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-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp581
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h163
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.cpp4
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.h4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp25
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp1521
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.h402
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp362
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h106
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp250
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h133
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp31
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp127
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h7
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl162
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl83
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl601
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl245
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_downsample.glsl206
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl126
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl119
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_minify.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl21
33 files changed, 3723 insertions, 1670 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index cbb000cb8c..6e1d61ff94 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,6 +31,7 @@
#include "effects_rd.h"
#include "core/config/project_settings.h"
+#include "core/math/math_defs.h"
#include "core/os/os.h"
#include "thirdparty/misc/cubemap_coeffs.h"
@@ -125,6 +126,33 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
return uniform_set;
}
+RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) {
+ TextureSamplerPair tsp;
+ tsp.texture = p_texture;
+ tsp.sampler = p_sampler;
+
+ if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) {
+ RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0);
+
+ texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set;
+
+ return uniform_set;
+}
+
RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
TexturePair tp;
tp.texture1 = p_texture1;
@@ -951,157 +979,345 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
- //minify first
- ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.minify_push_constant.z_near = p_projection.get_z_near();
- ssao.minify_push_constant.z_far = p_projection.get_z_far();
- ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
- ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
- ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
- ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
+void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.importance_map_uniform_set, 1);
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssao.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+
+ int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
- // Minify the depth buffer.
-
- for (int i = 0; i < depth_mipmaps.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- } else {
- if (i == 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
+ // Downsample and deinterleave the depth buffer.
+ {
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_depth_mipmaps[1]);
+ uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_depth_mipmaps[2]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(p_depth_mipmaps[3]);
+ uniforms.push_back(u);
+ }
+ ssao.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
+ }
+
+ float depth_linearize_mul = -p_projection.matrix[3][2];
+ float depth_linearize_add = p_projection.matrix[2][2];
+ if (depth_linearize_mul * depth_linearize_add < 0) {
+ depth_linearize_add = -depth_linearize_add;
+ }
+
+ ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.downsample_push_constant.z_near = depth_linearize_mul;
+ ssao.downsample_push_constant.z_far = depth_linearize_add;
+ if (ssao.downsample_push_constant.orthogonal) {
+ ssao.downsample_push_constant.z_near = p_projection.get_z_near();
+ ssao.downsample_push_constant.z_far = p_projection.get_z_far();
+ }
+ ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
+
+ int downsample_pipeline = SSAO_DOWNSAMPLE;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ downsample_pipeline = SSAO_DOWNSAMPLE_HALF;
+ } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
+ downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP;
+ }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
+ if (p_settings.half_size) {
+ downsample_pipeline++;
}
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
- // shrink after set
- ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
- ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.downsample_uniform_set, 2);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
- int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
- int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
+ int x_groups = (MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = (MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
/* SECOND PASS */
- // Gather samples
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
- if (!p_half_size) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
-
- ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
- ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
- if (p_half_size) {
- ssao.gather_push_constant.screen_size[0] >>= 1;
- ssao.gather_push_constant.screen_size[1] >>= 1;
- }
- ssao.gather_push_constant.z_far = p_projection.get_z_far();
- ssao.gather_push_constant.z_near = p_projection.get_z_near();
- ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
-
- ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
- ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
- ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- //ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- //ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
-
- ssao.gather_push_constant.radius = p_radius;
-
- ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
- ssao.gather_push_constant.bias = p_bias;
- ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
-
- ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
- ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+ // Sample SSAO
+ {
+ ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ ssao.gather_push_constant.radius *= 0.8f;
+ }
+ if (p_settings.half_size) {
+ ssao.gather_push_constant.radius *= 0.5f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssao.gather_push_constant.radius = p_settings.radius;
+ ssao.gather_push_constant.intensity = p_settings.intensity;
+ ssao.gather_push_constant.shadow_power = p_settings.power;
+ ssao.gather_push_constant.shadow_clamp = 0.98;
+ ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
+ ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
+
+ ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
+ ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssao.gather_push_constant.detail_intensity = p_settings.detail;
+ ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(ssao.mirror_sampler);
+ u.ids.push_back(p_depth_mipmaps_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ssao.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ ssao.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
+ }
- int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
- int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_ao_pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(default_sampler);
+ u.ids.push_back(p_importance_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+ }
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
+ ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ ssao.importance_map_push_constant.intensity = p_settings.intensity;
+ ssao.importance_map_push_constant.power = p_settings.power;
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
+ gather_ssao(compute_list, p_ao_pong_slices, p_settings, true);
+ //generate importance map
+ int x_groups = (p_settings.quarter_screen_size.x - 1) / 8 + 1;
+ int y_groups = (p_settings.quarter_screen_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ //process importance map A
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ //process Importance Map B
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
- /* THIRD PASS */
- // Blur horizontal
-
- ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
- ssao.blur_push_constant.filter_scale = p_blur;
- ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
- ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
- ssao.blur_push_constant.z_far = p_projection.get_z_far();
- ssao.blur_push_constant.z_near = p_projection.get_z_near();
- ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.blur_push_constant.axis[0] = 1;
- ssao.blur_push_constant.axis[1] = 0;
-
- if (p_blur != RS::ENV_SSAO_BLUR_DISABLED) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
- if (p_half_size) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
} else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
}
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- /* THIRD PASS */
- // Blur vertical
-
- ssao.blur_push_constant.axis[0] = 0;
- ssao.blur_push_constant.axis[1] = 1;
+ gather_ssao(compute_list, p_ao_slices, p_settings, false);
+ }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
+ // /* THIRD PASS */
+ // // Blur
+ //
+ {
+ ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSAO_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSAO_BLUR_PASS_WIDE;
+ }
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
}
- if (p_half_size) { //must upscale
- /* FOURTH PASS */
- // upscale if half size
- //back to full size
- ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
- ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
+ /* FOURTH PASS */
+ // Interleave buffers
+ // back to full size
+ {
+ ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ int interleave_pipeline = SSAO_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
+ interleave_pipeline = SSAO_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
+ interleave_pipeline = SSAO_INTERLEAVE_SMART;
+ }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0);
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1);
+ }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
- x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
- y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
+ int x_groups = (p_settings.full_screen_size.x - 1) / 8 + 1;
+ int y_groups = (p_settings.full_screen_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->compute_list_end();
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, false);
}
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
@@ -1486,57 +1702,142 @@ EffectsRD::EffectsRD() {
{
// Initialize ssao
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.max_lod = 4;
+
+ ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
+
uint32_t pipeline = 0;
{
Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MINIFY_START\n");
ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define GENERATE_MIPS\n");
+ ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE");
+ ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n");
+ ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE");
- ssao.minify_shader.initialize(ssao_modes);
+ ssao.downsample_shader.initialize(ssao_modes);
- ssao.minify_shader_version = ssao.minify_shader.version_create();
+ ssao.downsample_shader_version = ssao.downsample_shader.version_create();
- for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
+ for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i));
pipeline++;
}
}
{
Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
+
ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define SSAO_BASE\n");
+ ssao_modes.push_back("\n#define ADAPTIVE\n");
ssao.gather_shader.initialize(ssao_modes);
ssao.gather_shader_version = ssao.gather_shader.version_create();
- for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
+ for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER));
pipeline++;
}
+
+ ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants));
+ SSAOGatherConstants gather_constants;
+
+ const int sub_pass_count = 5;
+ for (int pass = 0; pass < 4; pass++) {
+ for (int subPass = 0; subPass < sub_pass_count; subPass++) {
+ int a = pass;
+ int b = subPass;
+
+ int spmap[5]{ 0, 1, 4, 3, 2 };
+ b = spmap[subPass];
+
+ float ca, sa;
+ float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
+
+ ca = Math::cos(angle0);
+ sa = Math::sin(angle0);
+
+ float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
+
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
+ }
+ }
+
+ RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants, false);
}
{
Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define MODE_UPSCALE\n");
+ ssao_modes.push_back("\n#define GENERATE_MAP\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssao.importance_map_shader.initialize(ssao_modes);
+
+ ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+
+ for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+
+ pipeline++;
+ }
+ ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, false);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_WIDE\n");
ssao.blur_shader.initialize(ssao_modes);
ssao.blur_shader_version = ssao.blur_shader.version_create();
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
pipeline++;
}
}
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_HALF\n");
+
+ ssao.interleave_shader.initialize(ssao_modes);
+
+ ssao.interleave_shader_version = ssao.interleave_shader.version_create();
+ for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
+
+ pipeline++;
+ }
+ }
ERR_FAIL_COND(pipeline != SSAO_MAX);
}
@@ -1777,6 +2078,10 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
+ RD::get_singleton()->free(ssao.mirror_sampler);
+ RD::get_singleton()->free(ssao.gather_constants_buffer);
+ RD::get_singleton()->free(ssao.importance_map_load_counter);
+
bokeh.shader.version_free(bokeh.shader_version);
copy.shader.version_free(copy.shader_version);
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
@@ -1791,7 +2096,9 @@ EffectsRD::~EffectsRD() {
specular_merge.shader.version_free(specular_merge.shader_version);
ssao.blur_shader.version_free(ssao.blur_shader_version);
ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.minify_shader.version_free(ssao.minify_shader_version);
+ ssao.downsample_shader.version_free(ssao.downsample_shader_version);
+ ssao.interleave_shader.version_free(ssao.interleave_shader_version);
+ ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
ssr.shader.version_free(ssr.shader_version);
ssr_filter.shader.version_free(ssr_filter.shader_version);
ssr_scale.shader.version_free(ssr_scale.shader_version);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 3afc111b9d..e2cdd0c3d8 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,7 +51,9 @@
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/ssao_minify.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
@@ -288,71 +290,121 @@ class EffectsRD {
} bokeh;
enum SSAOMode {
- SSAO_MINIFY_FIRST,
- SSAO_MINIFY_MIPMAP,
- SSAO_GATHER_LOW,
- SSAO_GATHER_MEDIUM,
- SSAO_GATHER_HIGH,
- SSAO_GATHER_ULTRA,
- SSAO_GATHER_LOW_HALF,
- SSAO_GATHER_MEDIUM_HALF,
- SSAO_GATHER_HIGH_HALF,
- SSAO_GATHER_ULTRA_HALF,
+ SSAO_DOWNSAMPLE,
+ SSAO_DOWNSAMPLE_HALF_RES,
+ SSAO_DOWNSAMPLE_MIPMAP,
+ SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
+ SSAO_DOWNSAMPLE_HALF,
+ SSAO_DOWNSAMPLE_HALF_RES_HALF,
+ SSAO_GATHER,
+ SSAO_GATHER_BASE,
+ SSAO_GATHER_ADAPTIVE,
+ SSAO_GENERATE_IMPORTANCE_MAP,
+ SSAO_PROCESS_IMPORTANCE_MAPA,
+ SSAO_PROCESS_IMPORTANCE_MAPB,
SSAO_BLUR_PASS,
- SSAO_BLUR_PASS_HALF,
- SSAO_BLUR_UPSCALE,
+ SSAO_BLUR_PASS_SMART,
+ SSAO_BLUR_PASS_WIDE,
+ SSAO_INTERLEAVE,
+ SSAO_INTERLEAVE_SMART,
+ SSAO_INTERLEAVE_HALF,
SSAO_MAX
};
- struct SSAOMinifyPushConstant {
+ struct SSAODownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
- int32_t source_size[2];
uint32_t orthogonal;
- uint32_t pad;
+ float radius_sq;
+ uint32_t pad[2];
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
- float z_far;
- float z_near;
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ int size_multiplier;
+ float detail_intensity;
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad[2];
+ float half_screen_pixel_size_x025[2];
- uint32_t orthogonal;
- float intensity_div_r6;
float radius;
- float bias;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
- float proj_info[4];
- float pixel_size[2];
- float proj_scale;
- uint32_t pad;
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSAOGatherConstants {
+ float rotation_matrices[80]; //5 vec4s * 4
+ };
+
+ struct SSAOImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float power;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
- int32_t filter_scale;
- float z_far;
- float z_near;
- uint32_t orthogonal;
- uint32_t pad[3];
- int32_t axis[2];
- int32_t screen_size[2];
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSAOInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
};
struct SSAO {
- SSAOMinifyPushConstant minify_push_constant;
- SsaoMinifyShaderRD minify_shader;
- RID minify_shader_version;
+ SSAODownsamplePushConstant downsample_push_constant;
+ SsaoDownsampleShaderRD downsample_shader;
+ RID downsample_shader_version;
+ RID downsample_uniform_set;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
+ RID gather_uniform_set;
+ RID gather_constants_buffer;
+ bool gather_initialized = false;
+
+ SSAOImportanceMapPushConstant importance_map_push_constant;
+ SsaoImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID importance_map_uniform_set;
+ RID counter_uniform_set;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
+ SSAOInterleavePushConstant interleave_push_constant;
+ SsaoInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID mirror_sampler;
RID pipelines[SSAO_MAX];
} ssao;
@@ -598,13 +650,27 @@ class EffectsRD {
}
};
+ struct TextureSamplerPair {
+ RID texture;
+ RID sampler;
+ _FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
+ if (texture == p_pair.texture) {
+ return sampler < p_pair.sampler;
+ } else {
+ return texture < p_pair.texture;
+ }
+ }
+ };
+
Map<RID, RID> texture_to_compute_uniform_set_cache;
Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
+ Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
+ RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
@@ -664,9 +730,30 @@ public:
Vector2i texture_size;
};
+ struct SSAOSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float power = 1.5;
+ float detail = 0.5;
+ float horizon = 0.06;
+ float sharpness = 0.98;
+
+ RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool half_size = false;
+ float adaptive_target = 0.5;
+ int blur_passes = 2;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ Size2i half_screen_size = Size2i();
+ Size2i quarter_screen_size = Size2i();
+ };
+
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
+ void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass);
+ void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.cpp b/servers/rendering/renderer_rd/light_cluster_builder.cpp
index b76b41ba26..bb807ca4ca 100644
--- a/servers/rendering/renderer_rd/light_cluster_builder.cpp
+++ b/servers/rendering/renderer_rd/light_cluster_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.h b/servers/rendering/renderer_rd/light_cluster_builder.h
index 0767a96817..8f77ece6f5 100644
--- a/servers/rendering/renderer_rd/light_cluster_builder.h
+++ b/servers/rendering/renderer_rd/light_cluster_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index 8319e3eed1..b2b919c40e 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index 2f91c3c3b5..b1c8f21ecc 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 8fa56b182c..5b3c3c703f 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -601,10 +601,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item
push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
}
- push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT];
- push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP];
- push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT];
- push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM];
+ push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
+ push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
+ push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
+ push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
@@ -1689,7 +1689,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
to_light_xform[2] = from_pos;
to_light_xform[1] = light_dir;
- to_light_xform[0] = -light_dir.tangent();
+ to_light_xform[0] = -light_dir.orthogonal();
to_light_xform.invert();
@@ -2239,6 +2239,11 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
return Variant();
}
+RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+ return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
+}
+
RendererCanvasRenderRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
@@ -2488,8 +2493,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["COLOR"] = "color";
actions.renames["NORMAL"] = "normal";
- actions.renames["NORMALMAP"] = "normal_map";
- actions.renames["NORMALMAP_DEPTH"] = "normal_depth";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["TEXTURE"] = "color_texture";
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -2517,7 +2522,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 203d7a4890..cb947d7180 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -188,6 +188,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ShaderData();
virtual ~ShaderData();
};
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 4ae7e68219..be2552bd32 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -154,12 +154,9 @@ void RendererCompositorRD::initialize() {
}
}
-ThreadWorkPool RendererCompositorRD::thread_work_pool;
uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
- thread_work_pool.finish();
-
memdelete(scene);
memdelete(canvas);
memdelete(storage);
@@ -174,7 +171,6 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
singleton = this;
- thread_work_pool.init();
time = 0;
storage = memnew(RendererStorageRD);
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 877f47d702..cb85fc79e0 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -90,8 +90,6 @@ public:
