID sky_rid = environment_get_sky(p_render_data->environment);
- if (sky_rid.is_valid()) {
- float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier();
- scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid));
- }
- }
- } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
- // This branch is triggered when using render_material().
- // Emissive is set outside the function, so don't set it.
- // IBL isn't used don't set it.
- } else {
- scene_state.ubo.emissive_exposure_normalization = 1.0;
- scene_state.ubo.IBL_exposure_normalization = 1.0;
- }
-
- 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();
+ Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers;
+ RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID();
+ RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID();
+ // May do this earlier in RenderSceneRenderRD::render_scene
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] = p_render_data->scene_data->create_uniform_buffer();
}
}
- RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
+
+ p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers);
}
void RenderForwardMobile::_fill_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) {
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 da1cd85fb3..1b31d2749d 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -209,7 +209,7 @@ 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<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_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, RenderingMethod::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;
@@ -252,75 +252,6 @@ protected:
/* Scene state */
struct SceneState {
- // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
- struct UBO {
- float projection_matrix[16];
- float inv_projection_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];
-
- float directional_penumbra_shadow_kernel[128]; //32 vec4s
- float directional_soft_shadow_kernel[128];
- float penumbra_shadow_kernel[128];
- float soft_shadow_kernel[128];
-
- float ambient_light_color_energy[4];
-
- float ambient_color_sky_mix;
- uint32_t use_ambient_light;
- uint32_t use_ambient_cubemap;
- uint32_t use_reflection_cubemap;
-
- float radiance_inverse_xform[12];
-
- float shadow_atlas_pixel_size[2];
- float directional_shadow_pixel_size[2];
-
- uint32_t directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
-
- uint32_t ssao_enabled;
- float ssao_light_affect;
- float ssao_ao_affect;
- uint32_t roughness_limiter_enabled;
-
- float roughness_limiter_amount;
- float roughness_limiter_limit;
- float opaque_prepass_threshold;
- uint32_t roughness_limiter_pad;
-
- // Fog
- uint32_t fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- float fog_light_color[3];
- float fog_sun_scatter;
-
- float fog_aerial_perspective;
- uint32_t material_uv2_mode;
-
- float time;
- float reflection_multiplier;
-
- uint32_t pancake_shadows;
- float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
- float IBL_exposure_normalization; // Adjusts for baked exposure.
- uint32_t pad3;
- };
-
- UBO ubo;
-
LocalVector<RID> uniform_buffers;
// !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in
@@ -442,13 +373,14 @@ protected:
// check which ones of these apply, probably all except GI and SDFGI
enum {
- INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
- INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
- INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
- INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
- INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
- INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
- INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
+ INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
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 21270d7c62..f67665a02f 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
@@ -32,7 +32,7 @@
#define SCENE_SHADER_FORWARD_MOBILE_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
-#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl.gen.h"
namespace RendererSceneRenderImplementation {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index ab3e3ebe51..0210151420 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1362,9 +1362,12 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
default_repeat = p_default_repeat;
}
- //fill the list until rendering is possible.
- bool material_screen_texture_found = false;
Item *ci = p_item_list;
+
+ //fill the list until rendering is possible.
+ bool material_screen_texture_cached = false;
+ bool material_screen_texture_mipmaps_cached = false;
+
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
@@ -1393,10 +1396,12 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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) {
+ if (!material_screen_texture_cached) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
+ } else if (!material_screen_texture_mipmaps_cached) {
+ backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@@ -1486,7 +1491,15 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
backbuffer_copy = false;
backbuffer_gen_mipmaps = false;
- material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
+ material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
+ material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
+ }
+
+ if (backbuffer_gen_mipmaps) {
+ texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
+
+ backbuffer_gen_mipmaps = false;
+ material_screen_texture_mipmaps_cached = true;
}
items[item_count++] = ci;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index e7abcf5674..f169692ea0 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -299,14 +299,19 @@ RendererCompositorRD::RendererCompositorRD() {
fog = memnew(RendererRD::Fog);
canvas = memnew(RendererCanvasRenderRD());
- back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end");
+ String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method");
uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
- if (back_end || textures_per_stage < 48) {
+ if (rendering_method == "mobile" || textures_per_stage < 48) {
scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
- } else { // back_end == false
+ if (rendering_method == "forward_plus") {
+ WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
+ }
+ } else if (rendering_method == "forward_plus") {
// default to our high end renderer
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
+ } else {
+ ERR_FAIL_MSG("Cannot instantiate RenderingDevice-based renderer with renderer type " + rendering_method);
}
scene->init();
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 78c83d1fb4..2190f41603 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1328,7 +1328,7 @@ void RendererSceneRenderRD::_process_sss(Ref<RenderSceneBuffersRD> p_render_buff
}
}
-void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> 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) {
+void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
ERR_FAIL_NULL(ss_effects);
ERR_FAIL_COND(p_render_buffers.is_null());
@@ -1355,7 +1355,7 @@ void RendererSceneRenderRD::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buff
texture_slices[v] = p_render_buffers->get_internal_texture(v);
depth_slices[v] = p_render_buffers->get_depth_texture(v);
}
- ss_effects->screen_space_reflection(p_render_buffers->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), view_count, p_projections, p_eye_offsets);
+ ss_effects->screen_space_reflection(p_render_buffers->ssr, texture_slices, p_normal_slices, ssr_roughness_quality, p_metallic_slices, 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), view_count, p_projections, p_eye_offsets);
copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), p_render_buffers->ssr.output, view_count);
}
@@ -1492,7 +1492,7 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
bool can_use_storage = _render_buffers_can_be_storage();
Size2i size = rb->get_internal_size();
- for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
RID depth_texture = rb->get_depth_texture(v);
RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
@@ -1544,9 +1544,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.depth_texture = rb->get_depth_texture(i);
// 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, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
+ float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
};
} else {
// Set framebuffers.
