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-rw-r--r--servers/rendering/dummy/environment/fog.h2
-rw-r--r--servers/rendering/dummy/environment/gi.h2
-rw-r--r--servers/rendering/dummy/rasterizer_canvas_dummy.h2
-rw-r--r--servers/rendering/dummy/rasterizer_scene_dummy.h6
-rw-r--r--servers/rendering/dummy/storage/light_storage.h2
-rw-r--r--servers/rendering/dummy/storage/material_storage.h2
-rw-r--r--servers/rendering/dummy/storage/mesh_storage.h2
-rw-r--r--servers/rendering/dummy/storage/particles_storage.h2
-rw-r--r--servers/rendering/dummy/storage/texture_storage.h2
-rw-r--r--servers/rendering/dummy/storage/utilities.h2
-rw-r--r--servers/rendering/environment/renderer_fog.h2
-rw-r--r--servers/rendering/environment/renderer_gi.h2
-rw-r--r--servers/rendering/renderer_canvas_cull.h6
-rw-r--r--servers/rendering/renderer_canvas_render.h8
-rw-r--r--servers/rendering/renderer_compositor.h6
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h8
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h2
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h6
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.h2
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp10
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h10
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h2
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h6
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp1061
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h248
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp20
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h18
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp)128
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h (renamed from servers/rendering/renderer_rd/renderer_scene_sky_rd.h)32
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp41
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h13
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h7
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp51
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h7
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1125
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h272
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl (renamed from servers/rendering/renderer_rd/shaders/sky.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl (renamed from servers/rendering/renderer_rd/shaders/volumetric_fog.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl (renamed from servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl)4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp272
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.h2
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h6
-rw-r--r--servers/rendering/renderer_scene.h6
-rw-r--r--servers/rendering/renderer_scene_cull.cpp42
-rw-r--r--servers/rendering/renderer_scene_cull.h14
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h9
-rw-r--r--servers/rendering/renderer_scene_render.cpp38
-rw-r--r--servers/rendering/renderer_scene_render.h20
-rw-r--r--servers/rendering/renderer_thread_pool.cpp42
-rw-r--r--servers/rendering/renderer_thread_pool.h45
-rw-r--r--servers/rendering/renderer_viewport.cpp2
-rw-r--r--servers/rendering/rendering_server_default.h2
-rw-r--r--servers/rendering/shader_language.cpp277
-rw-r--r--servers/rendering/shader_language.h3
-rw-r--r--servers/rendering/shader_preprocessor.cpp44
-rw-r--r--servers/rendering/shader_preprocessor.h2
-rw-r--r--servers/rendering/shader_types.h6
-rw-r--r--servers/rendering/shader_warnings.h6
-rw-r--r--servers/rendering/storage/light_storage.h2
-rw-r--r--servers/rendering/storage/material_storage.h2
-rw-r--r--servers/rendering/storage/mesh_storage.h2
-rw-r--r--servers/rendering/storage/particles_storage.h2
-rw-r--r--servers/rendering/storage/texture_storage.h2
-rw-r--r--servers/rendering/storage/utilities.h2
79 files changed, 2125 insertions, 1921 deletions
diff --git a/servers/rendering/dummy/environment/fog.h b/servers/rendering/dummy/environment/fog.h
index 8a2be90507..623f94b95f 100644
--- a/servers/rendering/dummy/environment/fog.h
+++ b/servers/rendering/dummy/environment/fog.h
@@ -52,4 +52,4 @@ public:
} // namespace RendererDummy
-#endif // !FOG_DUMMY_H
+#endif // FOG_DUMMY_H
diff --git a/servers/rendering/dummy/environment/gi.h b/servers/rendering/dummy/environment/gi.h
index 9c7647c2de..76d34cd14e 100644
--- a/servers/rendering/dummy/environment/gi.h
+++ b/servers/rendering/dummy/environment/gi.h
@@ -79,4 +79,4 @@ public:
} // namespace RendererDummy
-#endif // !GI_DUMMY_H
+#endif // GI_DUMMY_H
diff --git a/servers/rendering/dummy/rasterizer_canvas_dummy.h b/servers/rendering/dummy/rasterizer_canvas_dummy.h
index 194b5b5cfe..64c4cf5024 100644
--- a/servers/rendering/dummy/rasterizer_canvas_dummy.h
+++ b/servers/rendering/dummy/rasterizer_canvas_dummy.h
@@ -60,4 +60,4 @@ public:
~RasterizerCanvasDummy() {}
};
-#endif // !RASTERIZER_CANVAS_DUMMY_H
+#endif // RASTERIZER_CANVAS_DUMMY_H
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h
index b49d6cff69..b803dd6f96 100644
--- a/servers/rendering/dummy/rasterizer_scene_dummy.h
+++ b/servers/rendering/dummy/rasterizer_scene_dummy.h
@@ -149,7 +149,7 @@ public:
RID light_instance_create(RID p_light) override { return RID(); }
void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override {}
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override {}
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
+ void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
void light_instance_mark_visible(RID p_light_instance) override {}
RID fog_volume_instance_create(RID p_fog_volume) override { return RID(); }
@@ -184,7 +184,7 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {}
- void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
+ void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}
void set_scene_pass(uint64_t p_pass) override {}
@@ -214,4 +214,4 @@ public:
~RasterizerSceneDummy() {}
};
-#endif // !RASTERIZER_SCENE_DUMMY_H
+#endif // RASTERIZER_SCENE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/light_storage.h b/servers/rendering/dummy/storage/light_storage.h
index b0100a5fe7..0c0ea61df5 100644
--- a/servers/rendering/dummy/storage/light_storage.h
+++ b/servers/rendering/dummy/storage/light_storage.h
@@ -132,4 +132,4 @@ public:
} // namespace RendererDummy
-#endif // !LIGHT_STORAGE_DUMMY_H
+#endif // LIGHT_STORAGE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/material_storage.h b/servers/rendering/dummy/storage/material_storage.h
index 5d1f64991b..6721284b23 100644
--- a/servers/rendering/dummy/storage/material_storage.h
+++ b/servers/rendering/dummy/storage/material_storage.h
@@ -95,4 +95,4 @@ public:
} // namespace RendererDummy
-#endif // !MATERIAL_STORAGE_DUMMY_H
+#endif // MATERIAL_STORAGE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/mesh_storage.h b/servers/rendering/dummy/storage/mesh_storage.h
index 78b19d721d..8dfcd978ac 100644
--- a/servers/rendering/dummy/storage/mesh_storage.h
+++ b/servers/rendering/dummy/storage/mesh_storage.h
@@ -131,4 +131,4 @@ public:
} // namespace RendererDummy
-#endif // !MESH_STORAGE_DUMMY_H
+#endif // MESH_STORAGE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/particles_storage.h b/servers/rendering/dummy/storage/particles_storage.h
index f614b41c4c..7cee55922d 100644
--- a/servers/rendering/dummy/storage/particles_storage.h
+++ b/servers/rendering/dummy/storage/particles_storage.h
@@ -123,4 +123,4 @@ public:
} // namespace RendererDummy
-#endif // !PARTICLES_STORAGE_DUMMY_H
+#endif // PARTICLES_STORAGE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/texture_storage.h b/servers/rendering/dummy/storage/texture_storage.h
index 195d378a41..73b1284558 100644
--- a/servers/rendering/dummy/storage/texture_storage.h
+++ b/servers/rendering/dummy/storage/texture_storage.h
@@ -176,4 +176,4 @@ public:
} // namespace RendererDummy
-#endif // !TEXTURE_STORAGE_DUMMY_H
+#endif // TEXTURE_STORAGE_DUMMY_H
diff --git a/servers/rendering/dummy/storage/utilities.h b/servers/rendering/dummy/storage/utilities.h
index f090309e88..b94f678c75 100644
--- a/servers/rendering/dummy/storage/utilities.h
+++ b/servers/rendering/dummy/storage/utilities.h
@@ -95,4 +95,4 @@ public:
} // namespace RendererDummy
-#endif // !UTILITIES_DUMMY_H
+#endif // UTILITIES_DUMMY_H
diff --git a/servers/rendering/environment/renderer_fog.h b/servers/rendering/environment/renderer_fog.h
index ac50da0fc0..c55021e1a1 100644
--- a/servers/rendering/environment/renderer_fog.h
+++ b/servers/rendering/environment/renderer_fog.h
@@ -50,4 +50,4 @@ public:
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const = 0;
};
-#endif // !RENDERER_FOG_H
+#endif // RENDERER_FOG_H
diff --git a/servers/rendering/environment/renderer_gi.h b/servers/rendering/environment/renderer_gi.h
index 4f93bb8675..70d2bb3a9c 100644
--- a/servers/rendering/environment/renderer_gi.h
+++ b/servers/rendering/environment/renderer_gi.h
@@ -78,4 +78,4 @@ public:
virtual uint32_t voxel_gi_get_version(RID p_probe) const = 0;
};
-#endif // !RENDERER_GI_H
+#endif // RENDERER_GI_H
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index 48d0598c9f..e8c54310c9 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_CANVAS_CULL_H
-#define RENDERING_SERVER_CANVAS_CULL_H
+#ifndef RENDERER_CANVAS_CULL_H