virtual bool is_low_end() const { return false; }
- static ThreadWorkPool thread_work_pool;
-
static RendererCompositorRD *singleton;
RendererCompositorRD();
~RendererCompositorRD() {}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index 9de7af3c22..1d07741296 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -112,7 +112,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
actions.usage_flag_pointers["NORMAL"] = &uses_normal;
- actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
@@ -394,6 +394,12 @@ Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const Stri
return Variant();
}
+RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const {
+ RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
+
+ return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
+}
+
RendererSceneRenderForward::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
@@ -766,7 +772,7 @@ void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBuffer
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
@@ -782,7 +788,7 @@ void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBuffer
fb.push_back(rb->normal_roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
} else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
tf.samples = rb->texture_samples;
rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -806,243 +812,89 @@ bool RendererSceneRenderForward::free(RID p_rid) {
return false;
}
-void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
- uint32_t lightmap_captures_used = 0;
-
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
- InstanceData &id = scene_state.instances[i];
- bool store_transform = true;
- id.flags = 0;
- id.mask = e->instance->layer_mask;
- id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
-
- if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
- if (storage->multimesh_uses_colors(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
- }
- if (storage->multimesh_uses_custom_data(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
- }
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
- } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (false) { // 2D particles
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
-
- if (!storage->particles_is_using_local_coords(e->instance->base)) {
- store_transform = false;
- }
-
- } else if (e->instance->base_type == RS::INSTANCE_MESH) {
- if (e->instance->skeleton.is_valid()) {
- id.flags |= INSTANCE_DATA_FLAG_SKELETON;
- }
- }
-
- if (store_transform) {
- RendererStorageRD::store_transform(e->instance->transform, id.transform);
- RendererStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
- } else {
- RendererStorageRD::store_transform(Transform(), id.transform);
- RendererStorageRD::store_transform(Transform(), id.normal_transform);
- }
-
- if (p_for_depth) {
- id.gi_offset = 0xFFFFFFFF;
- continue;
- }
-
- if (e->instance->lightmap) {
- int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
- if (lightmap_index >= 0) {
- id.gi_offset = lightmap_index;
- id.gi_offset |= e->instance->lightmap_slice_index << 12;
- id.gi_offset |= e->instance->lightmap_cull_index << 20;
- id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
- id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
- id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
- id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
- if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
- }
- } else {
- id.gi_offset = 0xFFFFFFFF;
- }
- } else if (!e->instance->lightmap_sh.empty()) {
- if (lightmap_captures_used < scene_state.max_lightmap_captures) {
- const Color *src_capture = e->instance->lightmap_sh.ptr();
- LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
- for (int j = 0; j < 9; j++) {
- lcd.sh[j * 4 + 0] = src_capture[j].r;
- lcd.sh[j * 4 + 1] = src_capture[j].g;
- lcd.sh[j * 4 + 2] = src_capture[j].b;
- lcd.sh[j * 4 + 3] = src_capture[j].a;
- }
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
- id.gi_offset = lightmap_captures_used;
- lightmap_captures_used++;
- }
-
- } else {
- if (p_has_opaque_gi) {
- id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
- }
-
- if (!low_end && !e->instance->gi_probe_instances.empty()) {
- uint32_t written = 0;
- for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
- RID probe = e->instance->gi_probe_instances[j];
-
- uint32_t index = gi_probe_instance_get_render_index(probe);
-
- if (written == 0) {
- id.gi_offset = index;
- id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
- written = 1;
- } else {
- id.gi_offset = index << 16;
- written = 2;
- break;
- }
- }
- if (written == 0) {
- id.gi_offset = 0xFFFFFFFF;
- } else if (written == 1) {
- id.gi_offset |= 0xFFFF0000;
- }
- } else {
- if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
- }
- id.gi_offset = 0xFFFFFFFF;
- }
- }
- }
-
- RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
- if (lightmap_captures_used) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
- }
-}
-
/// RENDERING ///
-void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) {
+template <RendererSceneRenderForward::PassMode p_pass_mode>
+void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
//global scope bindings
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
- MaterialData *prev_material = nullptr;
+ RID prev_material_uniform_set;
RID prev_vertex_array_rd;
RID prev_index_array_rd;
RID prev_pipeline_rd;
RID prev_xforms_uniform_set;
- PushConstant push_constant;
- zeromem(&push_constant, sizeof(PushConstant));
- push_constant.bake_uv2_offset[0] = p_uv_offset.x;
- push_constant.bake_uv2_offset[1] = p_uv_offset.y;
+ bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+
+ float old_offset[2] = { 0, 0 };
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+
+ RID material_uniform_set;
+ ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass) {
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+ mesh_surface = surf->surface;
+ }
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
+ if (!mesh_surface) {
+ continue;
+ }
- MaterialData *material = e->material;
- ShaderData *shader = material->shader_data;
- RID xforms_uniform_set;
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
+ old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
+ surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
+ surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
+ }
//find cull variant
ShaderData::CullVariant cull_variant;
- if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)) {
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
} else {
- bool mirror = e->instance->mirror;
- if (p_reverse_cull) {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
mirror = !mirror;
}
cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
}
- //find primitive and vertex format
- RS::PrimitiveType primitive;
-
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
- if (e->instance->skeleton.is_valid()) {
- xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
- }
- } break;
- case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(e->instance->base);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
-
- xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case RS::INSTANCE_PARTICLES: {
- RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
-
- xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
+ RS::PrimitiveType primitive = surf->primitive;
+ RID xforms_uniform_set = surf->owner->transforms_uniform_set;
ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
- switch (p_pass_mode) {
+ switch (p_params->pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
- if (e->uses_lightmap) {
+ if (surf->sort.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (e->uses_forward_gi) {
+ } else if (surf->sort.uses_forward_gi) {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
shader_version = SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
- if (e->uses_lightmap) {
+ if (surf->sort.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
@@ -1077,30 +929,37 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
RID vertex_array_rd;
RID index_array_rd;
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- if (e->instance->mesh_instance.is_valid()) { //skeleton and blend shape
- storage->mesh_instance_surface_get_arrays_and_format(e->instance->mesh_instance, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } else {
- storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- }
- } break;
- case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(e->instance->base);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case RS::INSTANCE_PARTICLES: {
- RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ }
+
+ if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
+ //lod
+ Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
+ Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);
+
+ float distance_min = p_params->lod_plane.distance_to(support_min);
+ float distance_max = p_params->lod_plane.distance_to(support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
}
+
+ index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);
+
+ } else {
+ //no lod
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
}
if (prev_vertex_array_rd != vertex_array_rd) {
@@ -1115,7 +974,7 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
prev_index_array_rd = index_array_rd;
}
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_force_wireframe);
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
if (pipeline_rd != prev_pipeline_rd) {
// checking with prev shader does not make so much sense, as
@@ -1129,39 +988,89 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
prev_xforms_uniform_set = xforms_uniform_set;
}
- if (material != prev_material) {
+ if (material_uniform_set != prev_material_uniform_set) {
//update uniform set
- if (material->uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET);
+ if (material_uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
- prev_material = material;
+ prev_material_uniform_set = material_uniform_set;
}
- push_constant.index = i;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &surf->owner->push_constant, sizeof(GeometryInstanceForward::PushConstant));
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
- } break;
- case RS::INSTANCE_MULTIMESH: {
- uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- } break;
- case RS::INSTANCE_PARTICLES: {
- uint32_t instances = storage->particles_get_amount(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
+ surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
}
}
}
+void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ //use template for faster performance (pass mode comparisons are inlined)
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR: {
+ _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_SPECULAR: {
+ _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH: {
+ _render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SDF: {
+ _render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+ uint32_t render_total = p_params->element_count;
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t render_from = p_thread * render_total / total_threads;
+ uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
+ _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
+}
+
+void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
+ p_params->framebuffer_format = fb_format;
+
+ if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end();
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@@ -1394,248 +1303,193 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
}
-void RendererSceneRenderForward::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- RID m_src;
-
- m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
-
- if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
- m_src = overdraw_material;
- } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
- m_src = default_material;
- }
- }
-
- MaterialData *material = nullptr;
-
- if (m_src.is_valid()) {
- material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- m_src = default_material;
- }
-
- ERR_FAIL_COND(!material);
-
- _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
-
- while (material->next_pass.is_valid()) {
- material = (MaterialData *)storage->material_get_data(material->next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
- }
-}
-
-void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
- bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
-
- if (p_material->shader_data->uses_sss) {
- scene_state.used_sss = true;
- }
-
- if (p_material->shader_data->uses_screen_texture) {
- scene_state.used_screen_texture = true;
- }
-
- if (p_material->shader_data->uses_depth_texture) {
- scene_state.used_depth_texture = true;
- }
-
- if (p_material->shader_data->uses_normal_texture) {
- scene_state.used_normal_texture = true;
- }
-
- if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
- if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
- //conditions in which no depth pass should be processed
- return;
- }
-
- if ((p_pass_mode != PASS_MODE_DEPTH_MATERIAL && p_pass_mode != PASS_MODE_SDF) && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
- //shader does not use discard and does not write a vertex position, use generic material
- if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- } else if ((p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- }
- }
-
- has_alpha = false;
- }
-
- has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
-
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
-
- if (!e) {
- return;
- }
-
- e->instance = p_instance;
- e->material = p_material;
- e->surface_index = p_surface;
- e->sort_key = 0;
-
- if (e->material->last_pass != render_pass) {
- if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
- //uniform set no longer valid, probably a texture changed
- storage->material_force_update_textures(p_material_rid, RendererStorageRD::SHADER_TYPE_3D);
- }
- e->material->last_pass = render_pass;
- e->material->index = scene_state.current_material_index++;
- if (e->material->shader_data->last_pass != render_pass) {
- e->material->shader_data->last_pass = scene_state.current_material_index++;
- e->material->shader_data->index = scene_state.current_shader_index++;
- }
- }
- e->geometry_index = p_geometry_index;
- e->material_index = e->material->index;
- e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
- e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty();
- e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
- e->shader_index = e->shader_index;
- e->depth_layer = e->instance->depth_layer;
- e->priority = p_material->priority;
-
- if (p_material->shader_data->uses_time) {
- RenderingServerDefault::redraw_request();
- }
-}
-
-void RendererSceneRenderForward::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi) {
- scene_state.current_shader_index = 0;
- scene_state.current_material_index = 0;
+void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
scene_state.used_normal_texture = false;
scene_state.used_depth_texture = false;
- uint32_t geometry_index = 0;
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_cam_projection.get_z_near();
+ float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+ uint32_t lightmap_captures_used = 0;
+
+ _update_dirty_geometry_instances();
+ render_list.clear();
//fill list
- for (int i = 0; i < p_cull_count; i++) {
- InstanceBase *inst = p_cull_result[i];
+ for (int i = 0; i < (int)p_instances.size(); i++) {
+ GeometryInstanceForward *inst = static_cast<GeometryInstanceForward *>(p_instances[i]);
- //add geometry for drawing
- switch (inst->base_type) {
- case RS::INSTANCE_MESH: {
- const RID *materials = nullptr;
- uint32_t surface_count;
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
- materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
- if (!materials) {
- continue; //nothing to do
- }
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
- const RID *inst_materials = inst->materials.ptr();
+ bool uses_lightmap = false;
+ bool uses_gi = false;
- for (uint32_t j = 0; j < surface_count; j++) {
- RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ //setup GI
- uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
- _add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
+ lightmap_cull_index = j;
+ break;
+ }
}
-
- //mesh->last_pass=frame;
-
- } break;
-
- case RS::INSTANCE_MULTIMESH: {
- if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
- //not visible, 0 instances
- continue;
+ if (lightmap_cull_index >= 0) {
+ inst->push_constant.gi_offset &= 0xFFFF;
+ inst->push_constant.gi_offset |= lightmap_cull_index;
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
+ if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
+ flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
+ }
+ uses_lightmap = true;
+ } else {
+ inst->push_constant.gi_offset = 0xFFFFFFFF;
}
- RID mesh = storage->multimesh_get_mesh(inst->base);
- if (!mesh.is_valid()) {
- continue;
+ } else if (inst->lightmap_sh) {
+ if (lightmap_captures_used < scene_state.max_lightmap_captures) {
+ const Color *src_capture = inst->lightmap_sh->sh;
+ LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
+ for (int j = 0; j < 9; j++) {
+ lcd.sh[j * 4 + 0] = src_capture[j].r;
+ lcd.sh[j * 4 + 1] = src_capture[j].g;
+ lcd.sh[j * 4 + 2] = src_capture[j].b;
+ lcd.sh[j * 4 + 3] = src_capture[j].a;
+ }
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
+ inst->push_constant.gi_offset = lightmap_captures_used;
+ lightmap_captures_used++;
+ uses_lightmap = true;
}
- const RID *materials = nullptr;
- uint32_t surface_count;
-
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
- if (!materials) {
- continue; //nothing to do
+ } else if (!low_end) {
+ if (p_using_opaque_gi) {
+ flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
}
- for (uint32_t j = 0; j < surface_count; j++) {
- uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
+ if (inst->gi_probes[0].is_valid()) {
+ uint32_t probe0_index = 0xFFFF;
+ uint32_t probe1_index = 0xFFFF;
- } break;
-#if 0
- case RS::INSTANCE_IMMEDIATE: {
- RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
- ERR_CONTINUE(!immediate);
+ for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
+ if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
+ probe0_index = j;
+ } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
+ probe1_index = j;
+ }
+ }
- _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+ if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
+ //0 must always exist if a probe exists
+ SWAP(probe0_index, probe1_index);
+ }
- } break;
-#endif
- case RS::INSTANCE_PARTICLES: {
- int draw_passes = storage->particles_get_draw_passes(inst->base);
+ inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
+ uses_gi = true;
+ } else {
+ if (p_using_sdfgi && inst->can_sdfgi) {
+ flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
+ uses_gi = true;
+ }
+ inst->push_constant.gi_offset = 0xFFFFFFFF;
+ }
+ }
+ }
+ inst->push_constant.flags = flags;
- for (int j = 0; j < draw_passes; j++) {
- RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
- if (!mesh.is_valid())
- continue;
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
- const RID *materials = nullptr;
- uint32_t surface_count;
+ while (surf) {
+ surf->sort.uses_forward_gi = 0;
+ surf->sort.uses_lightmap = 0;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
- if (!materials) {
- continue; //nothing to do
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ render_list.add_element(surf);
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ render_list.add_alpha_element(surf);
+ if (uses_gi) {
+ surf->sort.uses_forward_gi = 1;
}
+ }
- for (uint32_t k = 0; k < surface_count; k++) {
- uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
+ if (uses_lightmap) {
+ surf->sort.uses_lightmap = 1;
}
- } break;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
+ scene_state.used_sss = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
- default: {
+ } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
+ render_list.add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ render_list.add_element(surf);
+ }
}
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
}
}
+
+ if (lightmap_captures_used) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
+ }
}
-void RendererSceneRenderForward::_setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform) {
- uint32_t lightmaps_used = 0;
- for (int i = 0; i < p_lightmap_cull_count; i++) {
+void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
+ scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
+ for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
+ scene_state.giprobe_ids[i] = p_giprobes[i];
+ }
+}
+
+void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
+ scene_state.lightmaps_used = 0;
+ for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
break;
}
- InstanceBase *lm = p_lightmap_cull_result[i];
- Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
+ RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
+
+ Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
- lm->lightmap_cull_index = i;
- lightmaps_used++;
+ scene_state.lightmap_ids[i] = p_lightmaps[i];
+ scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+
+ scene_state.lightmaps_used++;
}
- if (lightmaps_used > 0) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
+ if (scene_state.lightmaps_used > 0) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, true);
}
}
-void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
+void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
RenderBufferDataForward *render_buffer = nullptr;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
@@ -1654,6 +1508,13 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
scene_state.ubo.reflection_multiplier = 1.0;
}
+ float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
+ Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
+
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
@@ -1683,7 +1544,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
opaque_framebuffer = render_buffer->color_fb;
- if (!low_end && p_gi_probe_cull_count > 0) {
+ if (!low_end && p_gi_probes.size() > 0) {
using_giprobe = true;
render_buffer->ensure_gi();
}
@@ -1750,13 +1611,13 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
ERR_FAIL(); //bug?