@@ -1567,9 +1567,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
// 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, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal);
+ float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
+ float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
+ bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
}
}
RD::get_singleton()->draw_command_end_label();
@@ -2901,8 +2901,8 @@ 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.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
- float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
+ Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
+ float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
@@ -2918,7 +2918,7 @@ 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_mesh_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->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (render_state.directional_shadows.size()) {
@@ -2948,11 +2948,11 @@ 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_mesh_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->scene_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_mesh_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->scene_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
}
_render_shadow_process();
@@ -2960,7 +2960,7 @@ 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_slices, p_voxel_gi_buffer, 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);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances);
}
//Do shadow rendering (in parallel with GI)
@@ -2999,17 +2999,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
RID depth_texture = rb->get_depth_texture();
- ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->cam_projection);
+ ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->scene_data->cam_projection);
}
if (p_use_ssao) {
// 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);
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_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);
+ _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform);
}
}
@@ -3017,7 +3017,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
if (current_cluster_builder) {
- current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
+ current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
}
bool using_shadows = true;
@@ -3028,13 +3028,13 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
+ _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
+ _setup_lights(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
+ _setup_decals(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
p_render_data->directional_light_count = directional_light_count;
@@ -3051,12 +3051,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
}
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->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);
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_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(const Ref<RenderSceneBuffers> &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_attributes, 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) {
+void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &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_attributes, 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, RenderingMethod::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
@@ -3066,33 +3066,62 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
ERR_FAIL_COND(rb.is_null());
}
- //assign render data
- RenderDataRD render_data;
+ // setup scene data
+ RenderSceneDataRD scene_data;
{
- render_data.render_buffers = rb;
-
// 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.cam_orthogonal = p_camera_data->is_orthogonal;
- render_data.taa_jitter = p_camera_data->taa_jitter;
+ scene_data.cam_transform = p_camera_data->main_transform;
+ scene_data.cam_projection = p_camera_data->main_projection;
+ scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
+ scene_data.taa_jitter = p_camera_data->taa_jitter;
- render_data.view_count = p_camera_data->view_count;
+ scene_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];
+ scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
+ scene_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;
+ scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
+ scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
+ scene_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];
+ scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
+ }
+
+ scene_data.z_near = p_camera_data->main_projection.get_z_near();
+ scene_data.z_far = p_camera_data->main_projection.get_z_far();
+
+ // this should be the same for all cameras..
+ scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ scene_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) {
+ scene_data.screen_mesh_lod_threshold = 0.0;
+ } else {
+ scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ }
+
+ if (p_shadow_atlas.is_valid()) {
+ Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
+ scene_data.shadow_atlas_pixel_size.x = 1.0 / sas.x;
+ scene_data.shadow_atlas_pixel_size.y = 1.0 / sas.y;
}
+ {
+ Vector2 dss = directional_shadow_get_size();
+ scene_data.directional_shadow_pixel_size.x = 1.0 / dss.x;
+ scene_data.directional_shadow_pixel_size.y = 1.0 / dss.y;
+ }
+
+ scene_data.time = time;
+ scene_data.time_step = time_step;
+ }
- render_data.z_near = p_camera_data->main_projection.get_z_near();
- render_data.z_far = p_camera_data->main_projection.get_z_far();
+ //assign render data
+ RenderDataRD render_data;
+ {
+ render_data.render_buffers = rb;
+ render_data.scene_data = &scene_data;
render_data.instances = &p_instances;
render_data.lights = &p_lights;
@@ -3108,16 +3137,6 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
- // 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.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_mesh_lod_threshold = 0.0;
- } else {
- render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
- }
-
render_state.render_shadows = p_render_shadows;
render_state.render_shadow_count = p_render_shadow_count;
render_state.render_sdfgi_regions = p_render_sdfgi_regions;
@@ -3134,7 +3153,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
render_data.voxel_gi_instances = &empty;
}
- //sdfgi first
+ // sdfgi first
if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
float exposure_normalization = 1.0;
@@ -3191,12 +3210,12 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
if (sdfgi.is_valid()) {
sdfgi->update_cascades();
- sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
+ sdfgi->pre_process_gi(scene_data.cam_transform, &render_data, this);
sdfgi->update_light();
}
}
- gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
+ gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, scene_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
}
render_state.depth_prepass_used = false;
@@ -3246,7 +3265,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
view_rids.push_back(rb->get_internal_texture(v));
}
- sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids);
+ sdfgi->debug_draw(scene_data.view_count, scene_data.view_projection, scene_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids);
}
}
}
@@ -3278,7 +3297,7 @@ void RendererSceneRenderRD::_debug_draw_cluster(Ref<RenderSceneBuffersRD> p_rend
}
}
-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) {
+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, RenderingMethod::RenderInfo *p_render_info) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
ERR_FAIL_COND(!light_instance);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 76d2bc68fe..82dc2fd09f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -46,30 +46,14 @@
#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
-#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_method.h"
struct RenderDataRD {
Ref<RenderSceneBuffersRD> render_buffers;
-
- Transform3D cam_transform;
- Projection cam_projection;
- Vector2 taa_jitter;
- bool cam_orthogonal = false;
-
- // For stereo rendering
- uint32_t view_count = 1;
- 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;
+ RenderSceneDataRD *scene_data;
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
@@ -85,10 +69,6 @@ struct RenderDataRD {
RID reflection_probe;
int reflection_probe_pass = 0;
- float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane;
- float screen_mesh_lod_threshold = 0.0;
-
RID cluster_buffer;
uint32_t cluster_size = 0;
uint32_t cluster_max_elements = 0;
@@ -96,7 +76,7 @@ struct RenderDataRD {
uint32_t directional_light_count = 0;
bool directional_light_soft_shadows = false;
- RendererScene::RenderInfo *render_info = nullptr;
+ RenderingMethod::RenderInfo *render_info = nullptr;
};
class RendererSceneRenderRD : public RendererSceneRender {
@@ -121,7 +101,7 @@ 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<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_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, RenderingMethod::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;
@@ -138,7 +118,7 @@ protected:
virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
- void _process_ssr(Ref<RenderSceneBuffersRD> 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_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
@@ -598,16 +578,9 @@ private:
uint64_t scene_pass = 0;
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
- /* !BAS! is this used anywhere?