+#define RENDERER_CANVAS_CULL_H
#include "core/templates/paged_allocator.h"
#include "renderer_compositor.h"
@@ -317,4 +317,4 @@ public:
~RendererCanvasCull();
};
-#endif // RENDERING_SERVER_CANVAS_CULL_H
+#endif // RENDERER_CANVAS_CULL_H
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
index 52b2f82089..11a7d34291 100644
--- a/servers/rendering/renderer_canvas_render.h
+++ b/servers/rendering/renderer_canvas_render.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERINGSERVERCANVASRENDER_H
-#define RENDERINGSERVERCANVASRENDER_H
+#ifndef RENDERER_CANVAS_RENDER_H
+#define RENDERER_CANVAS_RENDER_H
#include "servers/rendering_server.h"
@@ -77,7 +77,7 @@ public:
Rect2 rect_cache;
Transform2D xform_cache;
float radius_cache; //used for shadow far plane
- //CameraMatrix shadow_matrix_cache;
+ //Projection shadow_matrix_cache;
Transform2D light_shader_xform;
//Vector2 light_shader_pos;
@@ -520,4 +520,4 @@ public:
virtual ~RendererCanvasRender() {}
};
-#endif // RENDERINGSERVERCANVASRENDER_H
+#endif // RENDERER_CANVAS_RENDER_H
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index a67eb25736..4cfded8460 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_COMPOSITOR_H
-#define RENDERING_SERVER_COMPOSITOR_H
+#ifndef RENDERER_COMPOSITOR_H
+#define RENDERER_COMPOSITOR_H
#include "servers/rendering/environment/renderer_fog.h"
#include "servers/rendering/environment/renderer_gi.h"
@@ -109,4 +109,4 @@ public:
virtual ~RendererCompositor() {}
};
-#endif // RASTERIZER_H
+#endif // RENDERER_COMPOSITOR_H
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index 228933d618..1bb45cbcc1 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
}
}
-void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
+void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) {
view_xform = p_view_transform.affine_inverse();
projection = p_cam_projection;
z_near = projection.get_z_near();
@@ -385,7 +385,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
adjusted_projection.adjust_perspective_znear(0.0001);
}
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
projection = correction * projection;
adjusted_projection = correction * adjusted_projection;
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index 74ca530ff6..17ca1986c6 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -168,8 +168,8 @@ private:
uint32_t render_element_max = 0;
Transform3D view_xform;
- CameraMatrix adjusted_projection;
- CameraMatrix projection;
+ Projection adjusted_projection;
+ Projection projection;
float z_far = 0;
float z_near = 0;
bool orthogonal = false;
@@ -220,7 +220,7 @@ private:
public:
void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
- void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+ void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
_FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
@@ -375,4 +375,4 @@ public:
~ClusterBuilderRD();
};
-#endif // CLUSTER_BUILDER_H
+#endif // CLUSTER_BUILDER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
index d7b736119c..30b33be168 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.h
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -117,4 +117,4 @@ public:
} // namespace RendererRD
-#endif // !BOKEH_DOF_RD_H
+#endif // BOKEH_DOF_RD_H
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 0066f2be31..d25555eee5 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef COPY_RD_H
-#define COPY_RD_H
+#ifndef COPY_EFFECTS_RD_H
+#define COPY_EFFECTS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
@@ -343,4 +343,4 @@ public:
} // namespace RendererRD
-#endif // !COPY_RD_H
+#endif // COPY_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h
index d4b24a610f..2a4cd06827 100644
--- a/servers/rendering/renderer_rd/effects/resolve.h
+++ b/servers/rendering/renderer_rd/effects/resolve.h
@@ -71,4 +71,4 @@ public:
} // namespace RendererRD
-#endif // !RESOLVE_RD_H
+#endif // RESOLVE_RD_H
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 49d66023d8..0f896a8aa7 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -38,7 +38,7 @@ using namespace RendererRD;
SSEffects *SSEffects::singleton = nullptr;
-static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
@@ -381,7 +381,7 @@ SSEffects::~SSEffects() {
/* SS Downsampler */
-void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
+void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -641,7 +641,7 @@ void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const S
}
}
-void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings) {
+void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -1087,7 +1087,7 @@ void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const S
}
}
-void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const CameraMatrix &p_projection, const SSAOSettings &p_settings) {
+void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -1462,7 +1462,7 @@ void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const Rend
}
}
-void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets) {
+void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index 38b127aba6..c31271ffd2 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -61,7 +61,7 @@ public:
/* SS Downsampler */
- void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
+ void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
/* SSIL */
@@ -107,7 +107,7 @@ public:
};
void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
- void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings);
+ void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
void ssil_free(SSILRenderBuffers &p_ssil_buffers);
/* SSAO */
@@ -150,7 +150,7 @@ public:
};
void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
- void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const CameraMatrix &p_projection, const SSAOSettings &p_settings);
+ void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
void ssao_free(SSAORenderBuffers &p_ssao_buffers);
/* Screen Space Reflection */
@@ -165,7 +165,7 @@ public:
};
void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
- void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets);
+ void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
void ssr_free(SSRRenderBuffers &p_ssr_buffers);
private:
@@ -505,4 +505,4 @@ private:
} // namespace RendererRD
-#endif // !SS_EFFECTS_RD_H
+#endif // SS_EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
index a90849dbeb..05db4a0cbe 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.h
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -149,4 +149,4 @@ public:
} // namespace RendererRD
-#endif // !TONE_MAPPER_RD_H
+#endif // TONE_MAPPER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
index 0f2bdd31b6..dd15df615e 100644
--- a/servers/rendering/renderer_rd/effects/vrs.h
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -72,4 +72,4 @@ public:
} // namespace RendererRD
-#endif // !VRS_RD_H
+#endif // VRS_RD_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index e9cfee5d64..8d59b24f3f 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -174,7 +174,7 @@ void EffectsRD::taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index f8b5ecb920..94cd26fae9 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -31,7 +31,7 @@
#ifndef EFFECTS_RD_H
#define EFFECTS_RD_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
@@ -238,7 +238,7 @@ public:
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
- void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
+ void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void sort_buffer(RID p_uniform_set, int p_size);
@@ -246,4 +246,4 @@ public:
~EffectsRD();
};
-#endif // !RASTERIZER_EFFECTS_RD_H
+#endif // EFFECTS_RD_H
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 2a6c96480e..63c227e89b 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -30,6 +30,11 @@
#include "fog.h"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
+#include "servers/rendering/rendering_server_default.h"
+
using namespace RendererRD;
Fog *Fog::singleton = nullptr;
@@ -126,3 +131,1059 @@ Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
ERR_FAIL_COND_V(!fog_volume, Vector3());
return fog_volume->extents;
}
+
+////////////////////////////////////////////////////////////////////////////////
+// Fog material
+
+bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+}
+
+Fog::FogMaterialData::~FogMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+RendererRD::ShaderData *Fog::_create_fog_shader_func() {
+ FogShaderData *shader_data = memnew(FogShaderData);
+ return shader_data;
+}
+
+RendererRD::ShaderData *Fog::_create_fog_shader_funcs() {
+ return Fog::get_singleton()->_create_fog_shader_func();
+};
+
+RendererRD::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
+ FogMaterialData *material_data = memnew(FogMaterialData);
+ material_data->shader_data = p_shader;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererRD::MaterialData *Fog::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
+ return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// FOG VOLUMES INSTANCE
+
+RID Fog::fog_volume_instance_create(RID p_fog_volume) {
+ FogVolumeInstance fvi;
+ fvi.volume = p_fog_volume;
+ return fog_volume_instance_owner.make_rid(fvi);
+}
+
+void Fog::fog_instance_free(RID p_rid) {
+ fog_volume_instance_owner.free(p_rid);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog Shader