}
- _setup_lightmaps(p_lightmap_cull_result, p_lightmap_cull_count, p_cam_transform);
+ _setup_lightmaps(p_lightmaps, p_cam_transform);
+ _setup_giprobes(p_gi_probes);
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- render_list.clear();
- _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi);
+ _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe);
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
@@ -1838,12 +1699,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
clear_color = p_default_bg_color;
}
- RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count);
-
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
-
bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
@@ -1854,10 +1711,11 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
@@ -1877,13 +1735,15 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
if (using_sdfgi || using_giprobe) {
- _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count);
+ _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probes);
}
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
+ RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes, p_lightmaps);
+
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
@@ -1903,13 +1763,13 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+
+ _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : 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
- draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
+ RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
RD::get_singleton()->draw_list_end();
}
}
@@ -1923,8 +1783,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- for (int i = 0; i < p_gi_probe_cull_count; i++) {
- _debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
+ for (int i = 0; i < (int)p_gi_probes.size(); i++) {
+ _debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
RD::get_singleton()->draw_list_end();
}
@@ -1988,12 +1848,9 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
render_list.sort_by_reverse_depth_and_priority(true);
- _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
-
{
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _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);
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
@@ -2001,7 +1858,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
}
-void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
+void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
_update_render_base_uniform_set();
@@ -2012,29 +1869,28 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, InstanceBase
_setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
- render_list.clear();
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_projection, p_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Shadow");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
//regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
}
-void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
+void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup Render Collider Heightfield");
_update_render_base_uniform_set();
@@ -2045,29 +1901,24 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_SHADOW;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Collider Heightield");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
//regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
}
-void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering Material");
_update_render_base_uniform_set();
@@ -2079,20 +1930,17 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -2101,12 +1949,12 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
_update_render_base_uniform_set();
@@ -2118,20 +1966,17 @@ void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p
_setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -2159,15 +2004,17 @@ void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p
Vector2 ofs = uv_offsets[i];
ofs.x /= p_region.size.width;
ofs.y /= p_region.size.height;
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true, ofs); //first wireframe, for pseudo conservative
+ render_list_params.uv_offset = ofs;
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
}
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
+ render_list_params.uv_offset = Vector2();
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
RENDER_TIMESTAMP("Render SDFGI");
_update_render_base_uniform_set();
@@ -2176,12 +2023,10 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
ERR_FAIL_COND(!render_buffer);
render_pass++;
- render_list.clear();
PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
@@ -2242,9 +2087,8 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
+ _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
}
}
@@ -2301,13 +2145,6 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
u.ids.push_back(scene_state.uniform_buffer);
uniforms.push_back(u);
}
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.instance_buffer);
- uniforms.push_back(u);
- }
{
RD::Uniform u;
@@ -2341,20 +2178,13 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 11;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids = storage->lightmap_array_get_textures();
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -2362,7 +2192,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -2370,7 +2200,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 15;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -2378,14 +2208,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 16;
+ u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(get_cluster_builder_texture());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 17;
+ u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_cluster_builder_indices_buffer());
uniforms.push_back(u);
@@ -2393,7 +2223,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 18;
+ u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
@@ -2406,7 +2236,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 19;
+ u.binding = 18;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2414,7 +2244,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
if (!low_end) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 20;
+ u.binding = 19;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2423,7 +2253,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
}
-RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
+RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps) {
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
}
@@ -2478,16 +2308,34 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
u.ids.push_back(texture);
uniforms.push_back(u);
}
-
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ if (i < p_lightmaps.size()) {
+ RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
+ RID texture = storage->lightmap_get_texture(base);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ u.ids.write[i] = rd_texture;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
- if (i < p_gi_probe_cull_count) {
- RID tex = gi_probe_instance_get_texture(p_gi_probe_cull_result[i]);
+ if (i < (int)p_gi_probes.size()) {
+ RID tex = gi_probe_instance_get_texture(p_gi_probes[i]);
if (!tex.is_valid()) {
tex = default_tex;
}
@@ -2502,15 +2350,15 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2520,7 +2368,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
if (!low_end) {
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
@@ -2529,7 +2377,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2539,7 +2387,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
@@ -2548,7 +2396,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
@@ -2556,7 +2404,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
@@ -2569,7 +2417,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
@@ -2580,14 +2428,14 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
@@ -2645,10 +2493,24 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
}
{
- // No GIProbes
+ // No Lightmaps
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ u.ids.write[i] = default_tex;
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ // No GIProbes
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
@@ -2662,33 +2524,33 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
+ u.binding = 5;
u.ids.push_back(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
+ u.binding = 6;
u.ids.push_back(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
+ u.binding = 7;
u.ids.push_back(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
+ u.binding = 8;
u.ids.push_back(p_geom_facing_texture);
uniforms.push_back(u);
}
- sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
return sdfgi_pass_uniform_set;
}
@@ -2726,6 +2588,534 @@ void RendererSceneRenderForward::set_time(double p_time, double p_step) {
RendererSceneRenderRD::set_time(p_time, p_step);
}
+void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_sss) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shaodows) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+
+ MaterialData *material_shadow = nullptr;
+ //void *surface_shadow = nullptr;
+ if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material_uniform_set = p_material->uniform_set;
+ sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
+ sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_type = ginstance->data->base_type;
+ sdcache->sort.material_id = p_material_id;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index();
+ sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (material) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = default_material;
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+#if 0
+ case RS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+#endif
+ case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid())
+ continue;
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);
+
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ ginstance->push_constant.instance_uniforms_ofs = ginstance->data->shader_parameters_offset >= 0 ? ginstance->data->shader_parameters_offset : 0;
+ ginstance->push_constant.layer_mask = ginstance->data->layer_mask;
+ ginstance->push_constant.flags = 0;
+ ginstance->push_constant.gi_offset = 0xFFFFFFFF; //disabled
+
+ bool store_transform = true;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+ if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+ }
+ if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+ }
+
+ ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (false) { // 2D particles
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+
+ ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (ginstance->data->dirty_dependencies) {
+ storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
+ }
+
+ if (store_transform) {
+ RendererStorageRD::store_transform(ginstance->data->transform, ginstance->push_constant.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform(), ginstance->push_constant.transform);
+ }
+
+ ginstance->can_sdfgi = false;
+
+ if (lightmap_instance_is_valid(ginstance->lightmap_instance)) {
+ ginstance->push_constant.gi_offset = ginstance->data->lightmap_slice_index << 16;
+ ginstance->push_constant.lightmap_uv_scale[0] = ginstance->data->lightmap_uv_scale.position.x;
+ ginstance->push_constant.lightmap_uv_scale[1] = ginstance->data->lightmap_uv_scale.position.y;
+ ginstance->push_constant.lightmap_uv_scale[2] = ginstance->data->lightmap_uv_scale.size.width;
+ ginstance->push_constant.lightmap_uv_scale[3] = ginstance->data->lightmap_uv_scale.size.height;
+ } else if (!low_end) {
+ if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
+ ginstance->can_sdfgi = true;
+ }
+ }
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RendererSceneRenderForward::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForward::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ RendererStorageRD::store_transform(p_transform, ginstance->push_constant.transform);
+ ginstance->data->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
+}
+void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_dynamic_gi = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->data->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->data->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_sh9) {
+ if (ginstance->lightmap_sh == nullptr) {
+ ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ }
+
+ copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ ginstance->lightmap_sh = nullptr;
+ }
+ }
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shaodows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->layer_mask = p_layer_mask;
+ ginstance->push_constant.layer_mask = p_layer_mask;
+}
+
+void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ }
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() {
+ return (1 << RS::INSTANCE_GI_PROBE);
+}
+void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+}
+void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+}
+void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+}
+
+Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform());
+ return ginstance->data->transform;
+}
+AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_gi_probe_instance_count > 0) {
+ ginstance->gi_probes[0] = p_gi_probe_instances[0];
+ } else {
+ ginstance->gi_probes[0] = RID();
+ }
+
+ if (p_gi_probe_instance_count > 1) {
+ ginstance->gi_probes[1] = p_gi_probe_instances[1];
+ } else {
+ ginstance->gi_probes[1] = RID();
+ }
+}
+
RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
@@ -2749,11 +3139,10 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
{
//lightmaps
- scene_state.max_lightmaps = storage->lightmap_array_get_size();
+ scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
- scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
}
{
@@ -2830,8 +3219,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["FRONT_FACING"] = "gl_FrontFacing";
- actions.renames["NORMALMAP"] = "normalmap";
- actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["ALBEDO"] = "albedo";
actions.renames["ALPHA"] = "alpha";
actions.renames["METALLIC"] = "metallic";
@@ -2879,6 +3268,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
actions.usage_defines["BINORMAL"] = "@TANGENT";
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
@@ -2897,8 +3287,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
- actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
@@ -2975,12 +3365,6 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
render_list.init();
render_pass = 0;
- {
- scene_state.max_instances = render_list.max_elements;
- scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
- scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
- }
-
scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
{
@@ -3028,6 +3412,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
sampler.compare_op = RD::COMPARE_OP_LESS;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
+
+ render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
}
RendererSceneRenderForward::~RendererSceneRenderForward() {
@@ -3055,11 +3441,8 @@ RendererSceneRenderForward::~RendererSceneRenderForward() {
{
RD::get_singleton()->free(scene_state.uniform_buffer);
- RD::get_singleton()->free(scene_state.instance_buffer);
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
- memdelete_arr(scene_state.instances);
- memdelete_arr(scene_state.lightmaps);
memdelete_arr(scene_state.lightmap_captures);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
index 6d76d5f0eb..3b5a5ad96f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
+#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
@@ -46,7 +47,9 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
enum {
SDFGI_MAX_CASCADES = 8,
- MAX_GI_PROBES = 8
+ MAX_GI_PROBES = 8,
+ MAX_LIGHTMAPS = 8,
+ MAX_GI_PROBES_PER_INSTANCE = 2,
};
/* Scene Shader */
@@ -166,6 +169,8 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ShaderData();
virtual ~ShaderData();
};
@@ -197,14 +202,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
- /* Push Constant */
-
- struct PushConstant {
- uint32_t index;
- uint32_t pad;
- float bake_uv2_offset[2];
- };
-
/* Framebuffer */
struct RenderBufferDataForward : public RenderBufferData {
@@ -266,7 +263,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
- RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
+ RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
struct LightmapData {
float normal_xform[12];
@@ -292,16 +289,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
};
- struct InstanceData {
- float transform[16];
- float normal_transform[16];
- uint32_t flags;
- uint32_t instance_uniforms_ofs; //instance_offset in instancing/skeleton buffer
- uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
- uint32_t mask;
- float lightmap_uv_scale[4];
- };
-
struct SceneState {
struct UBO {
float projection_matrix[16];
@@ -385,7 +372,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID uniform_buffer;
- LightmapData *lightmaps;
+ LightmapData lightmaps[MAX_LIGHTMAPS];
+ RID lightmap_ids[MAX_LIGHTMAPS];
+ bool lightmap_has_sh[MAX_LIGHTMAPS];
+ uint32_t lightmaps_used = 0;
uint32_t max_lightmaps;
RID lightmap_buffer;
@@ -393,47 +383,231 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
- RID instance_buffer;
- InstanceData *instances;
- uint32_t max_instances;
+ RID giprobe_ids[MAX_GI_PROBES];
+ uint32_t giprobes_used = 0;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
bool used_sss = false;
- uint32_t current_shader_index = 0;
- uint32_t current_material_index = 0;
} scene_state;
- /* Render List */
+ static RendererSceneRenderForward *singleton;
+ uint64_t render_pass;
+ double time;
+ RID default_shader;
+ RID default_material;
+ RID overdraw_material_shader;
+ RID overdraw_material;
+ RID wireframe_material_shader;
+ RID wireframe_material;
+ RID default_shader_rd;
+ RID default_shader_sdfgi_rd;
- struct RenderList {
- int max_elements;
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
- struct Element {
- RendererSceneRender::InstanceBase *instance;
- MaterialData *material;
- union {
- struct {
- //from least significant to most significant in sort, TODO: should be endian swapped on big endian
- uint64_t geometry_index : 20;
- uint64_t material_index : 15;
- uint64_t shader_index : 12;
- uint64_t uses_instancing : 1;
- uint64_t uses_forward_gi : 1;
- uint64_t uses_lightmap : 1;
- uint64_t depth_layer : 4;
- uint64_t priority : 8;
- };
-
- uint64_t sort_key;
+ enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ PASS_MODE_DEPTH,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
+ PASS_MODE_DEPTH_MATERIAL,
+ PASS_MODE_SDF,
+ };
+
+ void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
+ void _setup_giprobes(const PagedArray<RID> &p_giprobes);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
+
+ struct GeometryInstanceSurfaceDataCache;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
+ elements = p_elements;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ }
+ };
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ LocalVector<RD::DrawListID> thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);
+
+ Map<Size2i, RID> sdfgi_framebuffer_size_cache;
+
+ struct GeometryInstanceData;
+ struct GeometryInstanceForward;
+
+ struct GeometryInstanceLightmapSH {
+ Color sh[9];
+ };
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurfaceDataCache {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SUBSURFACE_SCATTERING = 2048,
+ FLAG_USES_SCREEN_TEXTURE = 4096,
+ FLAG_USES_DEPTH_TEXTURE = 8192,
+ FLAG_USES_NORMAL_TEXTURE = 16384,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ };
+
+ union {
+ struct {
+ uint32_t geometry_id;
+ uint32_t material_id;
+ uint32_t shader_id;
+ uint32_t surface_type : 4;
+ uint32_t uses_forward_gi : 1; //set during addition
+ uint32_t uses_lightmap : 1; //set during addition
+ uint32_t depth_layer : 4; //set during addition
+ uint32_t priority : 8;
+ };
+ struct {
+ uint64_t sort_key1;
+ uint64_t sort_key2;
};
- uint32_t surface_index;
+ } sort;
+
+ RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
+ uint32_t flags = 0;
+ uint32_t surface_index = 0;
+
+ void *surface = nullptr;
+ RID material_uniform_set;
+ ShaderData *shader = nullptr;
+
+ void *surface_shadow = nullptr;
+ RID material_uniform_set_shadow;
+ ShaderData *shader_shadow = nullptr;
+
+ GeometryInstanceSurfaceDataCache *next = nullptr;
+ GeometryInstanceForward *owner = nullptr;
+ };
+
+ struct GeometryInstanceForward : public GeometryInstance {
+ //used during rendering
+ bool mirror = false;
+ bool non_uniform_scale = false;
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ AABB transformed_aabb; //needed for LOD
+ float depth = 0;
+ struct PushConstant {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask;
+ float lightmap_uv_scale[4];
+ } push_constant;
+ RID transforms_uniform_set;
+ uint32_t instance_count = 0;
+ RID mesh_instance;
+ bool can_sdfgi = false;
+ //used during setup
+ uint32_t base_flags = 0;
+ RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+ GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
+ SelfList<GeometryInstanceForward> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+
+ uint32_t layer_mask = 1;
+
+ Vector<RID> surface_materials;
+ RID material_override;
+ Transform transform;
+ AABB aabb;
+ int32_t shader_parameters_offset = -1;
+
+ bool use_dynamic_gi = false;
+ bool use_baked_light = false;
+ bool cast_double_sided_shaodows = false;
+ bool mirror = false;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index = 0;
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
};
- Element *base_elements;
- Element **elements;
+ Data *data = nullptr;
+
+ GeometryInstanceForward() :
+ dirty_list_element(this) {}
+ };
+
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
+
+ PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
+ PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
+
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _update_dirty_geometry_instances();
+
+ bool low_end = false;
+
+ /* Render List */
+
+ struct RenderList {
+ int max_elements;
+
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
int element_count;
int alpha_element_count;
@@ -446,13 +620,13 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
//should eventually be replaced by radix
struct SortByKey {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key(bool p_alpha) {
- SortArray<Element *, SortByKey> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -461,14 +635,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
struct SortByDepth {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth < B->instance->depth;
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth(bool p_alpha) { //used for shadows
- SortArray<Element *, SortByDepth> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -477,20 +651,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
struct SortByReverseDepthAndPriority {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->priority);
- uint32_t layer_B = uint32_t(B->priority);
- if (layer_A == layer_B) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -498,32 +666,27 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
}
- _FORCE_INLINE_ Element *add_element() {
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
+ return;
}
- elements[element_count] = &base_elements[element_count];
- return elements[element_count++];
+ elements[element_count] = p_element;
+ element_count++;
}
- _FORCE_INLINE_ Element *add_alpha_element() {
+ _FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
+ return;
}
int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &base_elements[idx];
+ elements[idx] = p_element;
alpha_element_count++;
- return elements[idx];
}
void init() {
element_count = 0;
alpha_element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- base_elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++) {
- elements[i] = &base_elements[i]; // assign elements
- }
+ elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements);
}
RenderList() {
@@ -532,63 +695,46 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
~RenderList() {
memdelete_arr(elements);
- memdelete_arr(base_elements);
}
};
RenderList render_list;
- static RendererSceneRenderForward *singleton;
- uint64_t render_pass;
- double time;
- RID default_shader;
- RID default_material;
- RID overdraw_material_shader;
- RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
- RID default_shader_rd;
- RID default_shader_sdfgi_rd;
-
- RID default_vec4_xform_buffer;
- RID default_vec4_xform_uniform_set;
-
- enum PassMode {
- PASS_MODE_COLOR,
- PASS_MODE_COLOR_SPECULAR,
- PASS_MODE_COLOR_TRANSPARENT,
- PASS_MODE_SHADOW,
- PASS_MODE_SHADOW_DP,
- PASS_MODE_DEPTH,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
- PASS_MODE_DEPTH_MATERIAL,
- PASS_MODE_SDF,
- };
-
- void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
- void _setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform);
-
- void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi = false, bool p_has_opaque_gi = false);
- void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2());
- _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
- _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
-
- void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi = false);
-
- Map<Size2i, RID> sdfgi_framebuffer_size_cache;
-
- bool low_end = false;
-
protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
public:
+ virtual GeometryInstance *geometry_instance_create(RID p_base);
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
+
+ virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
+
+ virtual uint32_t geometry_instance_get_pair_mask();
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
+ virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
+
virtual void set_time(double p_time, double p_step);
virtual bool free(RID p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index f880eb7d8a..188bcde8d7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1153,7 +1153,7 @@ void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
}
-void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
+void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
@@ -1179,12 +1179,12 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
uint32_t idx = 0;
- for (uint32_t j = 0; j < p_directional_light_count; j++) {
+ for (uint32_t j = 0; j < (uint32_t)p_directional_lights.size(); j++) {
if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
break;
}
- LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
+ LightInstance *li = light_instance_owner.getornull(p_directional_lights[j]);
ERR_CONTINUE(!li);
if (storage->light_directional_is_sky_only(li->light)) {
@@ -1402,7 +1402,7 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
RENDER_TIMESTAMP("<SDFGI Update Probes");
}
-void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used) {
+void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used) {
r_gi_probes_used = 0;
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
@@ -1417,8 +1417,8 @@ void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transfor
for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
RID texture;
- if (i < p_gi_probe_cull_count) {
- GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
+ if (i < (int)p_gi_probes.size()) {
+ GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]);
if (gipi) {
texture = gipi->texture;
@@ -1489,12 +1489,12 @@ void RendererSceneRenderRD::_setup_giprobes(RID p_render_buffers, const Transfor
}
}
- if (p_gi_probe_cull_count > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count), gi_probe_data, true);
+ if (p_gi_probes.size() > 0) {
+ RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, true);
}
}
-void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
+void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes) {
RENDER_TIMESTAMP("Render GI");
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -1512,7 +1512,7 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- push_constant.max_giprobes = MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count);
+ push_constant.max_giprobes = MIN((uint64_t)RenderBuffers::MAX_GIPROBES, p_gi_probes.size());
push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
push_constant.use_sdfgi = rb->sdfgi != nullptr;
@@ -2674,6 +2674,12 @@ Variant RendererSceneRenderRD::SkyShaderData::get_default_parameter(const String
return Variant();
}
+RS::ShaderNativeSourceCode RendererSceneRenderRD::SkyShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->sky_shader.shader.version_get_native_source_code(version);
+}
+
RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
valid = false;
}
@@ -3122,7 +3128,7 @@ RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_ro
return ssr_roughness_quality;
}
-void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
+void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -3133,15 +3139,21 @@ void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float
env->ssao_enabled = p_enable;
env->ssao_radius = p_radius;
env->ssao_intensity = p_intensity;
- env->ssao_bias = p_bias;
+ env->ssao_power = p_power;
+ env->ssao_detail = p_detail;
+ env->ssao_horizon = p_horizon;
+ env->ssao_sharpness = p_sharpness;
env->ssao_direct_light_affect = p_light_affect;
env->ssao_ao_channel_affect = p_ao_channel_affect;
- env->ssao_blur = p_blur;
}
-void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) {
+void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
ssao_quality = p_quality;
ssao_half_size = p_half_size;
+ ssao_adaptive_target = p_adaptive_target;
+ ssao_blur_passes = p_blur_passes;
+ ssao_fadeout_from = p_fadeout_from;
+ ssao_fadeout_to = p_fadeout_to;
}
bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
@@ -3255,6 +3267,13 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
}
}
+int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
+ ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
+ ERR_FAIL_COND_V(!ra, 0);
+
+ return ra->size;
+}
+
////////////////////////
RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
ReflectionProbeInstance rpi;
@@ -4022,6 +4041,19 @@ void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Tran
/////////////////////////////////
+RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
+ LightmapInstance li;
+ li.lightmap = p_lightmap;
+ return lightmap_instance_owner.make_rid(li);
+}
+void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
+ ERR_FAIL_COND(!li);
+ li->transform = p_transform;
+}
+
+/////////////////////////////////
+
RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
GIProbeInstance gi_probe;
gi_probe.probe = p_base;
@@ -4048,7 +4080,7 @@ bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
}
-void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) {
+void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
ERR_FAIL_COND(!gi_probe);
@@ -4407,7 +4439,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
uint32_t light_count = 0;
- if (p_update_light_instances || p_dynamic_object_count > 0) {
+ if (p_update_light_instances || p_dynamic_objects.size() > 0) {
light_count = MIN(gi_probe_max_lights, (uint32_t)p_light_instances.size());
{
@@ -4457,7 +4489,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
}
}
- if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_object_count) {
+ if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
// PROCESS MIPMAPS
if (gi_probe->mipmaps.size()) {
//can update mipmaps
@@ -4550,7 +4582,7 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
gi_probe->has_dynamic_object_data = false; //clear until dynamic object data is used again
- if (p_dynamic_object_count && gi_probe->dynamic_maps.size()) {
+ if (p_dynamic_objects.size() && gi_probe->dynamic_maps.size()) {
Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
int multiplier = gi_probe->dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
@@ -4564,14 +4596,11 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
AABB probe_aabb(Vector3(), octree_size);
//this could probably be better parallelized in compute..