- struct SDFGICosineNeighbour {
- uint32_t neighbour;
- float weight;
- };
- */
-
uint32_t max_cluster_elements = 512;
- 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);
+ 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, RenderingMethod::RenderInfo *p_render_info = nullptr);
/* Volumetric Fog */
@@ -627,6 +600,10 @@ public:
RendererRD::GI *get_gi() { return &gi; }
+ /* SKY */
+
+ RendererRD::SkyRD *get_sky() { return &sky; }
+
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() override;
@@ -969,7 +946,7 @@ public:
virtual void update_uniform_sets(){};
- virtual void render_scene(const Ref<RenderSceneBuffers> &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_attributes, 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_scene(const Ref<RenderSceneBuffers> &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_attributes, 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, RenderingMethod::RenderInfo *r_render_info = nullptr) 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;
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index d352743908..5405985741 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -18,3 +18,5 @@ if "RD_GLSL" in env["BUILDERS"]:
SConscript("effects/SCsub")
SConscript("environment/SCsub")
+SConscript("forward_clustered/SCsub")
+SConscript("forward_mobile/SCsub")
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index bdf84bb03a..fe770ac065 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -186,6 +186,7 @@ void main() {
uv += pixel_size * 0.5; //half pixel to read centers
vec4 color = texture(color_texture, uv);
+ float initial_blur = color.a;
float accum = 1.0;
float radius = params.blur_scale;
@@ -193,8 +194,8 @@ void main() {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
- if (sample_color.a > color.a) {
- sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
+ if (sample_color.a > initial_blur) {
+ sample_size = clamp(sample_size, 0.0, abs(initial_blur) * 2.0);
}
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a2bdc2e90e..1b487835d2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -221,12 +221,9 @@ void main() {
vec4 sample_color = texture(source_color, uv_adj);
sample_color.a = texture(source_weight, uv_adj).r;
- float limit;
-
- if (sample_color.a < color.a) {
- limit = abs(sample_color.a);
- } else {
- limit = abs(color.a);
+ float limit = abs(sample_color.a);
+ if (sample_color.a > color.a) {
+ limit = clamp(limit, 0.0, abs(color.a) * 2.0);
}
limit -= DEPTH_GAP;
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index 246ef81cb2..9f86643e52 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -30,12 +30,7 @@ layout(push_constant, std430) uniform Params {
bool orthogonal;
float filter_mipmap_levels;
bool use_half_res;
- uint metallic_mask;
-
uint view_index;
- uint pad1;
- uint pad2;
- uint pad3;
}
params;
@@ -167,7 +162,7 @@ void main() {
if (depth > z_to) {
// if depth was surpassed
- if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far * 0.95) {
// check the depth tolerance and far clip
// check that normal is valid
found = true;
@@ -231,18 +226,20 @@ 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 // 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));
+ // Schlick term.
+ float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
+ float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5
+ normal.y = -normal.y;
+ float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0);
+ float m2 = m * m;
+ m = m2 * m2 * m; // pow(m,5)
+ final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term.
imageStore(ssr_image, ssC, final_color);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 0eb0f5f8fd..d523461600 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -153,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
layout(location = 0) out vec4 frag_color;
+#ifdef USE_DEBANDING
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+vec3 interleaved_gradient_noise(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
+ return vec3(res, -res, res) / 255.0;
+}
+#endif
+
vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
@@ -252,4 +261,8 @@ void main() {
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
+
+#ifdef USE_DEBANDING
+ frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub
new file mode 100644
index 0000000000..741da8fe69
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/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/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 26b96b358f..d41474118d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -129,7 +129,7 @@ invariant gl_Position;
#GLOBALS
-void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
+void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, 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;
@@ -208,7 +208,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
}
}
- uint offset = stride * gl_InstanceIndex;
+ uint offset = stride * (gl_InstanceIndex + multimesh_offset);
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
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));
@@ -326,10 +326,6 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
vertex_interp = vertex;
-#ifdef MOTION_VECTORS
- screen_pos = projection_matrix * vec4(vertex_interp, 1.0);
-#endif
-
#ifdef NORMAL_USED
normal_interp = normal;
#endif
@@ -367,6 +363,10 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+#ifdef MOTION_VECTORS
+ screen_pos = gl_Position;
+#endif
+
#ifdef MODE_RENDER_DEPTH
if (scene_data.pancake_shadows) {
if (gl_Position.z <= 0.00001) {
@@ -397,13 +397,13 @@ void main() {
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);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, 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);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, 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);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#endif
}
@@ -553,7 +553,7 @@ layout(location = 0) out vec4 frag_color;
layout(location = 2) out vec2 motion_vector;
#endif
-#include "scene_forward_aa_inc.glsl"
+#include "../scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -562,20 +562,20 @@ layout(location = 2) out vec2 motion_vector;
#define SPECULAR_SCHLICK_GGX
#endif
-#include "scene_forward_lights_inc.glsl"
+#include "../scene_forward_lights_inc.glsl"
-#include "scene_forward_gi_inc.glsl"
+#include "../scene_forward_gi_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef MODE_RENDER_DEPTH
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
- vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length);
+ vec3 fog_pos = vec3(screen_uv, z * implementation_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_block.data.volumetric_fog_detail_spread);
+ fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
}
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
@@ -821,7 +821,7 @@ void fragment_shader(in SceneData scene_data) {
fog = fog_process(vertex);
}
- if (scene_data.volumetric_fog_enabled) {
+ if (implementation_data.volumetric_fog_enabled) {
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
if (scene_data.fog_enabled) {
//must use the full blending equation here to blend fogs
@@ -849,8 +849,8 @@ void fragment_shader(in SceneData scene_data) {
#ifndef MODE_RENDER_DEPTH
- uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift;
- uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32);
+ uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
+ uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
@@ -860,14 +860,14 @@ void fragment_shader(in SceneData scene_data) {
{ // process decals
- uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2;
+ uint cluster_decal_offset = cluster_offset + implementation_data.cluster_type_size * 2;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_decal_offset + implementation_data.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));
@@ -1256,7 +1256,7 @@ void fragment_shader(in SceneData scene_data) {
vec2 coord;
- if (scene_data.gi_upscale_for_msaa) {
+ if (implementation_data.gi_upscale_for_msaa) {
vec2 base_coord = screen_uv;
vec2 closest_coord = base_coord;
#ifdef USE_MULTIVIEW
@@ -1298,10 +1298,10 @@ void fragment_shader(in SceneData scene_data) {
}
#endif // !USE_LIGHTMAP
- if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
+ if (bool(implementation_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);
+ ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
}
{ // process reflections
@@ -1309,14 +1309,14 @@ void fragment_shader(in SceneData scene_data) {
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
- uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3;
+ uint cluster_reflection_offset = cluster_offset + implementation_data.cluster_type_size * 3;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_reflection_offset + implementation_data.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));
@@ -1380,7 +1380,7 @@ void fragment_shader(in SceneData scene_data) {
// 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)) {
+ if (bool(implementation_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;