+
+void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ {
+ // Initialize local fog shader
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("");
+ volumetric_fog.shader.initialize(volumetric_fog_modes);
+
+ material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
+ volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
+ }
+
+ {
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["TIME"] = "scene_params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["WORLD_POSITION"] = "world.xyz";
+ actions.renames["OBJECT_POSITION"] = "params.position";
+ actions.renames["UVW"] = "uvw";
+ actions.renames["EXTENTS"] = "params.extents";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["DENSITY"] = "density";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["SDF"] = "sdf";
+
+ actions.usage_defines["SDF"] = "#define SDF_USED\n";
+ actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
+ actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
+ actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
+ actions.base_uniform_string = "material.";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ volumetric_fog.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for fog shader
+ volumetric_fog.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(volumetric_fog.default_shader);
+ material_storage->shader_set_code(volumetric_fog.default_shader, R"(
+// Default fog shader.
+
+shader_type fog;
+
+void fog() {
+DENSITY = 1.0;
+ALBEDO = vec3(1.0);
+}
+)");
+ volumetric_fog.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(volumetric_fog.default_material);
+ material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
+
+ FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
+ volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ Vector<RID> ids;
+ ids.resize(12);
+ RID *ids_ptr = ids.ptrw();
+ ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+
+ RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ }
+ {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
+ defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
+ if (p_is_using_radiance_cubemap_array) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
+
+ volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
+ for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
+ volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
+ }
+}
+
+void Fog::free_fog_shader() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
+ RD::get_singleton()->free(volumetric_fog.volume_ubo);
+ RD::get_singleton()->free(volumetric_fog.params_ubo);
+ material_storage->shader_free(volumetric_fog.default_shader);
+ material_storage->material_free(volumetric_fog.default_material);
+}
+
+void Fog::FogShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void Fog::FogShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
+
+ uses_time = false;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+
+ Fog *fog_singleton = Fog::get_singleton();
+
+ Error err = fog_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
+
+ if (version.is_null()) {
+ version = fog_singleton->volumetric_fog.shader.version_create();
+ }
+
+ fog_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
+ ERR_FAIL_COND(!fog_singleton->volumetric_fog.shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
+
+ valid = true;
+}
+
+void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ RBMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool Fog::FogShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool Fog::FogShaderData::is_animated() const {
+ return false;
+}
+
+bool Fog::FogShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
+ Fog *fog_singleton = Fog::get_singleton();
+
+ return fog_singleton->volumetric_fog.shader.version_get_native_source_code(version);
+}
+
+Fog::FogShaderData::~FogShaderData() {
+ Fog *fog_singleton = Fog::get_singleton();
+ ERR_FAIL_COND(!fog_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ fog_singleton->volumetric_fog.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Volumetric Fog
+
+Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
+ width = fog_size.x;
+ height = fog_size.y;
+ depth = fog_size.z;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = fog_size.x;
+ tf.height = fog_size.y;
+ tf.depth = fog_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
+ RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(fog_map, "Fog map");
+
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ Vector<uint8_t> dm;
+ dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
+ dm.fill(0);
+
+ density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+#else
+ tf.format = RD::DATA_FORMAT_R32_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(density_map, "Fog density map");
+ RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(light_map, "Fog light map");
+ RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
+ RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+#endif
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.append_id(fog_map);
+ uniforms.push_back(u);
+ }
+
+ sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
+}
+
+Fog::VolumetricFog::~VolumetricFog() {
+ RD::get_singleton()->free(prev_light_density_map);
+ RD::get_singleton()->free(light_density_map);
+ RD::get_singleton()->free(fog_map);
+ RD::get_singleton()->free(density_map);
+ RD::get_singleton()->free(light_map);
+ RD::get_singleton()->free(emissive_map);
+
+ if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
+ RD::get_singleton()->free(fog_uniform_set);
+ }
+ if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
+ RD::get_singleton()->free(process_uniform_set_density);
+ }
+ if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
+ RD::get_singleton()->free(process_uniform_set);
+ }
+ if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
+ RD::get_singleton()->free(process_uniform_set2);
+ }
+ if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
+ RD::get_singleton()->free(sdfgi_uniform_set);
+ }
+ if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
+ RD::get_singleton()->free(sky_uniform_set);
+ }
+}
+
+Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
+ Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
+ view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
+ Vector3 fog_position = Vector3(0, 0, 0);
+
+ view_position.y = -view_position.y;
+ fog_position.z = -view_position.z / fog_end;
+ fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
+ fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
+ fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
+ fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
+
+ fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
+ fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
+ fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
+
+ return Vector3i(fog_position);
+}
+
+void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
+
+ RENDER_TIMESTAMP("> Volumetric Fog");
+ RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
+
+ if (p_fog_volumes.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
+
+ RENDER_TIMESTAMP("Render FogVolumes");
+
+ VolumetricFogShader::VolumeUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = p_settings.env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.fog_frustum_end = fog_end;
+ params.z_near = z_near;
+ params.z_far = z_far;
+ params.time = p_settings.time;
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.use_temporal_reprojection = p_settings.env->volumetric_fog_temporal_reprojection;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+ params.detail_spread = p_settings.env->volumetric_fog_detail_spread;
+ params.temporal_blend = p_settings.env->volumetric_fog_temporal_reprojection_amount;
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+ RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
+
+ RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ if (p_settings.vfog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->fog_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 1;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.append_id(volumetric_fog.volume_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 3;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 4;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ bool any_uses_time = false;
+
+ for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
+ FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
+ ERR_FAIL_COND(!fog_volume_instance);
+ RID fog_volume = fog_volume_instance->volume;
+
+ RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
+
+ FogMaterialData *material = nullptr;
+
+ if (fog_material.is_valid()) {
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ fog_material = volumetric_fog.default_material;
+ material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
+ }
+
+ ERR_FAIL_COND(!material);
+
+ FogShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ any_uses_time |= shader_data->uses_time;
+
+ Vector3i min = Vector3i();
+ Vector3i max = Vector3i();
+ Vector3i kernel_size = Vector3i();
+
+ Vector3 position = fog_volume_instance->transform.get_origin();
+ RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
+ Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
+
+ if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
+ // Local fog volume.