- for (int i = 0; i < p_dynamic_object_count; i++) {
- InstanceBase *instance = p_dynamic_objects[i];
- //not used, so clear
- instance->depth_layer = 0;
- instance->depth = 0;
+ for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
+ GeometryInstance *instance = p_dynamic_objects[i];
//transform aabb to giprobe
- AABB aabb = (to_probe_xform * instance->transform).xform(instance->aabb);
+ AABB aabb = (to_probe_xform * geometry_instance_get_transform(instance)).xform(geometry_instance_get_aabb(instance));
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
@@ -4635,7 +4664,12 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
CameraMatrix cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
- _render_material(to_world_xform * xform, cm, true, &instance, 1, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
+ if (cull_argument.size() == 0) {
+ cull_argument.push_back(nullptr);
+ }
+ cull_argument[0] = instance;
+
+ _render_material(to_world_xform * xform, cm, true, cull_argument, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
GIProbeDynamicPushConstant push_constant;
zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
@@ -5074,21 +5108,24 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
- if (rb->ssao.ao[0].is_valid()) {
+ if (rb->ssao.depth.is_valid()) {
RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao[0]);
- if (rb->ssao.ao[1].is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao[1]);
- }
- if (rb->ssao.ao_full.is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao_full);
- }
+ RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ssao.ao_pong);
+ RD::get_singleton()->free(rb->ssao.ao_final);
+
+ RD::get_singleton()->free(rb->ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ssao.importance_map[1]);
rb->ssao.depth = RID();
- rb->ssao.ao[0] = RID();
- rb->ssao.ao[1] = RID();
- rb->ssao.ao_full = RID();
+ rb->ssao.ao_deinterleaved = RID();
+ rb->ssao.ao_pong = RID();
+ rb->ssao.ao_final = RID();
+ rb->ssao.importance_map[0] = RID();
+ rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
+ rb->ssao.ao_deinterleaved_slices.clear();
+ rb->ssao.ao_pong_slices.clear();
}
if (rb->ssr.blur_radius[0].is_valid()) {
@@ -5187,64 +5224,132 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
RENDER_TIMESTAMP("Process SSAO");
- if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
+ if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao[0]);
- if (rb->ssao.ao[1].is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao[1]);
- }
- if (rb->ssao.ao_full.is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao_full);
- }
+ RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ssao.ao_pong);
+ RD::get_singleton()->free(rb->ssao.ao_final);
+
+ RD::get_singleton()->free(rb->ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ssao.importance_map[1]);
rb->ssao.depth = RID();
- rb->ssao.ao[0] = RID();
- rb->ssao.ao[1] = RID();
- rb->ssao.ao_full = RID();
+ rb->ssao.ao_deinterleaved = RID();
+ rb->ssao.ao_pong = RID();
+ rb->ssao.ao_final = RID();
+ rb->ssao.importance_map[0] = RID();
+ rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
+ rb->ssao.ao_deinterleaved_slices.clear();
+ rb->ssao.ao_pong_slices.clear();
+ }
+
+ int buffer_width;
+ int buffer_height;
+ int half_width;
+ int half_height;
+ if (ssao_half_size) {
+ buffer_width = (rb->width + 3) / 4;
+ buffer_height = (rb->height + 3) / 4;
+ half_width = (rb->width + 7) / 8;
+ half_height = (rb->height + 7) / 8;
+ } else {
+ buffer_width = (rb->width + 1) / 2;
+ buffer_height = (rb->height + 1) / 2;
+ half_width = (rb->width + 3) / 4;
+ half_height = (rb->height + 3) / 4;
}
-
- if (!rb->ssao.ao[0].is_valid()) {
+ bool uniform_sets_are_invalid = false;
+ if (rb->ssao.depth.is_null()) {
//allocate depth slices
{
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.mipmaps = Image::get_image_required_mipmaps(tf.width, tf.height, Image::FORMAT_RF) + 1;
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.mipmaps = 4;
+ tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
for (uint32_t i = 0; i < tf.mipmaps; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i);
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ssao.depth_slices.push_back(slice);
}
}
{
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = ssao_half_size ? rb->width / 2 : rb->width;
- tf.height = ssao_half_size ? rb->height / 2 : rb->height;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.ao[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
+ rb->ssao.ao_deinterleaved_slices.push_back(slice);
+ }
}
- if (ssao_half_size) {
- //upsample texture
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
+ rb->ssao.ao_pong_slices.push_back(slice);
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = half_width;
+ tf.height = half_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ _render_buffers_uniform_set_changed(p_render_buffers);
}
-
- _render_buffers_uniform_set_changed(p_render_buffers);
+ ssao_using_half_size = ssao_half_size;
+ uniform_sets_are_invalid = true;
}
- storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, Size2i(rb->width, rb->height), rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao[0], rb->ssao.ao_full.is_valid(), rb->ssao.ao[1], rb->ssao.ao_full, env->ssao_intensity, env->ssao_radius, env->ssao_bias, p_projection, ssao_quality, env->ssao_blur, env->ssao_blur_edge_sharpness);
+ EffectsRD::SSAOSettings settings;
+ settings.radius = env->ssao_radius;
+ settings.intensity = env->ssao_intensity;
+ settings.power = env->ssao_power;
+ settings.detail = env->ssao_detail;
+ settings.horizon = env->ssao_horizon;
+ settings.sharpness = env->ssao_sharpness;
+
+ settings.quality = ssao_quality;
+ settings.half_size = ssao_half_size;
+ settings.adaptive_target = ssao_adaptive_target;
+ settings.blur_passes = ssao_blur_passes;
+ settings.fadeout_from = ssao_fadeout_from;
+ settings.fadeout_to = ssao_fadeout_to;
+ settings.full_screen_size = Size2i(rb->width, rb->height);
+ settings.half_screen_size = Size2i(buffer_width, buffer_height);
+ settings.quarter_screen_size = Size2i(half_width, half_height);
+
+ storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
}
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
@@ -5424,9 +5529,9 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
}
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
+ RID ao_buf = rb->ssao.ao_final;
effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
@@ -5614,7 +5719,7 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
+ return rb->ssao.ao_final;
}
RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
@@ -5916,11 +6021,11 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
return rb->data;
}
-void RendererSceneRenderRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) {
- for (int i = 0; i < p_reflection_probe_cull_count; i++) {
- RID rpi = p_reflection_probe_cull_result[i];
+void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
+ for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
+ RID rpi = p_reflections[i];
- if (i >= (int)cluster.max_reflections) {
+ if (i >= cluster.max_reflections) {
reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
continue;
}
@@ -5971,19 +6076,19 @@ void RendererSceneRenderRD::_setup_reflections(RID *p_reflection_probe_cull_resu
reflection_probe_instance_set_render_pass(rpi, RSG::rasterizer->get_frame_number());
}
- if (p_reflection_probe_cull_count) {
- RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, MIN(cluster.max_reflections, (unsigned int)p_reflection_probe_cull_count) * sizeof(ReflectionData), cluster.reflections, true);
+ if (p_reflections.size()) {
+ RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, MIN(cluster.max_reflections, (unsigned int)p_reflections.size()) * sizeof(ReflectionData), cluster.reflections, true);
}
}
-void RendererSceneRenderRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
+void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
uint32_t light_count = 0;
r_directional_light_count = 0;
r_positional_light_count = 0;
sky_scene_state.ubo.directional_light_count = 0;
- for (int i = 0; i < p_light_cull_count; i++) {
- RID li = p_light_cull_result[i];
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ RID li = p_lights[i];
RID base = light_instance_get_base_light(li);
ERR_CONTINUE(base.is_null());
@@ -6336,15 +6441,15 @@ void RendererSceneRenderRD::_setup_lights(RID *p_light_cull_result, int p_light_
}
}
-void RendererSceneRenderRD::_setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform) {
+void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
Transform uv_xform;
uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
- p_decal_count = MIN((uint32_t)p_decal_count, cluster.max_decals);
+ uint32_t decal_count = MIN((uint32_t)p_decals.size(), cluster.max_decals);
int idx = 0;
- for (int i = 0; i < p_decal_count; i++) {
- RID di = p_decal_instances[i];
+ for (uint32_t i = 0; i < decal_count; i++) {
+ RID di = p_decals[i];
RID decal = decal_instance_get_base(di);
Transform xform = decal_instance_get_transform(di);
@@ -6592,7 +6697,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
//update directional shadow
if (p_use_directional_shadows) {
- if (directional_shadow.shrink_stages.empty()) {
+ if (directional_shadow.shrink_stages.is_empty()) {
if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
//invalidate uniform set, we will need a new one
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
@@ -6627,7 +6732,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
bool force_shrink_shadows = false;
- if (shadow_atlas->shrink_stages.empty()) {
+ if (shadow_atlas->shrink_stages.is_empty()) {
if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
//invalidate uniform set, we will need a new one
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
@@ -7012,7 +7117,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->compute_list_end();
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
Color clear_color;
if (p_render_buffers.is_valid()) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -7023,17 +7128,23 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
//assign render indices to giprobes
- for (int i = 0; i < p_gi_probe_cull_count; i++) {
- GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
+ for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
+ GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probes[i]);
if (giprobe_inst) {
giprobe_inst->render_index = i;
}
}
+ const PagedArray<RID> *lights = &p_lights;
+ const PagedArray<RID> *reflections = &p_reflection_probes;
+ const PagedArray<RID> *gi_probes = &p_gi_probes;
+
+ PagedArray<RID> empty;
+
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- p_light_cull_count = 0;
- p_reflection_probe_cull_count = 0;
- p_gi_probe_cull_count = 0;
+ lights = &empty;
+ reflections = &empty;
+ gi_probes = &empty;
}
cluster.builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster
@@ -7046,17 +7157,17 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
+ _setup_reflections(*reflections, p_cam_transform.affine_inverse(), p_environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
- _setup_decals(p_decal_cull_result, p_decal_cull_count, p_cam_transform.affine_inverse());
+ _setup_lights(*lights, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
+ _setup_decals(p_decals, p_cam_transform.affine_inverse());
cluster.builder.bake_cluster(); //bake to cluster
uint32_t gi_probe_count = 0;
- _setup_giprobes(p_render_buffers, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count, gi_probe_count);
+ _setup_giprobes(p_render_buffers, p_cam_transform, *gi_probes, gi_probe_count);
if (p_render_buffers.is_valid()) {
bool directional_shadows = false;
@@ -7069,7 +7180,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
_update_volumetric_fog(p_render_buffers, p_environment, p_cam_projection, p_cam_transform, p_shadow_atlas, directional_light_count, directional_shadows, positional_light_count, gi_probe_count);
}
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, directional_light_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_lightmap_cull_result, p_lightmap_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, directional_light_count, *gi_probes, p_lightmaps, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
if (p_render_buffers.is_valid()) {
RENDER_TIMESTAMP("Tonemap");
@@ -7082,7 +7193,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
}
-void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
+void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
@@ -7233,7 +7344,7 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
if (render_cubemap) {
//rendering to cubemap
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
+ _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
if (finalize_cubemap) {
//reblit
atlas_rect.size.height /= 2;
@@ -7244,7 +7355,7 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
} else {
//render shadow
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
+ _render_shadow(render_fb, p_instances, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
//copy to atlas
if (use_linear_depth) {
@@ -7258,11 +7369,11 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
}
}
-void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
- _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_framebuffer, p_region);
+void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count) {
+void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances) {
//print_line("rendering region " + itos(p_region));
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -7285,7 +7396,7 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, Ins
}
//print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
- _render_sdfgi(p_render_buffers, from, size, bounds, p_cull_result, p_cull_count, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
+ _render_sdfgi(p_render_buffers, from, size, bounds, p_instances, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
if (cascade_next != cascade) {
RENDER_TIMESTAMP(">SDFGI Update SDF");
@@ -7599,7 +7710,7 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, Ins
}
}
-void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count) {
+void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
CameraMatrix cm;
@@ -7613,16 +7724,14 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
- _render_particle_collider_heightfield(fb, cam_xform, cm, p_cull_result, p_cull_count);
+ _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
}
-void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) {
+void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
ERR_FAIL_COND(!rb->sdfgi);
- ERR_FAIL_COND(p_positional_light_cull_count == 0);
-
_sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -7658,7 +7767,7 @@ void RendererSceneRenderRD::render_sdfgi_static_lights(RID p_render_buffers, uin
int idx = 0;
- for (uint32_t j = 0; j < p_positional_light_cull_count[i]; j++) {
+ for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
if (idx == SDFGI::MAX_STATIC_LIGHTS) {
break;
}
@@ -7751,6 +7860,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
reflection_probe_instance_owner.free(p_rid);
} else if (decal_instance_owner.owns(p_rid)) {
decal_instance_owner.free(p_rid);
+ } else if (lightmap_instance_owner.owns(p_rid)) {
+ lightmap_instance_owner.free(p_rid);
} else if (gi_probe_instance_owner.owns(p_rid)) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
if (gi_probe->texture.is_valid()) {
@@ -7886,19 +7997,27 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
//RID sampled_light;
- InstanceBase ins;
+ GeometryInstance *gi = geometry_instance_create(p_base);
+
+ uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
+ Vector<RID> materials;
+ materials.resize(sc);
- ins.base_type = RSG::storage->get_base_type(p_base);
- ins.base = p_base;
- ins.materials.resize(RSG::storage->mesh_get_surface_count(p_base));
- for (int i = 0; i < ins.materials.size(); i++) {
- if (i < p_material_overrides.size()) {
- ins.materials.write[i] = p_material_overrides[i];
+ for (uint32_t i = 0; i < sc; i++) {
+ if (i < (uint32_t)p_material_overrides.size()) {
+ materials.write[i] = p_material_overrides[i];
}
}
- InstanceBase *cull = &ins;
- _render_uv2(&cull, 1, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
+ geometry_instance_set_surface_materials(gi, materials);
+
+ if (cull_argument.size() == 0) {
+ cull_argument.push_back(nullptr);
+ }
+ cull_argument[0] = gi;
+ _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
+
+ geometry_instance_free(gi);
TypedArray<Image> ret;
@@ -8388,7 +8507,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
- cluster.max_directional_lights = 8;
+ cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
@@ -8428,7 +8547,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
- environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
+ environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"), GLOBAL_GET("rendering/quality/ssao/adaptive_target"), GLOBAL_GET("rendering/quality/ssao/blur_passes"), GLOBAL_GET("rendering/quality/ssao/fadeout_from"), GLOBAL_GET("rendering/quality/ssao/fadeout_to"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
@@ -8449,6 +8568,8 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
+
+ cull_argument.set_page_pool(&cull_argument_pool);
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
@@ -8513,4 +8634,5 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
RD::get_singleton()->free(shadow_sampler);
directional_shadow_atlas_set_size(0);
+ cull_argument.reset(); //avoid exit error
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index e3dfee2da7..3f9c117602 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -104,17 +104,17 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
- void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
- void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
- void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used);
+ void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
+ void _setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform);
+ void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
+ void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) = 0;
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
@@ -134,8 +134,11 @@ protected:
void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
+ void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
+ // needed for a single argument calls (material and uv2)
+ PagedArrayPool<GeometryInstance *> cull_argument_pool;
+ PagedArray<GeometryInstance *> cull_argument; //need this to exist
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
double time_step = 0;
@@ -230,6 +233,7 @@ private:
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
SkyShaderData();
virtual ~SkyShaderData();
};
@@ -339,7 +343,7 @@ private:
Vector<Reflection> reflections;
};
- RID_Owner<ReflectionAtlas> reflection_atlas_owner;
+ mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
/* REFLECTION PROBE INSTANCE */
@@ -371,6 +375,15 @@ private:
mutable RID_Owner<DecalInstance> decal_instance_owner;
+ /* LIGHTMAP INSTANCE */
+
+ struct LightmapInstance {
+ RID lightmap;
+ Transform transform;
+ };
+
+ mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
+
/* GIPROBE INSTANCE */
struct GIProbeLight {
@@ -737,13 +750,14 @@ private:
/// SSAO
bool ssao_enabled = false;
- float ssao_radius = 1;
- float ssao_intensity = 1;
- float ssao_bias = 0.01;
+ float ssao_radius = 1.0;
+ float ssao_intensity = 2.0;
+ float ssao_power = 1.5;
+ float ssao_detail = 0.5;
+ float ssao_horizon = 0.06;
+ float ssao_sharpness = 0.98;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
- float ssao_blur_edge_sharpness = 4.0;
- RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
/// SSR
///
@@ -777,6 +791,12 @@ private:
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
+ bool ssao_using_half_size = false;
+ float ssao_adaptive_target = 0.5;
+ int ssao_blur_passes = 2;
+ float ssao_fadeout_from = 50.0;
+ float ssao_fadeout_to = 300.0;
+
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
@@ -861,8 +881,12 @@ private:
struct SSAO {
RID depth;
Vector<RID> depth_slices;
- RID ao[2];
- RID ao_full; //when using half-size
+ RID ao_deinterleaved;
+ Vector<RID> ao_deinterleaved_slices;
+ RID ao_pong;
+ Vector<RID> ao_pong_slices;
+ RID ao_final;
+ RID importance_map[2];
} ssao;
struct SSR {
@@ -1459,6 +1483,9 @@ private:
bool low_end = false;
public:
+ virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
+
/* SHADOW ATLAS API */
RID shadow_atlas_create();
@@ -1502,7 +1529,7 @@ public:
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
+ virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
@@ -1567,8 +1594,8 @@ public:
virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
- void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
- void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
+ void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
+ void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
@@ -1728,6 +1755,8 @@ public:
virtual RID reflection_atlas_create();
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
+ virtual int reflection_atlas_get_size(RID p_ref_atlas) const;
+
_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