@@ -1748,7 +1748,7 @@ void fragment_shader(in SceneData scene_data) {
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_omni_offset + implementation_data.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));
@@ -1812,14 +1812,14 @@ void fragment_shader(in SceneData scene_data) {
{ //spot lights
- uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
+ uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_spot_offset + implementation_data.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));
@@ -1909,8 +1909,8 @@ void fragment_shader(in SceneData scene_data) {
#ifdef MODE_RENDER_SDF
{
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+ vec3 local_pos = (implementation_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = implementation_data.sdf_offset + ivec3(local_pos * vec3(implementation_data.sdf_size));
uint albedo16 = 0x1; //solid flag
albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 45484b8c47..e8e2dce990 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -17,8 +17,9 @@
#extension GL_EXT_multiview : enable
#endif
-#include "cluster_data_inc.glsl"
-#include "decal_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../decal_data_inc.glsl"
+#include "../scene_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) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
@@ -29,8 +30,8 @@
layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
- uint pad0;
- uint pad1;
+ uint multimesh_motion_vectors_current_offset;
+ uint multimesh_motion_vectors_previous_offset;
}
draw_call;
@@ -38,7 +39,7 @@ draw_call;
/* Set 0: Base Pass (never changes) */
-#include "light_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -175,62 +176,27 @@ sdfgi;
/* Set 1: Render Pass (changes per render pass) */
-struct SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
- mat4 inv_view_matrix;
- mat4 view_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;
+layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
+ SceneData data;
+ SceneData prev_data;
+}
+scene_data_block;
+struct ImplementationData {
uint cluster_shift;
uint cluster_width;
uint cluster_type_size;
uint max_cluster_element_count_div_32;
- // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- vec4 directional_penumbra_shadow_kernel[32];
- vec4 directional_soft_shadow_kernel[32];
- vec4 penumbra_shadow_kernel[32];
- vec4 soft_shadow_kernel[32];
-
- vec4 ambient_light_color_energy;
-
- float ambient_color_sky_mix;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
-
- mat3 radiance_inverse_xform;
-
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
-
- uint directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
-
uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
- bool roughness_limiter_enabled;
-
- float roughness_limiter_amount;
- float roughness_limiter_limit;
- float opaque_prepass_threshold;
- uint roughness_limiter_pad;
+ uint pad1;
mat4 sdf_to_bounds;
ivec3 sdf_offset;
- bool material_uv2_mode;
+ uint pad2;
ivec3 sdf_size;
bool gi_upscale_for_msaa;
@@ -239,31 +205,14 @@ struct SceneData {
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
-
- bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- vec3 fog_light_color;
- float fog_sun_scatter;
-
- float fog_aerial_perspective;
-
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- vec2 taa_jitter;
- float emissive_exposure_normalization;
- float IBL_exposure_normalization;
};
-layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
- SceneData data;
- SceneData prev_data;
+layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock {
+ ImplementationData data;
}
-scene_data_block;
+implementation_data_block;
+
+#define implementation_data implementation_data_block.data
struct InstanceData {
mat4 transform;
@@ -275,42 +224,42 @@ struct InstanceData {
vec4 lightmap_uv_scale;
};
-layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
+layout(set = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer {
InstanceData data[];
}
instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 3) uniform textureCube radiance_cubemap;
#endif
-layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas;
-layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 5) uniform texture2D shadow_atlas;
-layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas;
-layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
+layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer {
uint data[];
}
cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -319,21 +268,21 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 9) uniform texture2D depth_buffer;
-layout(set = 1, binding = 10) uniform texture2D color_buffer;
+layout(set = 1, binding = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) 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;
+layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
+layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#else // USE_MULTIVIEW
-layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 15) 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;
+layout(set = 1, binding = 13) uniform texture2D ao_buffer;
+layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
mat4 xform; // 64 - 64
@@ -350,14 +299,14 @@ struct VoxelGIData {
float exposure_normalization; // 4 - 112
};
-layout(set = 1, binding = 17, std140) uniform VoxelGIs {
+layout(set = 1, binding = 18, std140) uniform VoxelGIs {
VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
}
voxel_gi_instances;
-layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
-layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
#endif
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
new file mode 100644
index 0000000000..741da8fe69
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/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/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 5a5ada7231..a109fd4d75 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -101,7 +101,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out highp float dp_clip;
+layout(location = 9) out highp float dp_clip;
#endif
@@ -450,7 +450,7 @@ layout(location = 6) mediump in vec3 binormal_interp;
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) highp in float dp_clip;
+layout(location = 9) highp in float dp_clip;
#endif
@@ -519,7 +519,7 @@ layout(location = 0) out mediump vec4 frag_color;
#endif // RENDER DEPTH
-#include "scene_forward_aa_inc.glsl"
+#include "../scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -528,7 +528,7 @@ layout(location = 0) out mediump vec4 frag_color;
#define SPECULAR_SCHLICK_GGX
#endif
-#include "scene_forward_lights_inc.glsl"
+#include "../scene_forward_lights_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 3a9c52f5bc..5e4999fa0f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -5,7 +5,8 @@
#extension GL_EXT_multiview : enable
#endif
-#include "decal_data_inc.glsl"
+#include "../decal_data_inc.glsl"
+#include "../scene_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
@@ -32,7 +33,7 @@ draw_call;
/* Set 0: Base Pass (never changes) */
-#include "light_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -127,75 +128,9 @@ global_shader_uniforms;
/* Set 1: Render Pass (changes per render pass) */
-struct SceneData {
- highp mat4 projection_matrix;
- highp mat4 inv_projection_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;
-
- // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- highp vec4 directional_penumbra_shadow_kernel[32];
- highp vec4 directional_soft_shadow_kernel[32];
- highp vec4 penumbra_shadow_kernel[32];
- highp vec4 soft_shadow_kernel[32];
-
- mediump vec4 ambient_light_color_energy;
-
- mediump float ambient_color_sky_mix;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
-
- mediump mat3 radiance_inverse_xform;
-
- highp vec2 shadow_atlas_pixel_size;
- highp vec2 directional_shadow_pixel_size;
-
- uint directional_light_count;
- mediump float dual_paraboloid_side;
- highp float z_far;
- highp float z_near;
-
- bool ssao_enabled;
- mediump float ssao_light_affect;
- mediump float ssao_ao_affect;
- bool roughness_limiter_enabled;
-
- mediump float roughness_limiter_amount;
- mediump float roughness_limiter_limit;
- mediump float opaque_prepass_threshold;
- uint roughness_limiter_pad;
-
- bool fog_enabled;
- highp float fog_density;
- highp float fog_height;
- highp float fog_height_density;
-
- mediump vec3 fog_light_color;
- mediump float fog_sun_scatter;
-
- mediump float fog_aerial_perspective;
- bool material_uv2_mode;
-
- highp float time;
- mediump float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- float emissive_exposure_normalization;
- float IBL_exposure_normalization;
- uint pad3;
-};
-
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
SceneData data;
+ SceneData prev_data;
}
scene_data_block;
diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
new file mode 100644
index 0000000000..048257e9ef
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
@@ -0,0 +1,69 @@
+// Scene data stores all our 3D rendering globals for a frame such as our matrices
+// where this information is independent of the different RD implementations.