+ Vector3i points[8];
+ Vector3 fog_size = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+ points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, p_settings.env->volumetric_fog_detail_spread, fog_size, p_cam_transform);
+
+ min = Vector3i(int32_t(p_settings.vfog->width) - 1, int32_t(p_settings.vfog->height) - 1, int32_t(p_settings.vfog->depth) - 1);
+ max = Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 8; j++) {
+ min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
+ max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
+ }
+
+ kernel_size = max - min;
+ } else {
+ // Volume type global runs on all cells
+ extents = Vector3(p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ min = Vector3i(0, 0, 0);
+ kernel_size = Vector3i(int32_t(p_settings.vfog->width), int32_t(p_settings.vfog->height), int32_t(p_settings.vfog->depth));
+ }
+
+ if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
+ continue;
+ }
+
+ VolumetricFogShader::FogPushConstant push_constant;
+ push_constant.position[0] = position.x;
+ push_constant.position[1] = position.y;
+ push_constant.position[2] = position.z;
+ push_constant.extents[0] = extents.x;
+ push_constant.extents[1] = extents.y;
+ push_constant.extents[2] = extents.z;
+ push_constant.corner[0] = min.x;
+ push_constant.corner[1] = min.y;
+ push_constant.corner[2] = min.z;
+ push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
+ RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), push_constant.transform);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::FogPushConstant));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
+ if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ }
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
+ }
+ if (any_uses_time || p_settings.env->volumetric_fog_temporal_reprojection) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ if (p_settings.vfog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->process_uniform_set_density)) {
+ //re create uniform set if needed
+ Vector<RD::Uniform> uniforms;
+ Vector<RD::Uniform> copy_uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (p_settings.shadow_atlas_depth.is_null()) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.append_id(p_settings.shadow_atlas_depth);
+ }
+
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ if (p_settings.directional_shadow_depth.is_valid()) {
+ u.append_id(p_settings.directional_shadow_depth);
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.append_id(p_settings.omni_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.append_id(p_settings.spot_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 5;
+ u.append_id(p_settings.directional_light_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.append_id(p_settings.cluster_builder->get_cluster_buffer());
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.append_id(p_settings.vfog->light_density_map);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.append_id(p_settings.shadow_sampler);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 11;
+ u.append_id(p_settings.voxel_gl_buffer);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
+ u.append_id(p_settings.rbgi->voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 13;
+ u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 14;
+ u.append_id(volumetric_fog.params_ubo);
+ uniforms.push_back(u);
+ copy_uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 15;
+ u.append_id(p_settings.vfog->prev_light_density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 16;
+ u.append_id(p_settings.vfog->density_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 17;
+ u.append_id(p_settings.vfog->light_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+#else
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+#endif
+ u.binding = 18;
+ u.append_id(p_settings.vfog->emissive_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 19;
+ RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RID sky_texture = p_settings.env->sky.is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(p_settings.env->sky) : RID();
+ u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
+
+ p_settings.vfog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ RID aux7 = uniforms.write[7].get_id(0);
+ RID aux8 = uniforms.write[8].get_id(0);
+
+ uniforms.write[7].set_id(0, aux8);
+ uniforms.write[8].set_id(0, aux7);
+
+ p_settings.vfog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
+
+ uniforms.remove_at(8);
+ uniforms.write[7].set_id(0, aux7);
+ p_settings.vfog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
+ }
+
+ bool using_sdfgi = p_settings.env->volumetric_fog_gi_inject > 0.0001 && p_settings.env->sdfgi_enabled && (p_settings.sdfgi != nullptr);
+
+ if (using_sdfgi) {
+ if (p_settings.vfog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_settings.vfog->sdfgi_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.append_id(p_settings.gi->sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.append_id(p_settings.sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.append_id(p_settings.sdfgi->occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ p_settings.vfog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
+ }
+ }
+
+ p_settings.vfog->length = p_settings.env->volumetric_fog_length;
+ p_settings.vfog->spread = p_settings.env->volumetric_fog_detail_spread;
+
+ VolumetricFogShader::ParamsUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = p_settings.env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.ambient_inject = p_settings.env->volumetric_fog_ambient_inject * p_settings.env->ambient_light_energy;
+ params.z_far = z_far;
+
+ params.fog_frustum_end = fog_end;
+
+ Color ambient_color = p_settings.env->ambient_light.srgb_to_linear();
+ params.ambient_color[0] = ambient_color.r;
+ params.ambient_color[1] = ambient_color.g;
+ params.ambient_color[2] = ambient_color.b;
+ params.sky_contribution = p_settings.env->ambient_sky_contribution;
+
+ params.fog_volume_size[0] = p_settings.vfog->width;
+ params.fog_volume_size[1] = p_settings.vfog->height;
+ params.fog_volume_size[2] = p_settings.vfog->depth;
+
+ params.directional_light_count = p_directional_light_count;
+
+ Color emission = p_settings.env->volumetric_fog_emission.srgb_to_linear();
+ params.base_emission[0] = emission.r * p_settings.env->volumetric_fog_emission_energy;
+ params.base_emission[1] = emission.g * p_settings.env->volumetric_fog_emission_energy;
+ params.base_emission[2] = emission.b * p_settings.env->volumetric_fog_emission_energy;
+ params.base_density = p_settings.env->volumetric_fog_density;
+
+ Color base_scattering = p_settings.env->volumetric_fog_scattering.srgb_to_linear();
+ params.base_scattering[0] = base_scattering.r;
+ params.base_scattering[1] = base_scattering.g;
+ params.base_scattering[2] = base_scattering.b;
+ params.phase_g = p_settings.env->volumetric_fog_anisotropy;
+
+ params.detail_spread = p_settings.env->volumetric_fog_detail_spread;
+ params.gi_inject = p_settings.env->volumetric_fog_gi_inject;
+
+ params.cam_rotation[0] = p_cam_transform.basis[0][0];
+ params.cam_rotation[1] = p_cam_transform.basis[1][0];
+ params.cam_rotation[2] = p_cam_transform.basis[2][0];
+ params.cam_rotation[3] = 0;
+ params.cam_rotation[4] = p_cam_transform.basis[0][1];
+ params.cam_rotation[5] = p_cam_transform.basis[1][1];
+ params.cam_rotation[6] = p_cam_transform.basis[2][1];
+ params.cam_rotation[7] = 0;
+ params.cam_rotation[8] = p_cam_transform.basis[0][2];
+ params.cam_rotation[9] = p_cam_transform.basis[1][2];
+ params.cam_rotation[10] = p_cam_transform.basis[2][2];
+ params.cam_rotation[11] = 0;
+ params.filter_axis = 0;
+ params.max_voxel_gi_instances = p_settings.env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+
+ Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
+ RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