ERR_FAIL_COND_V(!atlas, RID());
@@ -1806,10 +1835,25 @@ public:
return decal->transform;
}
+ virtual RID lightmap_instance_create(RID p_lightmap);
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform);
+ _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
+ return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
+ }
+
+ _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ return li->lightmap;
+ }
+ _FORCE_INLINE_ Transform lightmap_instance_get_transform(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ return li->transform;
+ }
+
RID gi_probe_instance_create(RID p_base);
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
bool gi_probe_needs_update(RID p_probe) const;
- void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects);
+ void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
@@ -1884,16 +1928,16 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
- void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
+ void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0);
- void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
+ void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count);
- void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count);
+ void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances);
+ void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
- void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count);
+ void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 286281c83d..1ffc024d42 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -537,7 +537,7 @@ Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image
RID RendererStorageRD::texture_2d_create(const Ref<Image> &p_image) {
ERR_FAIL_COND_V(p_image.is_null(), RID());
- ERR_FAIL_COND_V(p_image->empty(), RID());
+ ERR_FAIL_COND_V(p_image->is_empty(), RID());
TextureToRDFormat ret_format;
Ref<Image> image = _validate_texture_format(p_image, ret_format);
@@ -620,7 +620,7 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay
Image::Format valid_format = Image::FORMAT_MAX;
for (int i = 0; i < p_layers.size(); i++) {
- ERR_FAIL_COND_V(p_layers[i]->empty(), RID());
+ ERR_FAIL_COND_V(p_layers[i]->is_empty(), RID());
if (i == 0) {
valid_width = p_layers[i]->get_width();
@@ -855,7 +855,7 @@ RID RendererStorageRD::texture_proxy_create(RID p_base) {
}
void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
- ERR_FAIL_COND(p_image.is_null() || p_image->empty());
+ ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
Texture *tex = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!tex);
@@ -1039,7 +1039,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
Ref<Image> image;
image.instance();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
image->convert(tex->format);
}
@@ -1062,7 +1062,7 @@ Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) c
Ref<Image> image;
image.instance();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
image->convert(tex->format);
}
@@ -1090,7 +1090,7 @@ Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const {
Ref<Image> img;
img.instance();
img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
- ERR_FAIL_COND_V(img->empty(), Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
if (tex->format != tex->validated_format) {
img->convert(tex->format);
}
@@ -1234,7 +1234,7 @@ void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::Can
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
- ct->normalmap = p_texture;
+ ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
@@ -1316,7 +1316,7 @@ bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::Canvas
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- t = texture_owner.getornull(ct->normalmap);
+ t = texture_owner.getornull(ct->normal_map);
if (!t) {
u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
ct->use_normal_cache = false;
@@ -1438,7 +1438,7 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
}
@@ -1499,6 +1499,15 @@ void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_typ
shader_data_request_func[p_shader_type] = p_function;
}
+RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.getornull(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
+
/* COMMON MATERIAL API */
RID RendererStorageRD::material_create() {
@@ -1547,7 +1556,8 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
}
if (p_shader.is_null()) {
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ material->shader_id = 0;
return;
}
@@ -1555,6 +1565,7 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
ERR_FAIL_COND(!shader);
material->shader = shader;
material->shader_type = shader->type;
+ material->shader_id = p_shader.get_local_index();
shader->owners.insert(material);
if (shader->type == SHADER_TYPE_MAX) {
@@ -1568,7 +1579,7 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
material->data->set_next_pass(material->next_pass);
material->data->set_render_priority(material->priority);
//updating happens later
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
@@ -1613,7 +1624,7 @@ void RendererStorageRD::material_set_next_pass(RID p_material, RID p_next_materi
material->data->set_next_pass(p_next_material);
}
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
}
void RendererStorageRD::material_set_render_priority(RID p_material, int priority) {
@@ -1663,10 +1674,10 @@ void RendererStorageRD::material_get_instance_shader_parameters(RID p_material,
}
}
-void RendererStorageRD::material_update_dependency(RID p_material, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
- p_instance->update_dependency(&material->instance_dependency);
+ p_instance->update_dependency(&material->dependency);
if (material->next_pass.is_valid()) {
material_update_dependency(material->next_pass, p_instance);
}
@@ -2216,7 +2227,7 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
- RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGNHESS_R;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
Texture *normal_detect_texture = nullptr;
#endif
@@ -2408,9 +2419,6 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
- //ensure blend shape consistency
- ERR_FAIL_COND(mesh->blend_shape_count && p_surface.bone_aabbs.size() != mesh->bone_aabbs.size());
-
#ifdef DEBUG_ENABLED
//do a validation, to catch errors first
{
@@ -2576,6 +2584,11 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->bone_aabbs = p_surface.bone_aabbs;
mesh->aabb = p_surface.aabb;
} else {
+ if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
+ // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
+ // Each surface may affect different numbers of bones.
+ mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
+ }
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
}
@@ -2594,7 +2607,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
- mesh->instance_dependency.instance_notify_changed(true, true);
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
mesh->material_cache.clear();
}
@@ -2636,7 +2649,7 @@ void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
mesh->surfaces[p_surface]->material = p_material;
- mesh->instance_dependency.instance_notify_changed(false, true);
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
mesh->material_cache.clear();
}
@@ -2856,8 +2869,8 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
MeshInstance *mi = E->get();
_mesh_instance_clear(mi);
}
- mesh->instance_dependency.instance_notify_changed(true, true);
mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
@@ -3296,6 +3309,8 @@ void RendererStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, RS:
if (multimesh->instances) {
multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
}
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH);
}
int RendererStorageRD::multimesh_get_instance_count(RID p_multimesh) const {
@@ -3329,7 +3344,7 @@ void RendererStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
}
}
- multimesh->instance_dependency.instance_notify_changed(true, true);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
#define MULTIMESH_DIRTY_REGION_SIZE 512
@@ -3688,7 +3703,7 @@ void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float
const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -3729,6 +3744,8 @@ void RendererStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_v
}
multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int RendererStorageRD::multimesh_get_visible_instances(RID p_multimesh) const {
@@ -3786,7 +3803,7 @@ void RendererStorageRD::_update_dirty_multimeshes() {
//aabb is dirty..
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -3924,7 +3941,7 @@ void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
- particles->instance_dependency.instance_notify_changed(true, false);
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
@@ -4153,24 +4170,18 @@ RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass)
return particles->draw_passes[p_pass];
}
-void RendererStorageRD::particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance) {
- RendererSceneRender::InstanceBase *instance = static_cast<RendererSceneRender::InstanceBase *>(p_instance);
-
+void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
- ERR_FAIL_COND(instance->base_type != RS::INSTANCE_PARTICLES_COLLISION);
-
- particles->collisions.insert(instance);
+ particles->collisions.insert(p_particles_collision_instance);
}
-void RendererStorageRD::particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance) {
- RendererSceneRender::InstanceBase *instance = static_cast<RendererSceneRender::InstanceBase *>(p_instance);
-
+void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
- particles->collisions.erase(instance);
+ particles->collisions.erase(p_particles_collision_instance);
}
void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) {
@@ -4270,9 +4281,15 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
to_particles = p_particles->emission_transform.affine_inverse();
}
uint32_t collision_3d_textures_used = 0;
- for (const Set<RendererSceneRender::InstanceBase *>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
- ParticlesCollision *pc = particles_collision_owner.getornull(E->get()->base);
- Transform to_collider = E->get()->transform;
+ for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get());
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.getornull(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform to_collider = pci->transform;
if (p_particles->use_local_coords) {
to_collider = to_particles * to_collider;
}
@@ -4685,7 +4702,7 @@ void RendererStorageRD::update_particles() {
RD::get_singleton()->compute_list_end();
}
- particles->instance_dependency.instance_notify_changed(true, false); //make sure shadows are updated
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -4815,6 +4832,10 @@ Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const Stri
return Variant();
}
+RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
+ return base_singleton->particles_shader.shader.version_get_native_source_code(version);
+}
+
RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
valid = false;
}
@@ -4984,7 +5005,7 @@ void RendererStorageRD::particles_collision_set_collision_type(RID p_particles_c
particles_collision->heightfield_texture = RID();
}
particles_collision->type = p_type;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
@@ -4998,7 +5019,7 @@ void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_co
ERR_FAIL_COND(!particles_collision);
particles_collision->radius = p_radius;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
@@ -5006,7 +5027,7 @@ void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_coll
ERR_FAIL_COND(!particles_collision);
particles_collision->extents = p_extents;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
@@ -5040,7 +5061,7 @@ void RendererStorageRD::particles_collision_set_field_texture(RID p_particles_co
void RendererStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
@@ -5094,6 +5115,22 @@ bool RendererStorageRD::particles_collision_is_heightfield(RID p_particles_colli
return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
+RID RendererStorageRD::particles_collision_instance_create(RID p_collision) {
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
+}
+void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
+}
+void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
+}
+
/* SKELETON API */
RID RendererStorageRD::skeleton_create() {
@@ -5147,6 +5184,8 @@ void RendererStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d
skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
}
}
+
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_DATA);
}
int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
@@ -5267,7 +5306,8 @@ void RendererStorageRD::_update_dirty_skeletons() {
skeleton_dirty_list = skeleton->dirty_list;
- skeleton->instance_dependency.instance_notify_changed(true, false);
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_BONES);
+
skeleton->version++;
skeleton->dirty = false;
@@ -5288,17 +5328,20 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
+ light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
- light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
}
@@ -5326,7 +5369,7 @@ void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, flo
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
} break;
default: {
}
@@ -5341,7 +5384,7 @@ void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) {
light->shadow = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) {
@@ -5383,7 +5426,7 @@ void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->cull_mask = p_mask;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
@@ -5393,7 +5436,7 @@ void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_ena
light->reverse_cull = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
@@ -5403,7 +5446,7 @@ void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bak
light->bake_mode = p_bake_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
@@ -5413,7 +5456,7 @@ void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_casc
light->max_sdfgi_cascade = p_cascade;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
@@ -5423,7 +5466,7 @@ void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniSha
light->omni_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
RS::LightOmniShadowMode RendererStorageRD::light_omni_get_shadow_mode(RID p_light) {
@@ -5439,7 +5482,7 @@ void RendererStorageRD::light_directional_set_shadow_mode(RID p_light, RS::Light
light->directional_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) {
@@ -5448,7 +5491,7 @@ void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_e
light->directional_blend_splits = p_enable;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
@@ -5547,7 +5590,7 @@ void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::Reflec
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
@@ -5584,7 +5627,7 @@ void RendererStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_d
reflection_probe->max_distance = p_distance;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
@@ -5595,7 +5638,7 @@ void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3
return;
}
reflection_probe->extents = p_extents;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
@@ -5603,7 +5646,7 @@ void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Ve
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
@@ -5611,7 +5654,7 @@ void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_ena
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
@@ -5626,7 +5669,7 @@ void RendererStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
@@ -5634,7 +5677,7 @@ void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_l
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
@@ -5645,6 +5688,15 @@ void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resol
reflection_probe->resolution = p_resolution;
}
+void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->lod_threshold = p_ratio;
+
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
AABB RendererStorageRD::reflection_probe_get_aabb(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
@@ -5698,6 +5750,13 @@ float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) c
return reflection_probe->max_distance;
}
+float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->lod_threshold;
+}
+
int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
@@ -5753,7 +5812,7 @@ void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents)
Decal *decal = decal_owner.getornull(p_decal);
ERR_FAIL_COND(!decal);
decal->extents = p_extents;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
@@ -5777,7 +5836,7 @@ void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type,
texture_add_to_decal_atlas(decal->textures[p_type]);
}
- decal->instance_dependency.instance_notify_changed(false, true);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_DECAL);
}
void RendererStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
@@ -5802,7 +5861,7 @@ void RendererStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
Decal *decal = decal_owner.getornull(p_decal);
ERR_FAIL_COND(!decal);
decal->cull_mask = p_layers;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
@@ -5959,7 +6018,7 @@ void RendererStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_to_
gi_probe->version++;
gi_probe->data_version++;
- gi_probe->instance_dependency.instance_notify_changed(true, false);
+ gi_probe->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
AABB RendererStorageRD::gi_probe_get_bounds(RID p_gi_probe) const {
@@ -6933,7 +6992,7 @@ void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, c
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
- region = Rect2i(Size2i(), rt->size).clip(p_region);
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
@@ -6973,7 +7032,7 @@ void RendererStorageRD::render_target_clear_back_buffer(RID p_render_target, con
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
- region = Rect2i(Size2i(), rt->size).clip(p_region);
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
@@ -6994,7 +7053,7 @@ void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_targe
if (p_region == Rect2i()) {
region.size = rt->size;
} else {
- region = Rect2i(Size2i(), rt->size).clip(p_region);
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
if (region.size == Size2i()) {
return; //nothing to do
}
@@ -7037,45 +7096,45 @@ void RendererStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_ta
rt->backbuffer_uniform_set = p_uniform_set;
}
-void RendererStorageRD::base_update_dependency(RID p_base, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (mesh_owner.owns(p_base)) {
Mesh *mesh = mesh_owner.getornull(p_base);
- p_instance->update_dependency(&mesh->instance_dependency);
+ p_instance->update_dependency(&mesh->dependency);
} else if (multimesh_owner.owns(p_base)) {
MultiMesh *multimesh = multimesh_owner.getornull(p_base);
- p_instance->update_dependency(&multimesh->instance_dependency);
+ p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
}
} else if (reflection_probe_owner.owns(p_base)) {
ReflectionProbe *rp = reflection_probe_owner.getornull(p_base);
- p_instance->update_dependency(&rp->instance_dependency);
+ p_instance->update_dependency(&rp->dependency);
} else if (decal_owner.owns(p_base)) {
Decal *decal = decal_owner.getornull(p_base);
- p_instance->update_dependency(&decal->instance_dependency);
+ p_instance->update_dependency(&decal->dependency);
} else if (gi_probe_owner.owns(p_base)) {
GIProbe *gip = gi_probe_owner.getornull(p_base);
- p_instance->update_dependency(&gip->instance_dependency);
+ p_instance->update_dependency(&gip->dependency);
} else if (lightmap_owner.owns(p_base)) {
Lightmap *lm = lightmap_owner.getornull(p_base);
- p_instance->update_dependency(&lm->instance_dependency);
+ p_instance->update_dependency(&lm->dependency);
} else if (light_owner.owns(p_base)) {
Light *l = light_owner.getornull(p_base);
- p_instance->update_dependency(&l->instance_dependency);
+ p_instance->update_dependency(&l->dependency);
} else if (particles_owner.owns(p_base)) {
Particles *p = particles_owner.getornull(p_base);
- p_instance->update_dependency(&p->instance_dependency);
+ p_instance->update_dependency(&p->dependency);
} else if (particles_collision_owner.owns(p_base)) {
ParticlesCollision *pc = particles_collision_owner.getornull(p_base);
- p_instance->update_dependency(&pc->instance_dependency);
+ p_instance->update_dependency(&pc->dependency);
}
}
-void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
- p_instance->update_dependency(&skeleton->instance_dependency);
+ p_instance->update_dependency(&skeleton->dependency);
}
RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
@@ -8096,12 +8155,13 @@ bool RendererStorageRD::free(RID p_rid) {
_update_queued_materials();
}
material_set_shader(p_rid, RID()); //clean up shader
- material->instance_dependency.instance_notify_deleted(p_rid);
+ material->dependency.deleted_notify(p_rid);
+
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
Mesh *mesh = mesh_owner.getornull(p_rid);
- mesh->instance_dependency.instance_notify_deleted(p_rid);
+ mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
@@ -8118,17 +8178,17 @@ bool RendererStorageRD::free(RID p_rid) {