+// This enables us to use this UBO in our main scene render shaders but also in
+// effects that need access to this data.
+
+struct SceneData {
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_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;
+
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
+
+ mediump mat3 radiance_inverse_xform;
+
+ mediump vec4 ambient_light_color_energy;
+
+ mediump float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
+
+ bool roughness_limiter_enabled;
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
+ mediump float opaque_prepass_threshold;
+
+ bool fog_enabled;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
+
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
+
+ mediump float fog_aerial_perspective;
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
+ bool material_uv2_mode;
+
+ vec2 taa_jitter;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
+
+ bool pancake_shadows;
+ uint pad1;
+ uint pad2;
+ uint pad3;
+};
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 4e6e29b315..2fba1351f7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // Energy conserving lambert wrap shader.
+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index 82d609291c..4b34cc74cb 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -34,6 +34,7 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/utilities.h"
@@ -235,7 +236,7 @@ public:
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
- return light_owner.owns(light->projector);
+ return TextureStorage::get_singleton()->owns_texture(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 49e3543ba5..1827b73507 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "mesh_storage.h"
+#include "../../rendering_server_globals.h"
using namespace RendererRD;
@@ -1211,7 +1212,13 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
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->data_cache_dirty_region_count = 0;
+ }
+
+ if (multimesh->previous_data_cache_dirty_regions) {
+ memdelete_arr(multimesh->previous_data_cache_dirty_regions);
+ multimesh->previous_data_cache_dirty_regions = nullptr;
+ multimesh->previous_data_cache_dirty_region_count = 0;
}
multimesh->instances = p_instances;
@@ -1228,14 +1235,67 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
multimesh->aabb = AABB();
multimesh->aabb_dirty = false;
multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
+ multimesh->motion_vectors_current_offset = 0;
+ multimesh->motion_vectors_previous_offset = 0;
+ multimesh->motion_vectors_last_change = -1;
if (multimesh->instances) {
- multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
+ uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float);
+ if (multimesh->motion_vectors_enabled) {
+ buffer_size *= 2;
+ }
+ multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size);
}
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
}
+bool MeshStorage::_multimesh_enable_motion_vectors(RID p_multimesh) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, false);
+
+ if (multimesh->motion_vectors_enabled) {
+ return false;
+ }
+
+ multimesh->motion_vectors_enabled = true;
+
+ multimesh->motion_vectors_current_offset = 0;
+ multimesh->motion_vectors_previous_offset = 0;
+ multimesh->motion_vectors_last_change = -1;
+
+ if (!multimesh->data_cache.is_empty()) {
+ multimesh->data_cache.append_array(multimesh->data_cache);
+ }
+
+ if (multimesh->buffer_set) {
+ RD::get_singleton()->barrier();
+ Vector<uint8_t> buffer_data = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ if (!multimesh->data_cache.is_empty()) {
+ memcpy(buffer_data.ptrw(), multimesh->data_cache.ptr(), buffer_data.size());
+ }
+
+ RD::get_singleton()->free(multimesh->buffer);
+ uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float) * 2;
+ multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, buffer_data.size(), buffer_data.ptr(), RD::BARRIER_MASK_NO_BARRIER);
+ RD::get_singleton()->buffer_update(multimesh->buffer, buffer_data.size(), buffer_data.size(), buffer_data.ptr());
+ multimesh->uniform_set_3d = RID(); // Cleared by dependency
+ return true;
+ }
+ return false; // Update the transforms uniform set cache
+}
+
+void MeshStorage::_multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ r_current_offset = multimesh->motion_vectors_current_offset;
+ if (RSG::rasterizer->get_frame_number() - multimesh->motion_vectors_last_change >= 2) {
+ multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset;
+ }
+ r_prev_offset = multimesh->motion_vectors_previous_offset;
+}
+
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);
@@ -1261,7 +1321,7 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
//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 uint8_t *r = buffer.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float);
const float *data = reinterpret_cast<const float *>(r);
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
}
@@ -1276,10 +1336,14 @@ 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);
+ uint32_t buffer_size = multimesh->instances * multimesh->stride_cache;
+ if (multimesh->motion_vectors_enabled) {
+ buffer_size *= 2;
+ }
+ multimesh->data_cache.resize(buffer_size);
{
float *w = multimesh->data_cache.ptrw();
@@ -1290,15 +1354,48 @@ void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
memcpy(w, r, buffer.size());
}
} else {
- memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
+ memset(w, 0, buffer_size * 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;
+ memset(multimesh->data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool));
+ multimesh->data_cache_dirty_region_count = 0;
+
+ multimesh->previous_data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
+ memset(multimesh->previous_data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool));
+ multimesh->previous_data_cache_dirty_region_count = 0;
+}
+
+void MeshStorage::_multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh) {
+ ERR_FAIL_COND(multimesh->data_cache.is_empty());
+
+ if (!multimesh->motion_vectors_enabled) {
+ return;
+ }
+
+ uint32_t frame = RSG::rasterizer->get_frame_number();
+ if (multimesh->motion_vectors_last_change != frame) {
+ multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset;
+ multimesh->motion_vectors_current_offset = multimesh->instances - multimesh->motion_vectors_current_offset;
+ multimesh->motion_vectors_last_change = frame;
+
+ if (multimesh->previous_data_cache_dirty_region_count > 0) {
+ uint8_t *data = (uint8_t *)multimesh->data_cache.ptrw();
+ uint32_t current_ofs = multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float);
+ uint32_t previous_ofs = multimesh->motion_vectors_previous_offset * multimesh->stride_cache * sizeof(float);
+ uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
+ 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);
+ uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
+ for (uint32_t i = 0; i < visible_region_count; i++) {
+ if (multimesh->previous_data_cache_dirty_regions[i]) {
+ uint32_t offset = i * region_size;
+ memcpy(data + current_ofs + offset, data + previous_ofs + offset, MIN(region_size, size - offset));
+ }
+ }
+ }
}
- multimesh->data_cache_used_dirty_regions = 0;
}
void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
@@ -1309,7 +1406,7 @@ void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool
#endif
if (!multimesh->data_cache_dirty_regions[region_index]) {
multimesh->data_cache_dirty_regions[region_index] = true;
- multimesh->data_cache_used_dirty_regions++;
+ multimesh->data_cache_dirty_region_count++;
}
if (p_aabb) {
@@ -1330,7 +1427,7 @@ void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, b
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++;
+ multimesh->data_cache_dirty_region_count++;
}
}
}
@@ -1395,11 +1492,12 @@ void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index,