+
+ params.use_temporal_reprojection = p_settings.env->volumetric_fog_temporal_reprojection;
+ params.temporal_blend = p_settings.env->volumetric_fog_temporal_reprojection_amount;
+
+ {
+ uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
+ params.cluster_shift = get_shift_from_power_of_2(cluster_size);
+
+ uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
+ uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
+ params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
+ params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
+ params.cluster_width = cluster_screen_width;
+
+ params.screen_size[0] = p_settings.rb_size.x;
+ params.screen_size[1] = p_settings.rb_size.y;
+ }
+
+ Basis sky_transform = p_settings.env->sky_orientation;
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
+
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
+
+ RENDER_TIMESTAMP("Render Fog");
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set_density, 0);
+
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // Copy fog to history buffer
+ if (p_settings.env->volumetric_fog_temporal_reprojection) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ RD::get_singleton()->draw_command_end_label();
+
+ if (p_settings.volumetric_fog_filter_active) {
+ RD::get_singleton()->draw_command_begin_label("Filter Fog");
+
+ RENDER_TIMESTAMP("Filter Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_end();
+ //need restart for buffer update
+
+ params.filter_axis = 1;
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set2, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, p_settings.vfog->depth);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RENDER_TIMESTAMP("Integrate Fog");
+ RD::get_singleton()->draw_command_begin_label("Integrate Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_settings.vfog->process_uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.vfog->width, p_settings.vfog->height, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
+
+ RENDER_TIMESTAMP("< Volumetric Fog");
+ RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
index 55a01c3616..61a5d80d20 100644
--- a/servers/rendering/renderer_rd/environment/fog.h
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -34,12 +34,19 @@
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_fog.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/storage/utilities.h"
namespace RendererRD {
class Fog : public RendererFog {
public:
+ /* FOG VOLUMES */
+
struct FogVolume {
RID material;
Vector3 extents = Vector3(1, 1, 1);
@@ -49,10 +56,179 @@ public:
Dependency dependency;
};
+ struct FogVolumeInstance {
+ RID volume;
+ Transform3D transform;
+ bool active = false;
+ };
+
private:
static Fog *singleton;
mutable RID_Owner<FogVolume, true> fog_volume_owner;
+ mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
+
+ /* Volumetric Fog */
+ struct VolumetricFogShader {
+ enum FogSet {
+ FOG_SET_BASE,
+ FOG_SET_UNIFORMS,
+ FOG_SET_MATERIAL,
+ FOG_SET_MAX,
+ };
+
+ struct FogPushConstant {
+ float position[3];
+ float pad;
+
+ float extents[3];
+ float pad2;
+
+ int32_t corner[3];
+ uint32_t shape;
+
+ float transform[16];
+ };
+
+ struct VolumeUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ float time;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float detail_spread;
+ float temporal_blend;
+
+ float to_prev_view[16];
+ float transform[16];
+ };
+
+ ShaderCompiler compiler;
+ VolumetricFogShaderRD shader;
+ RID volume_ubo;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+
+ RID base_uniform_set;
+
+ RID params_ubo;
+
+ enum {
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
+ VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
+ VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
+ VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
+ };
+
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ uint32_t filter_axis;
+
+ float ambient_color[3];
+ float sky_contribution;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float base_emission[3];
+ float base_density;
+
+ float base_scattering[3];
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_voxel_gi_instances;
+ uint32_t cluster_type_size;
+
+ float screen_size[2];
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float temporal_blend;
+
+ float cam_rotation[12];
+ float to_prev_view[16];
+ float radiance_inverse_xform[12];
+ };
+
+ VolumetricFogProcessShaderRD process_shader;
+
+ RID process_shader_version;
+ RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
+
+ } volumetric_fog;
+
+ Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
+
+ struct FogShaderData : public RendererRD::ShaderData {
+ bool valid = false;
+ RID version;
+
+ RID pipeline;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ FogShaderData() {}
+ virtual ~FogShaderData();
+ };
+
+ struct FogMaterialData : public RendererRD::MaterialData {
+ FogShaderData *shader_data = nullptr;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~FogMaterialData();
+ };
+
+ RendererRD::ShaderData *_create_fog_shader_func();
+ static RendererRD::ShaderData *_create_fog_shader_funcs();
+
+ RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
+ static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
public:
static Fog *get_singleton() { return singleton; }
@@ -76,8 +252,78 @@ public:
RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override;
Vector3 fog_volume_get_extents(RID p_fog_volume) const;
+
+ /* FOG VOLUMES INSTANCE */
+
+ FogVolumeInstance *get_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.get_or_null(p_rid); };
+ bool owns_fog_volume_instance(RID p_rid) { return fog_volume_instance_owner.owns(p_rid); };
+
+ RID fog_volume_instance_create(RID p_fog_volume);
+ void fog_instance_free(RID p_rid);
+
+ /* Volumetric FOG */
+ struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID prev_light_density_map;
+ RID fog_map;
+ RID density_map;
+ RID light_map;
+ RID emissive_map;
+
+ RID fog_uniform_set;
+ RID copy_uniform_set;
+ RID process_uniform_set_density;
+ RID process_uniform_set;
+ RID process_uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+
+ VolumetricFog(const Vector3i &fog_size, RID p_sky_shader);
+ ~VolumetricFog();
+ };
+
+ void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
+ void free_fog_shader();
+
+ struct VolumetricFogSettings {
+ Vector2i rb_size;
+ double time;
+ bool is_using_radiance_cubemap_array;
+ uint32_t max_cluster_elements;
+ bool volumetric_fog_filter_active;
+ RID shadow_sampler;
+ RID voxel_gl_buffer;
+ RID shadow_atlas_depth;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ RID directional_shadow_depth;
+ RID directional_light_buffer;
+
+ // Objects related to our render buffer
+ VolumetricFog *vfog;
+ ClusterBuilderRD *cluster_builder;
+ GI *gi;
+ GI::SDFGI *sdfgi;
+ GI::RenderBuffersGI *rbgi;
+ RendererSceneEnvironmentRD *env;
+ SkyRD *sky;
+ };
+ void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
};
} // namespace RendererRD
-#endif // !FOG_RD_H
+#endif // FOG_RD_H
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 6361b9b18f..cb3de07c31 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1268,7 +1268,7 @@ void GI::SDFGI::update_light() {
RD::get_singleton()->draw_command_end_label();
}
-void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, SkyRD::Sky *p_sky) {
RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
SDFGIShader::IntegratePushConstant push_constant;
@@ -1482,7 +1482,7 @@ void GI::SDFGI::update_cascades() {
RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
}
-void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
+void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
@@ -1615,7 +1615,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
push_constant.cam_transform[15] = 1;
// need to properly unproject for asymmetric projection matrices in stereo..