_update_dirty_multimeshes();
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
- multimesh->instance_dependency.instance_notify_deleted(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
multimesh_owner.free(p_rid);
} else if (skeleton_owner.owns(p_rid)) {
_update_dirty_skeletons();
skeleton_allocate(p_rid, 0);
Skeleton *skeleton = skeleton_owner.getornull(p_rid);
- skeleton->instance_dependency.instance_notify_deleted(p_rid);
+ skeleton->dependency.deleted_notify(p_rid);
skeleton_owner.free(p_rid);
} else if (reflection_probe_owner.owns(p_rid)) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
- reflection_probe->instance_dependency.instance_notify_deleted(p_rid);
+ reflection_probe->dependency.deleted_notify(p_rid);
reflection_probe_owner.free(p_rid);
} else if (decal_owner.owns(p_rid)) {
Decal *decal = decal_owner.getornull(p_rid);
@@ -8137,30 +8197,30 @@ bool RendererStorageRD::free(RID p_rid) {
texture_remove_from_decal_atlas(decal->textures[i]);
}
}
- decal->instance_dependency.instance_notify_deleted(p_rid);
+ decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
} else if (gi_probe_owner.owns(p_rid)) {
gi_probe_allocate(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
- gi_probe->instance_dependency.instance_notify_deleted(p_rid);
+ gi_probe->dependency.deleted_notify(p_rid);
gi_probe_owner.free(p_rid);
} else if (lightmap_owner.owns(p_rid)) {
lightmap_set_textures(p_rid, RID(), false);
Lightmap *lightmap = lightmap_owner.getornull(p_rid);
- lightmap->instance_dependency.instance_notify_deleted(p_rid);
+ lightmap->dependency.deleted_notify(p_rid);
lightmap_owner.free(p_rid);
} else if (light_owner.owns(p_rid)) {
light_set_projector(p_rid, RID()); //clear projector
// delete the texture
Light *light = light_owner.getornull(p_rid);
- light->instance_dependency.instance_notify_deleted(p_rid);
+ light->dependency.deleted_notify(p_rid);
light_owner.free(p_rid);
} else if (particles_owner.owns(p_rid)) {
Particles *particles = particles_owner.getornull(p_rid);
_particles_free_data(particles);
- particles->instance_dependency.instance_notify_deleted(p_rid);
+ particles->dependency.deleted_notify(p_rid);
particles_owner.free(p_rid);
} else if (particles_collision_owner.owns(p_rid)) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
@@ -8168,8 +8228,10 @@ bool RendererStorageRD::free(RID p_rid) {
if (particles_collision->heightfield_texture.is_valid()) {
RD::get_singleton()->free(particles_collision->heightfield_texture);
}
- particles_collision->instance_dependency.instance_notify_deleted(p_rid);
+ particles_collision->dependency.deleted_notify(p_rid);
particles_collision_owner.free(p_rid);
+ } else if (particles_collision_instance_owner.owns(p_rid)) {
+ particles_collision_instance_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index ee4cf6da1a..5ef73f0db8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -127,6 +127,8 @@ public:
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
+
virtual ~ShaderData() {}
};
@@ -187,7 +189,7 @@ private:
struct CanvasTexture {
RID diffuse;
- RID normalmap;
+ RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
@@ -360,6 +362,7 @@ private:
Shader *shader;
//shortcut to shader data and type
ShaderType shader_type;
+ uint32_t shader_id = 0;
bool update_requested;
bool uniform_dirty;
bool texture_dirty;
@@ -367,7 +370,7 @@ private:
Map<StringName, Variant> params;
int32_t priority;
RID next_pass;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
@@ -460,7 +463,7 @@ private:
List<MeshInstance *> instances;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Mesh> mesh_owner;
@@ -563,7 +566,7 @@ private:
bool dirty = false;
MultiMesh *dirty_list = nullptr;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<MultiMesh> multimesh_owner;
@@ -734,7 +737,7 @@ private:
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
- Set<RendererSceneRender::InstanceBase *> collisions;
+ Set<RID> collisions;
Particles() :
inactive(true),
@@ -761,7 +764,7 @@ private:
clear(true) {
}
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
ParticlesFrameParams frame_params;
};
@@ -839,6 +842,8 @@ private:
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
@@ -889,11 +894,19 @@ private:
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<ParticlesCollision> particles_collision_owner;
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
/* Skeleton */
struct Skeleton {
@@ -911,7 +924,7 @@ private:
uint64_t version = 1;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Skeleton> skeleton_owner;
@@ -943,7 +956,7 @@ private:
bool directional_sky_only = false;
uint64_t version = 0;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Light> light_owner;
@@ -964,8 +977,9 @@ private:
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
+ float lod_threshold = 0.01;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
@@ -986,7 +1000,7 @@ private:
float distance_fade_length = 1;
float normal_fade = 0.0;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Decal> decal_owner;
@@ -1024,7 +1038,7 @@ private:
uint32_t version = 1;
uint32_t data_version = 1;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
GiprobeSdfShaderRD giprobe_sdf_shader;
@@ -1053,7 +1067,7 @@ private:
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
bool using_lightmap_array; //high end uses this
@@ -1329,6 +1343,8 @@ public:
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
+
/* COMMON MATERIAL API */
RID material_create();
@@ -1346,11 +1362,16 @@ public:
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
- void material_update_dependency(RID p_material, InstanceBaseDependency *p_instance);
+ void material_update_dependency(RID p_material, DependencyTracker *p_instance);
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.getornull(p_material);
+ return material->shader_id;
+ }
+
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (!material || material->shader_type != p_shader_type) {
@@ -1407,7 +1428,7 @@ public:
if (r_surface_count == 0) {
return nullptr;
}
- if (mesh->material_cache.empty()) {
+ if (mesh->material_cache.is_empty()) {
mesh->material_cache.resize(mesh->surface_count);
for (uint32_t i = 0; i < r_surface_count; i++) {
mesh->material_cache.write[i] = mesh->surfaces[i]->material;
@@ -1417,22 +1438,50 @@ public:
return mesh->material_cache.ptr();
}
- _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
+ _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX);
- ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, RS::PRIMITIVE_MAX);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
- return mesh->surfaces[p_surface_index]->primitive;
+ return mesh->surfaces[p_surface_index];
}
- _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
+ Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return surface->primitive;
+ }
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
+ _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->lod_count > 0;
+ }
- r_index_array_rd = s->index_array;
+ _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ return s->index_array;
+ }
+
+ _FORCE_INLINE_ RID mesh_surface_get_index_array_with_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ int32_t current_lod = -1;
+ for (uint32_t i = 0; i < s->lod_count; i++) {
+ float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
+ if (screen_size > p_lod_threshold) {
+ break;
+ }
+ current_lod = i;
+ }
+ if (current_lod == -1) {
+ return s->index_array;
+ } else {
+ return s->lods[current_lod].index_array;
+ }
+ }
+
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
s->version_lock.lock();
@@ -1461,7 +1510,7 @@ public:
s->version_lock.unlock();
}
- _FORCE_INLINE_ void mesh_instance_surface_get_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
ERR_FAIL_COND(!mi);
Mesh *mesh = mi->mesh;
@@ -1470,8 +1519,6 @@ public:
MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
Mesh::Surface *s = mesh->surfaces[p_surface_index];
- r_index_array_rd = s->index_array;
-
s->version_lock.lock();
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
@@ -1637,6 +1684,10 @@ public:
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
+ _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
+ return skeleton_owner.getornull(p_skeleton) != nullptr;
+ }
+
_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, RID());
@@ -1780,6 +1831,7 @@ public:
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
+ void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio);
AABB reflection_probe_get_aabb(RID p_probe) const;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
@@ -1787,6 +1839,8 @@ public:
Vector3 reflection_probe_get_extents(RID p_probe) const;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
float reflection_probe_get_origin_max_distance(RID p_probe) const;
+ float reflection_probe_get_lod_threshold(RID p_probe) const;
+
int reflection_probe_get_resolution(RID p_probe) const;
bool reflection_probe_renders_shadows(RID p_probe) const;
@@ -1797,8 +1851,8 @@ public:
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
- void base_update_dependency(RID p_base, InstanceBaseDependency *p_instance);
- void skeleton_update_dependency(RID p_skeleton, InstanceBaseDependency *p_instance);
+ void base_update_dependency(RID p_base, DependencyTracker *p_instance);
+ void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance);
/* DECAL API */
@@ -1947,7 +2001,11 @@ public:
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
return lightmap_probe_capture_update_speed;
}
-
+ _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+ ERR_FAIL_COND_V(!lm, RID());
+ return lm->light_texture;
+ }
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
@@ -2048,8 +2106,8 @@ public:
return particles->particles_transforms_buffer_uniform_set;
}
- virtual void particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance);
- virtual void particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance);
+ virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
+ virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
/* PARTICLES COLLISION */
@@ -2069,6 +2127,11 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+ //used from 2D and 3D
+ virtual RID particles_collision_instance_create(RID p_collision);
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform);
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
+
/* GLOBAL VARIABLES API */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 2c1d2a84fd..e77141b26c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -920,7 +920,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (adnode->datatype == SL::TYPE_STRUCT) {
declaration += _mkid(adnode->struct_name);
} else {
- declaration = _prestr(adnode->precision) + _typestr(adnode->datatype);
+ declaration += _prestr(adnode->precision) + _typestr(adnode->datatype);
}
for (int i = 0; i < adnode->declarations.size(); i++) {
if (i > 0) {
@@ -930,7 +930,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
declaration += _mkid(adnode->declarations[i].name);
declaration += "[";
- declaration += itos(adnode->declarations[i].size);
+ if (adnode->size_expression != nullptr) {
+ declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } else {
+ declaration += itos(adnode->declarations[i].size);
+ }
declaration += "]";
int sz = adnode->declarations[i].initializer.size();
if (sz > 0) {
@@ -986,12 +990,13 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (anode->call_expression != nullptr) {
code += ".";
code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
- }
-
- if (anode->index_expression != nullptr) {
+ } else if (anode->index_expression != nullptr) {
code += "[";
code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
+ } else if (anode->assign_expression != nullptr) {
+ code += "=";
+ code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
}
if (anode->name == time_name) {
@@ -1229,8 +1234,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
code += "[";
code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
+ } else if (mnode->assign_expression != nullptr) {
+ code += "=";
+ code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
}
-
} break;
}
@@ -1333,8 +1340,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
@@ -1380,8 +1387,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 694f8fff91..d127d8e01c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 41126218ae..2ae22a8a38 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -351,6 +351,127 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
}
}
+RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
+ Version *version = version_owner.getornull(p_version);
+ RS::ShaderNativeSourceCode source_code;
+ ERR_FAIL_COND_V(!version, source_code);
+
+ source_code.versions.resize(variant_defines.size());
+
+ for (int i = 0; i < source_code.versions.size(); i++) {
+ if (!is_compute) {
+ //vertex stage
+
+ StringBuilder builder;
+
+ builder.append(vertex_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(vertex_code0.get_data()); //first part of vertex
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+
+ builder.append(vertex_code1.get_data()); //second part of vertex
+
+ builder.append(version->vertex_globals.get_data()); // vertex globals
+
+ builder.append(vertex_code2.get_data()); //third part of vertex
+
+ builder.append(version->vertex_code.get_data()); // code
+
+ builder.append(vertex_code3.get_data()); //fourth of vertex
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "vertex";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (!is_compute) {
+ //fragment stage
+
+ StringBuilder builder;
+
+ builder.append(fragment_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(fragment_code0.get_data()); //first part of fragment
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
+
+ builder.append(fragment_code1.get_data()); //first part of fragment
+
+ builder.append(version->fragment_globals.get_data()); // fragment globals
+
+ builder.append(fragment_code2.get_data()); //third part of fragment
+
+ builder.append(version->fragment_light.get_data()); // fragment light
+
+ builder.append(fragment_code3.get_data()); //fourth part of fragment
+
+ builder.append(version->fragment_code.get_data()); // fragment code
+
+ builder.append(fragment_code4.get_data()); //fourth part of fragment
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "fragment";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (is_compute) {
+ //compute stage
+
+ StringBuilder builder;
+
+ builder.append(compute_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(compute_code0.get_data()); //first part of compute
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
+
+ builder.append(compute_code1.get_data()); //second part of compute
+
+ builder.append(version->compute_globals.get_data()); // compute globals
+
+ builder.append(compute_code2.get_data()); //third part of compute
+
+ builder.append(version->compute_code.get_data()); // code
+
+ builder.append(compute_code3.get_data()); //fourth of compute
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "compute";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+ }
+
+ return source_code;
+}
+
void ShaderRD::_compile_version(Version *p_version) {
_clear_version(p_version);
@@ -360,7 +481,7 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->variants = memnew_arr(RID, variant_defines.size());
#if 1
- RendererCompositorRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 05e07d3cf3..a3474c6f93 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,7 @@
#include "core/templates/map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
+#include "servers/rendering_server.h"
#include <stdio.h>
/**
@@ -133,6 +134,8 @@ public:
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
+ RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
+
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
virtual ~ShaderRD();
};
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index cb62882deb..deaa9668df 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -21,8 +21,10 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("luminance_reduce.glsl")
env.RD_GLSL("bokeh_dof.glsl")
env.RD_GLSL("ssao.glsl")
- env.RD_GLSL("ssao_minify.glsl")
+ env.RD_GLSL("ssao_downsample.glsl")
+ env.RD_GLSL("ssao_importance_map.glsl")
env.RD_GLSL("ssao_blur.glsl")
+ env.RD_GLSL("ssao_interleave.glsl")
env.RD_GLSL("roughness_limiter.glsl")
env.RD_GLSL("screen_space_reflection.glsl")
env.RD_GLSL("screen_space_reflection_filter.glsl")
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 7808e7ed52..9c4e95a7c2 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -497,9 +497,9 @@ void main() {
vec2 shadow_vertex = vertex;
{
- float normal_depth = 1.0;
+ float normal_map_depth = 1.0;
-#if defined(NORMALMAP_USED)
+#if defined(NORMAL_MAP_USED)
vec3 normal_map = vec3(0.0, 0.0, 1.0);
normal_used = true;
#endif
@@ -510,8 +510,8 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
-#if defined(NORMALMAP_USED)
- normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
+#if defined(NORMAL_MAP_USED)
+ normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index ea4237a45e..4f4753d147 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -208,6 +208,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
return occlusion; //max(0.0,distance);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
@@ -220,7 +229,7 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
return false;
}
- attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
+ attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 5b01cb1f82..0518976322 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -9,8 +9,14 @@ VERSION_DEFINES
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_attrib;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec4 tangent_attrib;
#endif
@@ -18,7 +24,9 @@ layout(location = 2) in vec4 tangent_attrib;
layout(location = 3) in vec4 color_attrib;
#endif
+#ifdef UV_USED
layout(location = 4) in vec2 uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
@@ -51,19 +59,24 @@ layout(location = 11) in vec4 weight_attrib;
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) out vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) out vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) out vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) out vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
@@ -84,8 +97,6 @@ VERTEX_SHADER_GLOBALS
invariant gl_Position;
-layout(location = 7) flat out uint instance_index;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) out float dp_clip;
@@ -93,22 +104,27 @@ layout(location = 8) out float dp_clip;
#endif
void main() {
- instance_index = draw_call.instance_index;
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
- mat4 world_matrix = instances.data[instance_index].transform;
- mat3 world_normal_matrix = mat3(instances.data[instance_index].normal_transform);
+ mat4 world_matrix = draw_call.transform;
+
+ mat3 world_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = inverse(mat3(world_matrix));
+ } else {
+ world_normal_matrix = mat3(world_matrix);
+ }
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH)) {
//multimesh, instances are for it
- uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
+ uint offset = (draw_call.flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
offset *= gl_InstanceIndex;
mat4 matrix;
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ if (bool(draw_call.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));
offset += 2;
} else {
@@ -116,14 +132,14 @@ void main() {
offset += 3;
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
#ifdef COLOR_USED
color_interp *= transforms.data[offset];
#endif
offset += 1;
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
@@ -131,23 +147,21 @@ void main() {
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
world_normal_matrix = world_normal_matrix * mat3(matrix);
-
- } else {
- //not a multimesh, instances are for multiple draw calls
- instance_index += gl_InstanceIndex;
}
vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
float binormalf = tangent_attrib.a * 2.0 - 1.0;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
#if 0
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_SKELETON)) {
//multimesh, instances are for it
uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3;
@@ -164,14 +178,17 @@ void main() {
vertex = (vec4(vertex, 1.0) * m).xyz;
normal = (vec4(normal, 0.0) * m).xyz;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent = (vec4(tangent, 0.0) * m).xyz;
binormal = (vec4(binormal, 0.0) * m).xyz;
#endif
}
#endif
+
+#ifdef UV_USED
uv_interp = uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
@@ -190,7 +207,7 @@ void main() {
normal = world_normal_matrix * normal;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent = world_normal_matrix * tangent;
binormal = world_normal_matrix * binormal;
@@ -215,10 +232,13 @@ VERTEX_SHADER_CODE
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
@@ -230,7 +250,7 @@ VERTEX_SHADER_CODE
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
normal = mat3(scene_data.inverse_normal_matrix) * normal;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
@@ -238,9 +258,11 @@ VERTEX_SHADER_CODE
#endif
vertex_interp = vertex;
+#ifdef NORMAL_USED
normal_interp = normal;