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
_multimesh_make_local(multimesh);
+ _multimesh_update_motion_vectors_data_cache(multimesh);
{
float *w = multimesh->data_cache.ptrw();
- float *dataptr = w + p_index * multimesh->stride_cache;
+ float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache;
dataptr[0] = p_transform.basis.rows[0][0];
dataptr[1] = p_transform.basis.rows[0][1];
@@ -1425,11 +1523,12 @@ void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_ind
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
_multimesh_make_local(multimesh);
+ _multimesh_update_motion_vectors_data_cache(multimesh);
{
float *w = multimesh->data_cache.ptrw();
- float *dataptr = w + p_index * multimesh->stride_cache;
+ float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache;
dataptr[0] = p_transform.columns[0][0];
dataptr[1] = p_transform.columns[1][0];
@@ -1451,11 +1550,12 @@ void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, con
ERR_FAIL_COND(!multimesh->uses_colors);
_multimesh_make_local(multimesh);
+ _multimesh_update_motion_vectors_data_cache(multimesh);
{
float *w = multimesh->data_cache.ptrw();
- float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+ float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->color_offset_cache;
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
@@ -1473,11 +1573,12 @@ void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_inde
ERR_FAIL_COND(!multimesh->uses_custom_data);
_multimesh_make_local(multimesh);
+ _multimesh_update_motion_vectors_data_cache(multimesh);
{
float *w = multimesh->data_cache.ptrw();
- float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ float *dataptr = w + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->custom_data_offset_cache;
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
@@ -1514,7 +1615,7 @@ Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p
{
const float *r = multimesh->data_cache.ptr();
- const float *dataptr = r + p_index * multimesh->stride_cache;
+ const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache;
t.basis.rows[0][0] = dataptr[0];
t.basis.rows[0][1] = dataptr[1];
@@ -1545,7 +1646,7 @@ Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, in
{
const float *r = multimesh->data_cache.ptr();
- const float *dataptr = r + p_index * multimesh->stride_cache;
+ const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache;
t.columns[0][0] = dataptr[0];
t.columns[1][0] = dataptr[1];
@@ -1570,7 +1671,7 @@ Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) co
{
const float *r = multimesh->data_cache.ptr();
- const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+ const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->color_offset_cache;
c.r = dataptr[0];
c.g = dataptr[1];
@@ -1593,7 +1694,7 @@ Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_ind
{
const float *r = multimesh->data_cache.ptr();
- const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ const float *dataptr = r + (multimesh->motion_vectors_current_offset + p_index) * multimesh->stride_cache + multimesh->custom_data_offset_cache;
c.r = dataptr[0];
c.g = dataptr[1];
@@ -1609,25 +1710,26 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
+ if (multimesh->motion_vectors_enabled) {
+ uint32_t frame = RSG::rasterizer->get_frame_number();
+
+ if (multimesh->motion_vectors_last_change != frame) {
+ multimesh->motion_vectors_previous_offset = multimesh->motion_vectors_current_offset;
+ multimesh->motion_vectors_current_offset = multimesh->instances - multimesh->motion_vectors_current_offset;
+ multimesh->motion_vectors_last_change = frame;
+ }
+ }
+
{
const float *r = p_buffer.ptr();
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
+ RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float), 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
+ float *cache_data = multimesh->data_cache.ptrw();
+ memcpy(cache_data + (multimesh->motion_vectors_current_offset * multimesh->stride_cache), p_buffer.ptr(), p_buffer.size() * sizeof(float));
+ _multimesh_mark_all_dirty(multimesh, true, 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();
@@ -1642,20 +1744,19 @@ Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
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());
- }
+ float *w = ret.ptrw();
+ if (multimesh->data_cache.size()) {
+ const uint8_t *r = (uint8_t *)multimesh->data_cache.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float);
+ memcpy(w, r, ret.size() * sizeof(float));
+ } else {
+ Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ const uint8_t *r = buffer.ptr() + multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float);
+ memcpy(w, r, ret.size() * sizeof(float));
+ }
return ret;
}
}
@@ -1698,36 +1799,38 @@ void MeshStorage::_update_dirty_multimeshes() {
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;
+ uint32_t buffer_offset = multimesh->motion_vectors_current_offset * multimesh->stride_cache;
+ const float *data = multimesh->data_cache.ptr() + buffer_offset;
- if (multimesh->data_cache_used_dirty_regions) {
+ uint32_t total_dirty_regions = multimesh->data_cache_dirty_region_count + multimesh->previous_data_cache_dirty_region_count;
+ if (total_dirty_regions != 0) {
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 (total_dirty_regions > 32 || total_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);
+ RD::get_singleton()->buffer_update(multimesh->buffer, buffer_offset * sizeof(float), 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]) {
+ if (multimesh->data_cache_dirty_regions[i] || multimesh->previous_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]);
+ RD::get_singleton()->buffer_update(multimesh->buffer, buffer_offset * sizeof(float) + offset, MIN(region_size, size - offset), &data[region_start_index], RD::BARRIER_MASK_NO_BARRIER);
}
}
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_NO_BARRIER, RD::BARRIER_MASK_ALL);
}
- for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
- multimesh->data_cache_dirty_regions[i] = false;
- }
+ memcpy(multimesh->previous_data_cache_dirty_regions, multimesh->data_cache_dirty_regions, data_cache_dirty_region_count * sizeof(bool));
+ memset(multimesh->data_cache_dirty_regions, 0, data_cache_dirty_region_count * sizeof(bool));
- multimesh->data_cache_used_dirty_regions = 0;
+ multimesh->previous_data_cache_dirty_region_count = multimesh->data_cache_dirty_region_count;
+ multimesh->data_cache_dirty_region_count = 0;
}
if (multimesh->aabb_dirty) {
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 5c0d019c15..622f3911c7 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -205,13 +205,19 @@ private:
AABB aabb;
bool aabb_dirty = false;
bool buffer_set = false;
+ bool motion_vectors_enabled = false;
+ uint32_t motion_vectors_current_offset = 0;
+ uint32_t motion_vectors_previous_offset = 0;
+ uint64_t motion_vectors_last_change = -1;
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;
+ uint32_t data_cache_dirty_region_count = 0;
+ bool *previous_data_cache_dirty_regions = nullptr;
+ uint32_t previous_data_cache_dirty_region_count = 0;
RID buffer; //storage buffer
RID uniform_set_3d;
@@ -228,6 +234,7 @@ private:
MultiMesh *multimesh_dirty_list = nullptr;
_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh);
_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);
@@ -579,6 +586,8 @@ public:
virtual AABB multimesh_get_aabb(RID p_multimesh) const override;
void _update_dirty_multimeshes();
+ bool _multimesh_enable_motion_vectors(RID p_multimesh);
+ void _multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset);
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index 576ec81124..16fdbc07f5 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -128,6 +128,11 @@ void RenderSceneBuffersRD::cleanup() {
ss_effects.linear_depth_slices.clear();
}
+ if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