- CameraMatrix inv_projection = p_projections[v].inverse();
+ Projection inv_projection = p_projections[v].inverse();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j];
@@ -1632,7 +1632,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true, false, false, false, RID(), p_view_count > 1);
}
-void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
+void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
// setup scene data
@@ -3015,7 +3015,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0);
bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0);
- CameraMatrix cm;
+ Projection cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
if (p_scene_render->cull_argument.size() == 0) {
@@ -3140,14 +3140,14 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
last_probe_version = gi->voxel_gi_get_version(probe);
}
-void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (mipmaps.size() == 0) {
return;
}
- CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
+ Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
int level = 0;
Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
@@ -3233,7 +3233,7 @@ GI::~GI() {
singleton = nullptr;
}
-void GI::init(RendererSceneSkyRD *p_sky) {
+void GI::init(SkyRD *p_sky) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3621,7 +3621,7 @@ void GI::RenderBuffersGI::free() {
}
}
-void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3967,7 +3967,7 @@ void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vecto
voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
}
-void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index e90e01196d..f4e32a8dd0 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -35,8 +35,8 @@
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
@@ -472,7 +472,7 @@ public:
Transform3D transform;
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
@@ -618,13 +618,13 @@ public:
void erase();
void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
void update_light();
- void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+ void update_probes(RendererSceneEnvironmentRD *p_env, RendererRD::SkyRD::Sky *p_sky);
void store_probes();
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
- void debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
- void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
+ void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
@@ -769,21 +769,21 @@ public:
GI();
~GI();
- void init(RendererSceneSkyRD *p_sky);
+ void init(RendererRD::SkyRD *p_sky);
void free();
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
- void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
RID voxel_gi_instance_create(RID p_base);
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
bool voxel_gi_needs_update(RID p_probe) const;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
};
} // namespace RendererRD
-#endif /* !GI_RD_H */
+#endif // GI_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 689fbba885..0851e754ea 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.cpp */
+/* sky.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,25 +28,27 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_sky_rd.h"
+#include "sky.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
-#include "renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/rendering_server_globals.h"
+using namespace RendererRD;
+
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
-void RendererSceneSkyRD::SkyShaderData::set_path_hint(const String &p_path) {
+void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
-void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+void SkyRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -145,7 +147,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
@@ -162,7 +164,7 @@ void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringNa
}
}
-void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@@ -184,7 +186,7 @@ void RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_par
}
}
-void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
@@ -199,7 +201,7 @@ void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererMat
}
}
-bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+bool SkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -207,15 +209,15 @@ bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_par
return uniforms[p_param].texture_order >= 0;
}
-bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+bool SkyRD::SkyShaderData::is_animated() const {
return false;
}
-bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+bool SkyRD::SkyShaderData::casts_shadows() const {
return false;
}
-Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
@@ -224,13 +226,13 @@ Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringNam
return Variant();
}
-RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
+RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
}
-RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
+SkyRD::SkyShaderData::~SkyShaderData() {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
@@ -242,7 +244,7 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
-bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
uniform_set_updated = true;
@@ -250,7 +252,7 @@ bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const HashMap<String
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
-RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+SkyRD::SkyMaterialData::~SkyMaterialData() {
free_parameters_uniform_set(uniform_set);
}
@@ -272,7 +274,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -323,7 +325,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
////////////////////////////////////////////////////////////////////////////////
// ReflectionData
-void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+void SkyRD::ReflectionData::clear_reflection_data() {
layers.clear();
radiance_base_cubemap = RID();
if (downsampled_radiance_cubemap.is_valid()) {
@@ -334,7 +336,7 @@ void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
coefficient_buffer = RID();
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
+void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
//recreate radiance and all data
int mipmaps = p_mipmaps;
@@ -442,7 +444,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(int p_size, int
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
+void SkyRD::ReflectionData::create_reflection_fast_filter(bool p_use_arrays) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -500,7 +502,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(bool p_us
}
}
-void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+void SkyRD::ReflectionData::create_reflection_importance_sample(bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -569,7 +571,7 @@ void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(boo
RD::get_singleton()->draw_command_end_label(); // Filter radiance
}
-void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
+void SkyRD::ReflectionData::update_reflection_mipmaps(int p_start, int p_end) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL_MSG(copy_effects, "Effects haven't been initialised");
bool prefer_raster_effects = copy_effects->get_prefer_raster_effects();
@@ -594,9 +596,9 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(int p_start,
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD::Sky
+// SkyRD::Sky
-void RendererSceneSkyRD::Sky::free() {
+void SkyRD::Sky::free() {
if (radiance.is_valid()) {
RD::get_singleton()->free(radiance);
radiance = RID();
@@ -624,7 +626,7 @@ void RendererSceneSkyRD::Sky::free() {
}
}
-RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
@@ -685,7 +687,7 @@ RID RendererSceneSkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_
return texture_uniform_sets[p_version];
}
-bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
+bool SkyRD::Sky::set_radiance_size(int p_radiance_size) {
ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
if (radiance_size == p_radiance_size) {
return false;
@@ -706,7 +708,7 @@ bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+bool SkyRD::Sky::set_mode(RS::SkyMode p_mode) {
if (mode == p_mode) {
return false;
}
@@ -727,7 +729,7 @@ bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
return true;
}
-bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+bool SkyRD::Sky::set_material(RID p_material) {
if (material == p_material) {
return false;
}
@@ -736,7 +738,7 @@ bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
return true;
}
-Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
+Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size) {
if (radiance.is_valid()) {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
@@ -770,37 +772,37 @@ Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(float p_energy, int p_roughnes
}
////////////////////////////////////////////////////////////////////////////////
-// RendererSceneSkyRD
+// SkyRD
-RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+RendererRD::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
-RendererRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
+RendererRD::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
-RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+RendererRD::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
-RendererRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
+RendererRD::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
-RendererSceneSkyRD::RendererSceneSkyRD() {
+SkyRD::SkyRD() {
roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
}
-void RendererSceneSkyRD::init() {
+void SkyRD::init() {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -1055,11 +1057,11 @@ void sky() {
}
}
-void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
+void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
texture_format = p_texture_format;
}
-RendererSceneSkyRD::~RendererSceneSkyRD() {
+SkyRD::~SkyRD() {
// cleanup anything created in init...
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -1089,7 +1091,7 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+void SkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1301,7 +1303,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::update(RendererSceneEnvironmentRD *p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1375,9 +1377,9 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
Vector3(0, -1, 0)
};
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
cm = correction * cm;
@@ -1470,7 +1472,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
}
}
-void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void SkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1519,9 +1521,9 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1577,7 +1579,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
RD::get_singleton()->draw_list_end();
}
-void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1617,9 +1619,9 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1662,7 +1664,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
}
}
-void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+void SkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1711,9 +1713,9 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
float custom_fov = p_env->sky_custom_fov;
// Camera
- CameraMatrix camera;
+ Projection camera;
uint32_t view_count = p_view_count;
- const CameraMatrix *projections = p_projections;
+ const Projection *projections = p_projections;
if (custom_fov) {
// With custom fov we don't support stereo...