+#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
@@ -250,7 +272,6 @@ VERTEX_SHADER_CODE
#ifdef MODE_DUAL_PARABOLOID
vertex_interp.z *= scene_data.dual_paraboloid_side;
- normal_interp.z *= scene_data.dual_paraboloid_side;
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
@@ -283,7 +304,7 @@ VERTEX_SHADER_CODE
#endif
#ifdef MODE_RENDER_MATERIAL
if (scene_data.material_uv2_mode) {
- gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0;
+ gl_Position.xy = (uv2_attrib.xy + draw_call.lightmap_uv_scale.xy) * 2.0 - 1.0;
gl_Position.z = 0.00001;
gl_Position.w = 1.0;
}
@@ -301,25 +322,28 @@ VERSION_DEFINES
/* Varyings */
layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) in vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) in vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) in vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
-layout(location = 7) flat in uint instance_index;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) in float dp_clip;
@@ -328,8 +352,7 @@ layout(location = 8) in float dp_clip;
//defines to keep compatibility with vertex
-#define world_matrix instances.data[instance_index].transform
-#define world_normal_matrix instances.data[instance_index].normal_transform
+#define world_matrix draw_call.transform
#define projection_matrix scene_data.projection_matrix
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -868,6 +891,15 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#endif //USE_NO_SHADOWS
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -893,9 +925,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
+ float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
float light_attenuation = omni_attenuation;
vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
@@ -1182,9 +1213,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x);
+ float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[idx].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
@@ -1792,13 +1822,15 @@ void main() {
float alpha = 1.0;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
#else
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
+
+#ifdef NORMAL_USED
vec3 normal = normalize(normal_interp);
#if defined(DO_SIDE_CHECK)
@@ -1807,7 +1839,11 @@ void main() {
}
#endif
+#endif //NORMAL_USED
+
+#ifdef UV_USED
vec2 uv = uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
@@ -1817,12 +1853,12 @@ void main() {
vec4 color = color_interp;
#endif
-#if defined(NORMALMAP_USED)
+#if defined(NORMAL_MAP_USED)
- vec3 normalmap = vec3(0.5);
+ vec3 normal_map = vec3(0.5);
#endif
- float normaldepth = 1.0;
+ float normal_map_depth = 1.0;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
@@ -1893,12 +1929,12 @@ FRAGMENT_SHADER_CODE
#endif // !USE_SHADOW_TO_OPACITY
-#ifdef NORMALMAP_USED
+#ifdef NORMAL_MAP_USED
- normalmap.xy = normalmap.xy * 2.0 - 1.0;
- normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
#endif
@@ -1938,7 +1974,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < decal_count; i++) {
uint decal_index = cluster_data.indices[decal_pointer + i];
- if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(decals.data[decal_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -1994,6 +2030,7 @@ FRAGMENT_SHADER_CODE
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
+#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
//http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
@@ -2003,6 +2040,7 @@ FRAGMENT_SHADER_CODE
float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
roughness = sqrt(filteredRoughness2);
}
+#endif
//apply energy conservation
vec3 specular_light = vec3(0.0, 0.0, 0.0);
@@ -2067,8 +2105,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP
//lightmap
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
- uint index = instances.data[instance_index].gi_offset;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
const float c1 = 0.429043;
@@ -2087,12 +2125,12 @@ FRAGMENT_SHADER_CODE
2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
- } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
- bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
- uint ofs = instances.data[instance_index].gi_offset & 0xFFF;
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
vec3 uvw;
- uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
- uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF);
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -2101,7 +2139,7 @@ FRAGMENT_SHADER_CODE
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = instances.data[instance_index].gi_offset >> 20;
+ uint idx = draw_call.gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
ambient_light += lm_light_l0 * 0.282095f;
@@ -2121,7 +2159,7 @@ FRAGMENT_SHADER_CODE
}
#elif defined(USE_FORWARD_GI)
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
@@ -2193,9 +2231,9 @@ FRAGMENT_SHADER_CODE
}
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index1 = draw_call.gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
@@ -2207,7 +2245,7 @@ FRAGMENT_SHADER_CODE
vec4 spec_accum = vec4(0.0);
gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
- uint index2 = instances.data[instance_index].gi_offset >> 16;
+ uint index2 = draw_call.gi_offset >> 16;
if (index2 != 0xFFFF) {
gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
@@ -2226,7 +2264,7 @@ FRAGMENT_SHADER_CODE
}
#elif !defined(LOW_END_MODE)
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
ivec2 coord;
@@ -2308,7 +2346,7 @@ FRAGMENT_SHADER_CODE
{ //directional light
for (uint i = 0; i < scene_data.directional_light_count; i++) {
- if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2578,7 +2616,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < omni_light_count; i++) {
uint light_index = cluster_data.indices[omni_light_pointer + i];
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2616,7 +2654,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < spot_light_count; i++) {
uint light_index = cluster_data.indices[spot_light_pointer + i];
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2787,9 +2825,9 @@ FRAGMENT_SHADER_CODE
normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_GIPROBE
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- uint index2 = instances.data[instance_index].gi_offset >> 16;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ uint index1 = draw_call.gi_offset & 0xFFFF;
+ uint index2 = draw_call.gi_offset >> 16;
giprobe_buffer.x = index1 & 0xFF;
giprobe_buffer.y = index2 & 0xFF;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index d18581c1b3..87ce74ba88 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -5,10 +5,19 @@
#include "cluster_data_inc.glsl"
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
- uint instance_index;
- uint pad; //16 bits minimum size
- vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
+ mat4 transform;
+ uint flags;
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint layer_mask;
+ vec4 lightmap_uv_scale;
}
draw_call;
@@ -128,21 +137,7 @@ scene_data;
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
#define INSTANCE_FLAGS_SKELETON (1 << 19)
-
-struct InstanceData {
- mat4 transform;
- mat4 normal_transform;
- uint flags;
- uint instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
- uint layer_mask;
- vec4 lightmap_uv_scale;
-};
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
- InstanceData data[];
-}
-instances;
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
@@ -171,35 +166,33 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
}
lightmaps;
-layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-
struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 11, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas;
-layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas;
+layout(set = 0, binding = 13) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 14, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
+layout(set = 0, binding = 15) uniform utexture3D cluster_texture;
-layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
+layout(set = 0, binding = 16, std430) restrict readonly buffer ClusterData {
uint indices[];
}
cluster_data;
-layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
+layout(set = 0, binding = 17) uniform texture2D directional_shadow_atlas;
-layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 18, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -213,7 +206,7 @@ struct SDFGIProbeCascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 20, std140) uniform SDFGI {
+layout(set = 0, binding = 19, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -263,18 +256,20 @@ layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 3) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
#ifndef LOW_END_MODE
-layout(set = 1, binding = 3) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 1, binding = 4) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
/* Set 3, Render Buffers */
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 4) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 5) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 5) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 7) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 8) 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
@@ -283,17 +278,17 @@ layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 4) uniform texture2D depth_buffer;
-layout(set = 1, binding = 5) uniform texture2D color_buffer;
+layout(set = 1, binding = 5) uniform texture2D depth_buffer;
+layout(set = 1, binding = 6) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
-layout(set = 1, binding = 6) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 7) uniform texture2D ao_buffer;
-layout(set = 1, binding = 8) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 9) uniform texture2D reflection_buffer;
-layout(set = 1, binding = 10) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 11) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 7) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 8) uniform texture2D ao_buffer;
+layout(set = 1, binding = 9) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 10) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 12) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -311,12 +306,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 12, std140) uniform GIProbes {
+layout(set = 1, binding = 13, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 1, binding = 13) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 14) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 61e4bf5e18..30dbf5871f 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -112,6 +112,15 @@ vec2 octahedron_encode(vec3 n) {
return n.xy;
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
@@ -184,14 +193,15 @@ void main() {
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
+
} break;
case LIGHT_TYPE_SPOT: {
vec3 rel_vec = lights.data[i].position - position;
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
if (angle > lights.data[i].spot_angle) {
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 346338181a..231f8f91ec 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -1,249 +1,486 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
#[compute]
#version 450
VERSION_DEFINES
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
+
+#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSAO_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSAO_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSAO_HALOING_REDUCTION_AMOUNT (0.6) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (2) // to disable simply set to 99 or similar
+#define SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD (0.5) // use 0-0.1 for super-sharp normal-based edges
+//
+#define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar
+//
+#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too
+#define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSAO_MAX_TAPS 32
+#define SSAO_MAX_REF_TAPS 512
+#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
+#define SSAO_DEPTH_MIP_LEVELS 4
-#define TWO_PI 6.283185307179586476925286766559
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-#ifdef SSAO_QUALITY_HIGH
-#define NUM_SAMPLES (20)
-#endif
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
-#ifdef SSAO_QUALITY_ULTRA
-#define NUM_SAMPLES (48)
+#ifdef ADAPTIVE
+layout(rg8, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssao;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
#endif
-#ifdef SSAO_QUALITY_LOW
-#define NUM_SAMPLES (8)
-#endif
+layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
-#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
-#define NUM_SAMPLES (12)
-#endif
+// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
+layout(push_constant, binding = 3, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
-// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
-// miplevel to maintain reasonable spatial locality in the cache
-// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
-// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
-#define LOG_MAX_OFFSET (3)
-
-// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
-#define MAX_MIP_LEVEL (4)
-
-// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
-// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
-
-const int ROTATIONS[] = int[](
- 1, 1, 2, 3, 2, 5, 2, 3, 2,
- 3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
- 9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
- 11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
- 11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
- 19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
- 13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
- 29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
- 31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
- 19, 27, 21, 25, 39, 29, 17, 21, 27);
-
-//#define NUM_SPIRAL_TURNS (7)
-const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
-
-layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
-layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-
-#ifndef USE_HALF_SIZE
-layout(set = 2, binding = 0) uniform sampler2D source_depth;
-#endif
+ vec2 half_screen_pixel_size;
+ int size_multiplier;
+ float detail_intensity;
-layout(set = 3, binding = 0) uniform sampler2D source_normal;
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- float z_far;
- float z_near;
+ vec2 pad2;
+ vec2 half_screen_pixel_size_x025;
- bool orthogonal;
- float intensity_div_r6;
float radius;
- float bias;
-
- vec4 proj_info;
- vec2 pixel_size;
- float proj_scale;
- uint pad;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
}
params;
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
+// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
} else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
}
}
-vec3 getPosition(ivec2 ssP) {
- vec3 P;
-#ifdef USE_HALF_SIZE
- P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
- P.z = -P.z;
-#else
- P.z = texelFetch(source_depth, ssP, 0).r;
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
- P.z = P.z * 2.0 - 1.0;
- if (params.orthogonal) {
- P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
- }
- P.z = -P.z;
-#endif
- // Offset to pixel center
- P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
- return P;
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
}
-/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
-vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
- // Radius relative to ssR
- float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
- float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
- ssR = alpha;
- return vec2(cos(angle), sin(angle));
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
}
-/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
-vec3 getOffsetPosition(ivec2 ssP, float ssR) {
- // Derivation:
- // mipLevel = floor(log(ssR / MAX_OFFSET));
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
- int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
- vec3 P;
+ return max(0, NdotD - params.horizon_angle_threshold) * falloff_mult;
+}
- // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
- // Manually clamp to the texture size because texelFetch bypasses the texture unit
- ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
+void SSAO_tap_inner(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
-#ifdef USE_HALF_SIZE
- P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
- P.z = -P.z;
-#else
- if (mipLevel < 1) {
- //read from depth buffer
- P.z = texelFetch(source_depth, mipP, 0).r;
- P.z = P.z * 2.0 - 1.0;
- if (params.orthogonal) {
- P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
- }
- P.z = -P.z;
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z).xyz;
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
- } else {
- //read from mipmaps
- P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
- P.z = -P.z;
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSAO_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSAO_HALOING_REDUCTION_AMOUNT);
+ }
+ weight *= p_weight_mod;
+ r_obscurance_sum += obscurance * weight;
+ r_weight_sum += weight;
+}
+
+void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
}
-#endif
- // Offset to pixel center
- P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
- return P;
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
}
-/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
- to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
+void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
- Note that units of H() in the HPG12 paper are meters, not
- unitless. The whole falloff/sampling function is therefore
- unitless. In this implementation, we factor out (9 / radius).
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
- Four versions of the falloff function are implemented below
-*/
-float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
- // Offset on the unit disk, spun for this pixel
- float ssR;
- vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
- ssR *= ssDiskRadius;
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
- ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
+ float pixel_lookup_radius;
+ float fallof_sq;
- if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
- return 0.0;
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
}
- // The occluding point in camera space
- vec3 Q = getOffsetPosition(ssP, ssR);
+ // the main obscurance & sample weight storage
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
- vec3 v = Q - C;
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
- float vv = dot(v, v);
- float vn = dot(v, n_C);
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
- const float epsilon = 0.01;
- float radius2 = p_radius * p_radius;
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
- // A: From the HPG12 paper
- // Note large epsilon to avoid overdarkening within cracks
- //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
+ // adds a more high definition sharp effect, which gets blurred out (reuses left/right/top/bottom samples that we used for edge detection)
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
+ // disable in case of quality level 4 (reference)
+ if (p_quality_level != 4) {
+ //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
+ vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
+ vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
+ vec3 pixel_top_delta = vec3(0.0, -pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_top_z - pix_center_pos.z);
+ vec3 pixel_bottom_delta = vec3(0.0, +pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_bottom_z - pix_center_pos.z);
+
+ const float range_reduction = 4.0f; // this is to avoid various artifacts
+ const float modified_fallof_sq = range_reduction * fallof_sq;
+
+ vec4 additional_obscurance;
+ additional_obscurance.x = calculate_pixel_obscurance(pixel_normal, pixel_left_delta, modified_fallof_sq);
+ additional_obscurance.y = calculate_pixel_obscurance(pixel_normal, pixel_right_delta, modified_fallof_sq);
+ additional_obscurance.z = calculate_pixel_obscurance(pixel_normal, pixel_top_delta, modified_fallof_sq);
+ additional_obscurance.w = calculate_pixel_obscurance(pixel_normal, pixel_bottom_delta, modified_fallof_sq);
+
+ obscurance_sum += params.detail_intensity * dot(additional_obscurance, edgesLRTB);
+ }
+ }
- // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
- float f = max(radius2 - vv, 0.0);
- return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
+ // Sharp normals also create edges - but this adds to the cost as well
+ if (!p_adaptive_base && (p_quality_level >= SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ vec3 neighbour_normal_left = load_normal(ivec2(full_res_coord), ivec2(-2, 0));
+ vec3 neighbour_normal_right = load_normal(ivec2(full_res_coord), ivec2(2, 0));
+ vec3 neighbour_normal_top = load_normal(ivec2(full_res_coord), ivec2(0, -2));
+ vec3 neighbour_normal_bottom = load_normal(ivec2(full_res_coord), ivec2(0, 2));
- // C: Medium contrast (which looks better at high radii), no division. Note that the
- // contribution still falls off with radius^2, but we've adjusted the rate in a way that is
- // more computationally efficient and happens to be aesthetically pleasing.
- // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
+ const float dot_threshold = SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD;
- // D: Low contrast, no division operation
- // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
-}
+ vec4 normal_edgesLRTB;
+ normal_edgesLRTB.x = clamp((dot(pixel_normal, neighbour_normal_left) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.y = clamp((dot(pixel_normal, neighbour_normal_right) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.z = clamp((dot(pixel_normal, neighbour_normal_top) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.w = clamp((dot(pixel_normal, neighbour_normal_bottom) + dot_threshold), 0.0, 1.0);
-void main() {
- // Pixel being shaded
- ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
- return;
+ edgesLRTB *= normal_edgesLRTB;
}
- // World space point being shaded
- vec3 C = getPosition(ssC);
+ const float global_mip_offset = SSAO_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
-#ifdef USE_HALF_SIZE
- vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
-#else
- vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSAO_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSAOTap(p_quality_level, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ // this is to normalize SSAO_DETAIL_AO_AMOUNT across all pixel regardless of importance
+ obscurance_sum *= (SSAO_ADAPTIVE_TAP_BASE_COUNT / float(SSAO_MAX_TAPS)) + (importance * SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT / float(SSAO_MAX_TAPS));
+
+ // load existing base values
+ vec2 base_values = imageLoad(source_ssao, ivec3(upos, params.pass)).xy;
+ weight_sum += base_values.y * float(SSAO_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ obscurance_sum += (base_values.x) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSAO_MAX_TAPS, additional_samples + SSAO_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSAO_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSAOTap(p_quality_level, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
#endif
- n_C = normalize(n_C);
- n_C.y = -n_C.y; //because this code reads flipped
- // Hash function used in the HPG12 AlchemyAO paper
- float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
+ // early out for adaptive base - just output weight (used for the next pass)
+ if (p_adaptive_base) {
+ float obscurance = obscurance_sum / weight_sum;
+
+ r_shadow_term = obscurance;
+ r_edges = vec4(0.0);
+ r_weight = weight_sum;
+ return;
+ }
+
+ // calculate weighted average
+ float obscurance = obscurance_sum / weight_sum;
- // Reconstruct normals from positions. These will lead to 1-pixel black lines
- // at depth discontinuities, however the blur will wipe those out so they are not visible
- // in the final image.
+ // calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
- // Choose the screen-space sample radius
- // proportional to the projected area of the sphere
+ // Reduce the SSAO shadowing if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
- float ssDiskRadius = -params.proj_scale * params.radius;
- if (!params.orthogonal) {
- ssDiskRadius = -params.proj_scale * params.radius / C.z;
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
}
- float sum = 0.0;
- for (int i = 0; i < NUM_SAMPLES; ++i) {
- sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
+
+ // strength
+ obscurance = params.intensity * obscurance;
+
+ // clamp
+ obscurance = min(obscurance, params.shadow_clamp);
+
+ // fadeout
+ obscurance *= fade_out;
+
+ // conceptually switch to occlusion with the meaning being visibility (grows with visibility, occlusion == 1 implies full visibility),
+ // to be in line with what is more commonly used.
+ float occlusion = 1.0 - obscurance;
+
+ // modify the gradient
+ // note: this cannot be moved to a later pass because of loss of precision after storing in the render target
+ occlusion = pow(clamp(occlusion, 0.0, 1.0), params.shadow_power);
+
+ // outputs!
+ r_shadow_term = occlusion; // Our final 'occlusion' term (0 means fully occluded, 1 means fully lit)
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_weight = weight_sum;
+}
+
+void main() {
+ float out_shadow_term;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
}
- float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSAO_BASE
+ generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, true);
- imageStore(dest_image, ssC, vec4(A));
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, out_weight / (float(SSAO_ADAPTIVE_TAP_BASE_COUNT) * 4.0), 0.0, 0.0));
+#else
+ generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, false); // pass in quality levels
+ if (params.quality == 0) {
+ out_edges = vec4(1.0);
+ }
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, pack_edges(out_edges), 0.0, 0.0));
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index 3e63e3cb59..510a777048 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -1,3 +1,22 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
#[compute]
#version 450
@@ -7,147 +26,129 @@ VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
-layout(set = 1, binding = 0) uniform sampler2D source_depth;
-#ifdef MODE_UPSCALE
-layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
-#endif
-layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
-
-//////////////////////////////////////////////////////////////////////////////////////////////
-// Tunable Parameters:
+layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
layout(push_constant, binding = 1, std430) uniform Params {
- float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
- int filter_scale;
- float z_far;
- float z_near;
- bool orthogonal;
- uint pad0;
- uint pad1;
- uint pad2;
- ivec2 axis; /** (1, 0) or (0, 1) */
- ivec2 screen_size;
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
}
params;
-/** Filter radius in pixels. This will be multiplied by SCALE. */
-#define R (4)
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssao_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec2 sample_blurred_wide(vec2 p_coord) {
+ vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy;
+ vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy;
+ vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy;
+ vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy;
+ vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy;
+
+ float packed_edges = vC.y;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+ edgesLRTB.x *= unpack_edges(vL.y).y;
+ edgesLRTB.z *= unpack_edges(vT.y).w;
+ edgesLRTB.y *= unpack_edges(vR.y).x;
+ edgesLRTB.w *= unpack_edges(vB.y).z;
+
+ float ssao_value = vC.x;
+ float ssao_valueL = vL.x;
+ float ssao_valueT = vT.x;
+ float ssao_valueR = vR.x;
+ float ssao_valueB = vB.x;
+
+ float sum_weight = 0.8f;
+ float sum = ssao_value * sum_weight;
+
+ add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
+
+ float ssao_avg = sum / sum_weight;
+
+ ssao_value = ssao_avg;
+
+ return vec2(ssao_value, packed_edges);
+}
+#endif
+
+#ifdef MODE_SMART
+vec2 sample_blurred(vec3 p_pos, vec2 p_coord) {
+ float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5));
+ vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5));
+
+ float ssao_value = valuesUL.y;
+ float ssao_valueL = valuesUL.x;
+ float ssao_valueT = valuesUL.z;
+ float ssao_valueR = valuesBR.z;
+ float ssao_valueB = valuesBR.x;
+
+ float sum_weight = 0.5;
+ float sum = ssao_value * sum_weight;
+
+ add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
+
+ add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
-//////////////////////////////////////////////////////////////////////////////////////////////
+ float ssao_avg = sum / sum_weight;
-// Gaussian coefficients
-const float gaussian[R + 1] =
- //float[](0.356642, 0.239400, 0.072410, 0.009869);
- //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
- float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
-//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+ ssao_value = ssao_avg;
+
+ return vec2(ssao_value, packed_edges);
+}
+#endif
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
- return;
- }
-
-#ifdef MODE_UPSCALE
-
- //closest one should be the same pixel, but check nearby just in case
- float depth = texelFetch(source_depth, ssC, 0).r;
-
- depth = depth * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
-
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
- vec2 from_uv = closest_uv;
- vec2 ps2 = pixel_size; // * 2.0;
-
- float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
-
- vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
- for (int i = 0; i < 4; i++) {
- vec2 neighbour = from_uv + offsets[i];
- float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
- if (neighbour_depth < closest_depth) {
- closest_uv = neighbour;
- closest_depth = neighbour_depth;
- }
- }
-
- float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
- imageStore(dest_image, ssC, vec4(visibility));
-#else
- float depth = texelFetch(source_depth, ssC, 0).r;
+#ifdef MODE_NON_SMART
-#ifdef MODE_FULL_SIZE
- depth = depth * 2.0 - 1.0;
+ vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
-#endif
- float depth_divide = 1.0 / params.z_far;
-
- //depth *= depth_divide;
-
- /*
- if (depth > params.z_far * 0.999) {
- discard; //skybox
- }
- */
-
- float sum = texelFetch(source_ssao, ssC, 0).r;
-
- // Base weight for depth falloff. Increase this for more blurriness,
- // decrease it for better edge discrimination
- float BASE = gaussian[0];
- float totalWeight = BASE;
- sum *= totalWeight;
-
- ivec2 clamp_limit = params.screen_size - ivec2(1);
-
- for (int r = -R; r <= R; ++r) {
- // We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
- // so the IF statement has no runtime cost
- if (r != 0) {
- ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
- float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
- ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
-
- float temp_depth = texelFetch(source_depth, rpos, 0).r;
-#ifdef MODE_FULL_SIZE
- temp_depth = temp_depth * 2.0 - 1.0;
- if (params.orthogonal) {
- temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
- }
- //temp_depth *= depth_divide;
-#endif
- // spatial domain: offset gaussian tap
- float weight = 0.3 + gaussian[abs(r)];
- //weight *= max(0.0, dot(temp_normal, normal));
+ vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
- // range domain (the "bilateral" weight). As depth difference increases, decrease weight.
- weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
+ vec4 vals;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
- sum += value * weight;
- totalWeight += weight;
- }
- }
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
- const float epsilon = 0.0001;
- float visibility = sum / (totalWeight + epsilon);
+#else
+#ifdef MODE_SMART
+ vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
- imageStore(dest_image, ssC, vec4(visibility));
#endif
+ imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0));
}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
new file mode 100644
index 0000000000..cb2d31f70d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
@@ -0,0 +1,206 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 pixel_size;
+ float z_far;
+ float z_near;
+ bool orthogonal;
+ float radius_sq;
+ uvec2 pad;
+}
+params;
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth;
+
+layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_image0; //rename
+#ifdef GENERATE_MIPS
+layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
+layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
+layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#endif
+
+vec4 screen_space_to_view_space_depth(vec4 p_depth) {
+ if (params.orthogonal) {
+ vec4 depth = p_depth * 2.0 - 1.0;
+ return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ }
+
+ float depth_linearize_mul = params.z_near;
+ float depth_linearize_add = params.z_far;
+
+ // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+
+ // Set your depth_linearize_mul and depth_linearize_add to:
+ // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
+ // depth_linearize_add = cameraClipFar / ( cameraClipFar - cameraClipNear );
+
+ return depth_linearize_mul / (depth_linearize_add - p_depth);
+}
+
+float screen_space_to_view_space_depth(float p_depth) {
+ if (params.orthogonal) {
+ float depth = p_depth * 2.0 - 1.0;
+ return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
+ }
+
+ float depth_linearize_mul = params.z_near;
+ float depth_linearize_add = params.z_far;
+
+ return depth_linearize_mul / (depth_linearize_add - p_depth);
+}
+
+#ifdef GENERATE_MIPS
+
+shared float depth_buffer[4][8][8];
+
+float mip_smart_average(vec4 p_depths) {
+ float closest = min(min(p_depths.x, p_depths.y), min(p_depths.z, p_depths.w));
+ float fallof_sq = -1.0f / params.radius_sq;
+ vec4 dists = p_depths - closest.xxxx;
+ vec4 weights = clamp(dists * dists * fallof_sq + 1.0, 0.0, 1.0);
+ return dot(weights, p_depths) / dot(weights, vec4(1.0, 1.0, 1.0, 1.0));
+}
+
+void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) {
+ p_samples = screen_space_to_view_space_depth(p_samples);
+
+ depth_buffer[0][p_gtid.x][p_gtid.y] = p_samples.w;
+ depth_buffer[1][p_gtid.x][p_gtid.y] = p_samples.z;
+ depth_buffer[2][p_gtid.x][p_gtid.y] = p_samples.x;
+ depth_buffer[3][p_gtid.x][p_gtid.y] = p_samples.y;
+
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 0), vec4(p_samples.w));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 1), vec4(p_samples.z));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 2), vec4(p_samples.x));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 3), vec4(p_samples.y));
+
+ uint depth_array_index = 2 * (p_gtid.y % 2) + (p_gtid.x % 2);
+ uvec2 depth_array_offset = ivec2(p_gtid.x % 2, p_gtid.y % 2);
+ ivec2 buffer_coord = ivec2(p_gtid) - ivec2(depth_array_offset);
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ // if (still_alive) <-- all threads alive here
+ {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 1];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 1];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image1, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
+ }
+
+ bool still_alive = p_gtid.x % 4 == depth_array_offset.x && p_gtid.y % 4 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 2];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 2];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image2, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
+ }
+
+ still_alive = p_gtid.x % 8 == depth_array_offset.x && depth_array_offset.y % 8 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 4];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 4];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+}
+#else
+#ifndef USE_HALF_BUFFERS
+void prepare_depths(vec4 p_samples, uvec2 p_tid) {
+ p_samples = screen_space_to_view_space_depth(p_samples);
+
+ imageStore(dest_image0, ivec3(p_tid, 0), vec4(p_samples.w));
+ imageStore(dest_image0, ivec3(p_tid, 1), vec4(p_samples.z));
+ imageStore(dest_image0, ivec3(p_tid, 2), vec4(p_samples.x));
+ imageStore(dest_image0, ivec3(p_tid, 3), vec4(p_samples.y));
+}
+#endif
+#endif
+
+void main() {
+#ifdef USE_HALF_BUFFERS
+#ifdef USE_HALF_SIZE
+ float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
+ float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
+#else
+ float sample_00 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 0, 2 * gl_GlobalInvocationID.y + 0), 0).x;
+ float sample_11 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 1, 2 * gl_GlobalInvocationID.y + 1), 0).x;
+#endif
+ sample_00 = screen_space_to_view_space_depth(sample_00);
+ sample_11 = screen_space_to_view_space_depth(sample_11);
+
+ imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 0), vec4(sample_00));
+ imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 3), vec4(sample_11));
+#else //!USE_HALF_BUFFERS
+#ifdef USE_HALF_SIZE
+ ivec2 depth_buffer_coord = 4 * ivec2(gl_GlobalInvocationID.xy);
+ ivec2 output_coord = ivec2(gl_GlobalInvocationID);
+
+ vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
+ vec4 samples;
+ samples.x = textureLodOffset(source_depth, uv, 0, ivec2(0, 2)).x;
+ samples.y = textureLodOffset(source_depth, uv, 0, ivec2(2, 2)).x;
+ samples.z = textureLodOffset(source_depth, uv, 0, ivec2(2, 0)).x;
+ samples.w = textureLodOffset(source_depth, uv, 0, ivec2(0, 0)).x;
+#else
+ ivec2 depth_buffer_coord = 2 * ivec2(gl_GlobalInvocationID.xy);
+ ivec2 output_coord = ivec2(gl_GlobalInvocationID);
+
+ vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
+ vec4 samples = textureGather(source_depth, uv);
+#endif
+#ifdef GENERATE_MIPS
+ prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
+#else
+ prepare_depths(samples, gl_GlobalInvocationID.xy);
+#endif
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
new file mode 100644
index 0000000000..6aa7624261
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -0,0 +1,126 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float power;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+
+ // apply the same modifications that would have been applied in the main shader
+ vals = params.intensity * vals;
+
+ vals = 1 - vals;
+
+ vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
+
+ avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
+
+ maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
+ minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
new file mode 100644
index 0000000000..4fdf334aa5
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -0,0 +1,119 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ float ao;
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
+
+ ao = center_val.x;
+
+ vec4 edgesLRTB = unpack_edges(center_val.y);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ float ao_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0).x;
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ float ao_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0).x;
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ float ao_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0).x;
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ ao = dot(vec4(ao, ao_horizontal, ao_vertical, ao_diagonal), blendWeights) / blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(ao));
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
+ float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
+ float avg = (a + d) * 0.5;
+
+#else
+ float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
+ float b = textureLod(source_texture, vec3(uv, 1), 0.0).x;
+ float c = textureLod(source_texture, vec3(uv, 2), 0.0).x;
+ float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
+ float avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(avg));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_minify.glsl b/servers/rendering/renderer_rd/shaders/ssao_minify.glsl
deleted file mode 100644
index 263fca386f..0000000000
--- a/servers/rendering/renderer_rd/shaders/ssao_minify.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- vec2 pixel_size;
- float z_far;
- float z_near;
- ivec2 source_size;
- bool orthogonal;
- uint pad;
-}
-params;
-
-#ifdef MINIFY_START
-layout(set = 0, binding = 0) uniform sampler2D source_texture;
-#else
-layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
-#endif
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-
-void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-
- if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
- return;
- }
-
-#ifdef MINIFY_START
- float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
-#else
- float depth = imageLoad(source_image, pos << 1).r;
-#endif
-
- imageStore(dest_image, pos, vec4(depth));
-}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 13b162f0c9..498a6ddb5b 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -169,6 +169,15 @@ vec3 hash3f(uvec3 x) {
return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -270,14 +279,14 @@ void main() {
uint light_index = cluster_data.indices[omni_light_pointer + i];
vec3 light_pos = lights.data[i].position;
- float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ float d = distance(lights.data[i].position, view_pos);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
@@ -326,14 +335,14 @@ void main() {
vec3 light_pos = lights.data[i].position;
vec3 light_rel_vec = lights.data[i].position - view_pos;
- float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ float d = length(light_rel_vec);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[i].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);