+ RD::get_singleton()->free(ss_effects.downsample_uniform_set);
+ ss_effects.downsample_uniform_set = RID();
+ }
+
sse->ssao_free(ss_effects.ssao);
sse->ssil_free(ss_effects.ssil);
sse->ssr_free(ssr);
@@ -535,7 +540,9 @@ void RenderSceneBuffersRD::ensure_velocity() {
RD::TEXTURE_SAMPLES_8,
};
- create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, ts[msaa_3d]);
+ RD::TextureSamples texture_samples = ts[msaa_3d];
+
+ create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, texture_samples);
}
create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
index adaf075f80..1975eec7b0 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -35,8 +35,8 @@
#include "servers/rendering/renderer_rd/effects/vrs.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
-#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_method.h"
#include "servers/rendering/storage/render_scene_buffers.h"
// These can be retired in due time
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
new file mode 100644
index 0000000000..f925f87cbe
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
@@ -0,0 +1,246 @@
+/*************************************************************************/
+/* render_scene_data_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 "render_scene_data_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/rendering_server_default.h"
+
+RID RenderSceneDataRD::create_uniform_buffer() {
+ return RD::get_singleton()->uniform_buffer_create(sizeof(UBODATA));
+}
+
+void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers) {
+ RendererSceneRenderRD *render_scene_render = RendererSceneRenderRD::get_singleton();
+
+ UBODATA ubo_data;
+ memset(&ubo_data, 0, sizeof(UBODATA));
+
+ // just for easy access..
+ UBO &ubo = ubo_data.ubo;
+ UBO &prev_ubo = ubo_data.prev_ubo;
+
+ Projection correction;
+ correction.set_depth_correction(p_flip_y);
+ correction.add_jitter_offset(taa_jitter);
+ Projection projection = correction * cam_projection;
+
+ //store camera into ubo
+ RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix);
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ projection = correction * view_projection[v];
+ RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix_view[v]);
+
+ ubo.eye_offset[v][0] = view_eye_offset[v].x;
+ ubo.eye_offset[v][1] = view_eye_offset[v].y;
+ ubo.eye_offset[v][2] = view_eye_offset[v].z;
+ ubo.eye_offset[v][3] = 0.0;
+ }
+
+ ubo.taa_jitter[0] = taa_jitter.x;
+ ubo.taa_jitter[1] = taa_jitter.y;
+
+ ubo.z_far = z_far;
+ ubo.z_near = z_near;
+
+ ubo.pancake_shadows = p_pancake_shadows;
+
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_penumbra_shadow_kernel_get(), ubo.directional_penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_soft_shadow_kernel_get(), ubo.directional_soft_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->penumbra_shadow_kernel_get(), ubo.penumbra_shadow_kernel);
+ RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->soft_shadow_kernel_get(), ubo.soft_shadow_kernel);
+
+ ubo.viewport_size[0] = p_screen_size.x;
+ ubo.viewport_size[1] = p_screen_size.y;
+
+ Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
+ ubo.screen_pixel_size[0] = screen_pixel_size.x;
+ ubo.screen_pixel_size[1] = screen_pixel_size.y;
+
+ ubo.shadow_atlas_pixel_size[0] = shadow_atlas_pixel_size.x;
+ ubo.shadow_atlas_pixel_size[1] = shadow_atlas_pixel_size.y;
+
+ ubo.directional_shadow_pixel_size[0] = directional_shadow_pixel_size.x;
+ ubo.directional_shadow_pixel_size[1] = directional_shadow_pixel_size.y;
+
+ ubo.time = time;
+
+ ubo.directional_light_count = directional_light_count;
+ ubo.dual_paraboloid_side = dual_paraboloid_side;
+ ubo.opaque_prepass_threshold = opaque_prepass_threshold;
+ ubo.material_uv2_mode = material_uv2_mode;
+
+ ubo.fog_enabled = false;
+
+ if (p_debug_mode == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ ubo.use_ambient_light = true;
+ ubo.ambient_light_color_energy[0] = 1;
+ ubo.ambient_light_color_energy[1] = 1;
+ ubo.ambient_light_color_energy[2] = 1;
+ ubo.ambient_light_color_energy[3] = 1.0;
+ ubo.use_ambient_cubemap = false;
+ ubo.use_reflection_cubemap = false;
+ } else if (p_env.is_valid()) {
+ RS::EnvironmentBG env_bg = render_scene_render->environment_get_background(p_env);
+ RS::EnvironmentAmbientSource ambient_src = render_scene_render->environment_get_ambient_source(p_env);
+
+ float bg_energy_multiplier = render_scene_render->environment_get_bg_energy_multiplier(p_env);
+
+ ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
+
+ ubo.ambient_color_sky_mix = render_scene_render->environment_get_ambient_sky_contribution(p_env);
+
+ //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 : render_scene_render->environment_get_bg_color(p_env);
+ color = color.srgb_to_linear();
+
+ ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
+ ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
+ ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
+ ubo.use_ambient_light = true;
+ ubo.use_ambient_cubemap = false;
+ } else {
+ float energy = render_scene_render->environment_get_ambient_light_energy(p_env);
+ Color color = render_scene_render->environment_get_ambient_light(p_env);
+ color = color.srgb_to_linear();
+ ubo.ambient_light_color_energy[0] = color.r * energy;
+ ubo.ambient_light_color_energy[1] = color.g * energy;
+ ubo.ambient_light_color_energy[2] = color.b * energy;
+
+ Basis sky_transform = render_scene_render->environment_get_sky_orientation(p_env);
+ sky_transform = sky_transform.inverse() * cam_transform.basis;
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, ubo.radiance_inverse_xform);
+
+ ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
+ ubo.use_ambient_light = ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+
+ //specular
+ RS::EnvironmentReflectionSource ref_src = render_scene_render->environment_get_reflection_source(p_env);
+ if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
+ ubo.use_reflection_cubemap = true;
+ } else {
+ ubo.use_reflection_cubemap = false;
+ }
+
+ ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env);
+ ubo.fog_density = render_scene_render->environment_get_fog_density(p_env);
+ ubo.fog_height = render_scene_render->environment_get_fog_height(p_env);
+ ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env);
+ ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env);
+
+ Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear();
+ float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env);
+
+ ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ ubo.fog_sun_scatter = render_scene_render->environment_get_fog_sun_scatter(p_env);
+ } else {
+ if (p_reflection_probe_instance.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(p_reflection_probe_instance)) {
+ ubo.use_ambient_light = false;
+ } else {
+ ubo.use_ambient_light = true;
+ Color clear_color = p_default_bg_color;
+ clear_color = clear_color.srgb_to_linear();
+ ubo.ambient_light_color_energy[0] = clear_color.r;
+ ubo.ambient_light_color_energy[1] = clear_color.g;
+ ubo.ambient_light_color_energy[2] = clear_color.b;
+ ubo.ambient_light_color_energy[3] = 1.0;
+ }
+
+ ubo.use_ambient_cubemap = false;
+ ubo.use_reflection_cubemap = false;
+ }
+
+ if (p_camera_attributes.is_valid()) {
+ ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ ubo.IBL_exposure_normalization = 1.0;
+ if (p_env.is_valid()) {
+ RID sky_rid = render_scene_render->environment_get_sky(p_env);
+ if (sky_rid.is_valid()) {
+ float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes) * render_scene_render->environment_get_bg_intensity(p_env) / p_luminance_multiplier;
+ ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, render_scene_render->get_sky()->sky_get_baked_exposure(sky_rid));
+ }
+ }
+ } else if (emissive_exposure_normalization > 0.0) {
+ // This branch is triggered when using render_material().