@@ -1741,7 +1743,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
_render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
}
-void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+void SkyRD::invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
@@ -1749,7 +1751,7 @@ void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
}
}
-void RendererSceneSkyRD::update_dirty_skys() {
+void SkyRD::update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
@@ -1853,26 +1855,26 @@ void RendererSceneSkyRD::update_dirty_skys() {
dirty_sky_list = nullptr;
}
-RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
+RID SkyRD::sky_get_material(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
return sky->material;
}
-RID RendererSceneSkyRD::allocate_sky_rid() {
+RID SkyRD::allocate_sky_rid() {
return sky_owner.allocate_rid();
}
-void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+void SkyRD::initialize_sky_rid(RID p_rid) {
sky_owner.initialize_rid(p_rid, Sky());
}
-RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
+SkyRD::Sky *SkyRD::get_sky(RID p_sky) const {
return sky_owner.get_or_null(p_sky);
}
-void RendererSceneSkyRD::free_sky(RID p_sky) {
+void SkyRD::free_sky(RID p_sky) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1880,7 +1882,7 @@ void RendererSceneSkyRD::free_sky(RID p_sky) {
sky_owner.free(p_sky);
}
-void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void SkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1889,7 +1891,7 @@ void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
}
}
-void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+void SkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1898,7 +1900,7 @@ void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
}
}
-void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+void SkyRD::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND(!sky);
@@ -1907,7 +1909,7 @@ void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
}
}
-Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+Ref<Image> SkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, Ref<Image>());
@@ -1916,7 +1918,7 @@ Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool
return sky->bake_panorama(p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
}
-RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+RID SkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
Sky *sky = get_sky(p_sky);
ERR_FAIL_COND_V(!sky, RID());
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/environment/sky.h
index 4376fe4c5b..c3962f20b7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_sky_rd.h */
+/* sky.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,14 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
-#define RENDERING_SERVER_SCENE_SKY_RD_H
+#ifndef SKY_RD_H
+#define SKY_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -44,7 +44,9 @@
// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD;
-class RendererSceneSkyRD {
+namespace RendererRD {
+
+class SkyRD {
public:
enum SkySet {
SKY_SET_UNIFORMS,
@@ -142,7 +144,7 @@ private:
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const Projection *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -290,16 +292,16 @@ public:
RendererRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RendererRD::MaterialData *_create_sky_material_funcs(RendererRD::ShaderData *p_shader);
- RendererSceneSkyRD();
+ SkyRD();
void init();
void set_texture_format(RD::DataFormat p_texture_format);
- ~RendererSceneSkyRD();
+ ~SkyRD();
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
- void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
- void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RendererSceneEnvironmentRD *p_env, const Projection &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
@@ -318,4 +320,6 @@ public:
RID sky_get_radiance_texture_rd(RID p_sky) const;
};
-#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */
+} // namespace RendererRD
+
+#endif // SKY_RD_H
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index d6613a60cc..4a55a04cd4 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -775,7 +775,7 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis
void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -787,9 +787,10 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardClustered::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardClusteredRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -800,12 +801,12 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p
}
void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
correction.add_jitter_offset(p_render_data->taa_jitter);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
@@ -995,10 +996,10 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO));
- CameraMatrix prev_correction;
+ Projection prev_correction;
prev_correction.set_depth_correction(true);
prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter);
- CameraMatrix prev_projection = prev_correction * p_render_data->prev_cam_projection;
+ Projection prev_projection = prev_correction * p_render_data->prev_cam_projection;
//store camera into ubo
RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
@@ -1588,9 +1589,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
@@ -1719,9 +1720,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
+ Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs");
for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) {
@@ -1736,11 +1737,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
- CameraMatrix dc;
+ Projection dc;
dc.set_depth_correction(true);
- CameraMatrix cms[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection cms[RendererSceneRender::MAX_RENDER_VIEWS];
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
- cms[v] = (dc * p_render_data->view_projection[v]) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
+ cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse());
}
_debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
}
@@ -1751,9 +1752,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Draw Sky");
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
sky.draw(env, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time);
} else {
sky.draw(env, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
@@ -1872,7 +1873,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1962,7 +1963,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
@@ -2001,7 +2002,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
RD::get_singleton()->draw_command_end_label();
}
-void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 6429def4f9..2bdf48c72f 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+#ifndef RENDER_FORWARD_CLUSTERED_H
+#define RENDER_FORWARD_CLUSTERED_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/effects/resolve.h"
@@ -640,14 +640,14 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
public:
_FORCE_INLINE_ virtual void update_uniform_sets() override {
@@ -693,4 +693,5 @@ public:
~RenderForwardClustered();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+
+#endif // RENDER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 05dabc1c56..fb001d6933 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FC_H
-#define RSSR_SCENE_SHADER_FC_H
+#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H
+#define SCENE_SHADER_FORWARD_CLUSTERED_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
@@ -252,4 +252,5 @@ public:
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 966621c93e..0ca71080fc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -648,9 +648,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- CameraMatrix projection = p_render_data->cam_projection;
+ Projection projection = p_render_data->cam_projection;
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
projection = correction * p_render_data->cam_projection;
}
@@ -680,9 +680,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time);
} else {
sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
@@ -758,9 +758,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderList"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
@@ -776,9 +779,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
if (p_render_data->reflection_probe.is_valid()) {
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
} else {
sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
@@ -822,10 +825,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
@@ -859,9 +864,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
} else {
//single threaded
@@ -900,7 +907,7 @@ void RenderForwardMobile::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -994,7 +1001,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
/* */
-void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering 3D Material");
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
@@ -1111,7 +1118,7 @@ void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_
// we don't do GI in low end..
}
-void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
@@ -1543,11 +1550,11 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
// This populates our UBO with main scene data that is pushed into set 1
- //CameraMatrix projection = p_render_data->cam_projection;
+ //Projection projection = p_render_data->cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_render_data->cam_projection;
+ Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
@@ -1771,7 +1778,7 @@ void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list,
void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
@@ -1783,9 +1790,11 @@ void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_para
if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
//multi threaded
- thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index bf4a52d466..5b1109512a 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
-#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#ifndef RENDER_FORWARD_MOBILE_H
+#define RENDER_FORWARD_MOBILE_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
@@ -212,14 +212,14 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
@@ -674,4 +674,5 @@ public:
~RenderForwardMobile();
};
} // namespace RendererSceneRenderImplementation
-#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#endif // RENDER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index 651155932a..0dbed0b07a 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RSSR_SCENE_SHADER_FM_H
-#define RSSR_SCENE_SHADER_FM_H
+#ifndef SCENE_SHADER_FORWARD_MOBILE_H
+#define SCENE_SHADER_FORWARD_MOBILE_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
@@ -212,4 +212,5 @@ public:
};
} // namespace RendererSceneRenderImplementation
-#endif // !RSSR_SCENE_SHADER_FM_H
+
+#endif // SCENE_SHADER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index ad83fc76b7..882e459bcd 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -97,4 +97,4 @@ public:
~PipelineCacheRD();
};
-#endif // RENDER_PIPELINE_CACHE_RD_H
+#endif // PIPELINE_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index b8ad4e4511..cf749854e2 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1584,7 +1584,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
{
real_t fov = 90;
real_t nearp = p_near;
@@ -1600,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
- projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1673,9 +1673,9 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
- CameraMatrix projection;
+ Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
- projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1743,7 +1743,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
- CameraMatrix projection;
+ Projection projection;
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index c0e6b27587..1c0567b677 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
-#define RENDERING_SERVER_CANVAS_RENDER_RD_H
+#ifndef RENDERER_CANVAS_RENDER_RD_H
+#define RENDERER_CANVAS_RENDER_RD_H
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
@@ -465,4 +465,4 @@ public:
~RendererCanvasRenderRD();
};
-#endif // RASTERIZER_CANVAS_RD_H
+#endif // RENDERER_CANVAS_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 2be55743fb..564c26bfe4 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -28,11 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_COMPOSITOR_RD_H
-#define RENDERING_SERVER_COMPOSITOR_RD_H
+#ifndef RENDERER_COMPOSITOR_RD_H