+ // Emissive is set outside the function.
+ ubo.emissive_exposure_normalization = emissive_exposure_normalization;
+ // IBL isn't used don't set it.
+ } else {
+ ubo.emissive_exposure_normalization = 1.0;
+ ubo.IBL_exposure_normalization = 1.0;
+ }
+
+ ubo.roughness_limiter_enabled = p_opaque_render_buffers && render_scene_render->screen_space_roughness_limiter_is_active();
+ ubo.roughness_limiter_amount = render_scene_render->screen_space_roughness_limiter_get_amount();
+ ubo.roughness_limiter_limit = render_scene_render->screen_space_roughness_limiter_get_limit();
+
+ if (calculate_motion_vectors) {
+ // Q : Should we make a complete copy or should we define a separate UBO with just the components we need?
+ memcpy(&prev_ubo, &ubo, sizeof(UBO));
+
+ Projection prev_correction;
+ prev_correction.set_depth_correction(true);
+ prev_correction.add_jitter_offset(prev_taa_jitter);
+ Projection prev_projection = prev_correction * prev_cam_projection;
+
+ //store camera into ubo
+ RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix);
+ RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix);
+ RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix);
+ RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix);
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ prev_projection = prev_correction * view_projection[v];
+ RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]);
+ RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix_view[v]);
+ }
+ prev_ubo.taa_jitter[0] = prev_taa_jitter.x;
+ prev_ubo.taa_jitter[1] = prev_taa_jitter.y;
+ prev_ubo.time -= time_step;
+ }
+
+ uniform_buffer = p_uniform_buffer;
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, sizeof(UBODATA), &ubo, RD::BARRIER_MASK_RASTER);
+}
+
+RID RenderSceneDataRD::get_uniform_buffer() {
+ return uniform_buffer;
+}
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
new file mode 100644
index 0000000000..c2dc7d5f4c
--- /dev/null
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
@@ -0,0 +1,157 @@
+/*************************************************************************/
+/* render_scene_data_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 RENDER_SCENE_DATA_RD_H
+#define RENDER_SCENE_DATA_RD_H
+
+#include "render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// This is a container for data related to rendering a single frame of a viewport where we load this data into a UBO
+// that can be used by the main scene shader but also by various effects.
+
+class RenderSceneDataRD {
+public:
+ bool calculate_motion_vectors = false;
+
+ Transform3D cam_transform;
+ Projection cam_projection;
+ Vector2 taa_jitter;
+ bool cam_orthogonal = false;
+
+ // For stereo rendering
+ uint32_t view_count = 1;
+ 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;
+
+ float lod_distance_multiplier = 0.0;
+ Plane lod_camera_plane;
+ float screen_mesh_lod_threshold = 0.0;
+
+ uint32_t directional_light_count = 0;
+ float dual_paraboloid_side = 0.0;
+ float opaque_prepass_threshold = 0.0;
+ bool material_uv2_mode = false;
+ float emissive_exposure_normalization = 0.0;
+
+ Size2 shadow_atlas_pixel_size;
+ Size2 directional_shadow_pixel_size;
+
+ float time;
+ float time_step;
+
+ RID create_uniform_buffer();
+ void update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers);
+ RID get_uniform_buffer();
+
+private:
+ RID uniform_buffer; // loaded into this uniform buffer (supplied externally)
+
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
+ struct UBO {
+ float projection_matrix[16];
+ float inv_projection_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];
+
+ float directional_penumbra_shadow_kernel[128]; //32 vec4s
+ float directional_soft_shadow_kernel[128];
+ float penumbra_shadow_kernel[128];
+ float soft_shadow_kernel[128];
+
+ float radiance_inverse_xform[12];
+
+ float ambient_light_color_energy[4];
+
+ float ambient_color_sky_mix;
+ uint32_t use_ambient_light;
+ uint32_t use_ambient_cubemap;
+ uint32_t use_reflection_cubemap;
+
+ float shadow_atlas_pixel_size[2];
+ float directional_shadow_pixel_size[2];
+
+ uint32_t directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ uint32_t roughness_limiter_enabled;
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ float opaque_prepass_threshold;
+
+ // Fog
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ float time;
+ float reflection_multiplier;
+ uint32_t material_uv2_mode;
+
+ float taa_jitter[2];
+ float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
+ float IBL_exposure_normalization; // Adjusts for baked exposure.
+
+ uint32_t pancake_shadows;
+ uint32_t pad1;
+ uint32_t pad2;
+ uint32_t pad3;
+ };
+
+ struct UBODATA {
+ UBO ubo;
+ UBO prev_ubo;
+ };
+};
+
+#endif // RENDER_SCENE_DATA_RD_H