+#define RENDERER_COMPOSITOR_RD_H
#include "core/os/os.h"
-#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
@@ -148,4 +147,5 @@ public:
RendererCompositorRD();
~RendererCompositorRD();
};
-#endif // RASTERIZER_RD_H
+
+#endif // RENDERER_COMPOSITOR_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
index 4e170b8cfb..d9f78b3bc3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
-#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+#ifndef RENDERER_SCENE_ENVIRONMENT_RD_H
+#define RENDERER_SCENE_ENVIRONMENT_RD_H
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -164,4 +164,4 @@ public:
void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
};
-#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */
+#endif // RENDERER_SCENE_ENVIRONMENT_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 3176af07b6..3161f03192 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -558,29 +558,28 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
////////////////////////////////////////////////////////////
RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
- FogVolumeInstance fvi;
- fvi.volume = p_fog_volume;
- return fog_volume_instance_owner.make_rid(fvi);
+ return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
}
+
void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->transform = p_transform;
}
void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND(!fvi);
fvi->active = p_active;
}
RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, RID());
return fvi->volume;
}
Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
- FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
+ RendererRD::Fog::FogVolumeInstance *fvi = RendererRD::Fog::get_singleton()->get_fog_volume_instance(p_fog_volume_instance);
ERR_FAIL_COND_V(!fvi, Vector3());
return fvi->transform.get_origin();
@@ -1430,7 +1429,7 @@ void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const
light_instance->aabb = p_aabb;
}
-void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
+void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1534,7 +1533,7 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins
gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
}
-void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
+void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -1913,7 +1912,7 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->rbgi.free();
}
-void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
+void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const Projection &p_camera) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -1931,7 +1930,7 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
RendererCompositorRD::singleton->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality);
}
-void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
+void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive) {
ERR_FAIL_NULL(ss_effects);
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -1964,7 +1963,7 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->ssr.output, rb->view_count);
}
-void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
+void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
ERR_FAIL_NULL(ss_effects);
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -1995,7 +1994,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
ss_effects->generate_ssao(rb->ss_effects.ssao, p_normal_buffer, p_projection, settings);
}
-void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
+void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
ERR_FAIL_NULL(ss_effects);
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -2020,12 +2019,12 @@ void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environmen
settings.fadeout_to = ssil_fadeout_to;
settings.full_screen_size = Size2i(rb->width, rb->height);
- CameraMatrix correction;
+ Projection correction;
correction.set_depth_correction(true);
- CameraMatrix projection = correction * p_projection;
+ Projection projection = correction * p_projection;
Transform3D transform = p_transform;
transform.set_origin(Vector3(0.0, 0.0, 0.0));
- CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
+ Projection last_frame_projection = rb->ss_effects.last_frame_projection * Projection(rb->ss_effects.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
ss_effects->ssil_allocate_buffers(rb->ss_effects.ssil, settings, rb->ss_effects.linear_depth);
ss_effects->screen_space_indirect_lighting(rb->ss_effects.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
@@ -3191,17 +3190,17 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
- CameraMatrix matrix = li->shadow_transform[j].camera;
+ Projection matrix = li->shadow_transform[j].camera;
float split = li->shadow_transform[MIN(limit, j)].split;
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix rectm;
+ Projection rectm;
rectm.set_light_atlas_rect(atlas_rect);
Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
- CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
+ Projection shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
@@ -3469,16 +3468,16 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = omni_offset.y * float(rect.size.height);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
- CameraMatrix bias;
+ Projection bias;
bias.set_light_bias();
- CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
+ Projection shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
- CameraMatrix cm = li->shadow_transform[0].camera;
+ Projection cm = li->shadow_transform[0].camera;
float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
@@ -3689,242 +3688,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
////////////////////////////////////////////////////////////////////////////////
// FOG SHADER
-void RendererSceneRenderRD::FogShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
-void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
- //compile
-
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
-
- if (code.is_empty()) {
- return; //just invalid, but no error
- }
-
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions actions;
- actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE;
-
- uses_time = false;
-
- actions.usage_flag_pointers["TIME"] = &uses_time;
-
- actions.uniforms = &uniforms;
-
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
- ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
-
- if (version.is_null()) {
- version = scene_singleton->volumetric_fog.shader.version_create();
- }
-
- scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
- ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
-
- valid = true;
-}
-
-void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
- if (!p_texture.is_valid()) {
- if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
- default_texture_params[p_name].erase(p_index);
-
- if (default_texture_params[p_name].is_empty()) {
- default_texture_params.erase(p_name);
- }
- }
- } else {
- if (!default_texture_params.has(p_name)) {
- default_texture_params[p_name] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- RBMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- for (const KeyValue<int, StringName> &E : order) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererMaterialStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E.value);
- p.info.name = E.key; //supply name
- p.index = E.value.instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
- p_param_list->push_back(p);
- }
-}
-
-bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RendererSceneRenderRD::FogShaderData::is_animated() const {
- return false;
-}
-
-bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
- }
- return Variant();
-}
-
-RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
-}
-
-RendererSceneRenderRD::FogShaderData::~FogShaderData() {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->volumetric_fog.shader.version_free(version);
- }
-}
-
-////////////////////////////////////////////////////////////////////////////////
-// Fog material
-
-bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
-
- uniform_set_updated = true;
-
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
-}
-
-RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
- free_parameters_uniform_set(uniform_set);
-}
-
-RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
- FogShaderData *shader_data = memnew(FogShaderData);
- return shader_data;
-}
-
-RendererRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
-};
-
-RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
- FogMaterialData *material_data = memnew(FogMaterialData);
- material_data->shader_data = p_shader;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-
-RendererRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
- return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
-};
-
-////////////////////////////////////////////////////////////////////////////////
-// Volumetric Fog
-
-void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->volumetric_fog);
-
- RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->fog_map);
- RD::get_singleton()->free(rb->volumetric_fog->density_map);
- RD::get_singleton()->free(rb->volumetric_fog->light_map);
- RD::get_singleton()->free(rb->volumetric_fog->emissive_map);
-
- if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
- }
- if (rb->volumetric_fog->process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set_density);
- }
- if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
- }
- if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
- RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
- }
- if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
- }
- if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
- }
-
- memdelete(rb->volumetric_fog);
-
- rb->volumetric_fog = nullptr;
-}
-
-Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
- Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
- view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
- Vector3 fog_position = Vector3(0, 0, 0);
-
- view_position.y = -view_position.y;
- fog_position.z = -view_position.z / fog_end;
- fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
- fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
- fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
- fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
-
- fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
- fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
- fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
-
- return Vector3i(fog_position);
-}
-
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
- RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -3937,7 +3701,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
if (rb->volumetric_fog) {
//validate
if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
- _volumetric_fog_erase(rb);
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
}
@@ -3946,684 +3711,38 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
return;
}
- RENDER_TIMESTAMP("> Volumetric Fog");
- RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
-
if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
//required volumetric fog but not existing, create
- rb->volumetric_fog = memnew(VolumetricFog);
- rb->volumetric_fog->width = target_width;
- rb->volumetric_fog->height = target_height;
- rb->volumetric_fog->depth = volumetric_fog_depth;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = target_width;
- tf.height = target_height;
- tf.depth = volumetric_fog_depth;
- tf.texture_type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
-
- rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
-
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
-
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- Vector<uint8_t> dm;
- dm.resize(target_width * target_height * volumetric_fog_depth * 4);
- dm.fill(0);
-
- rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
- rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
- rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
-#else
- tf.format = RD::DATA_FORMAT_R32_UINT;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
- rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
- RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
-#endif
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.append_id(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
- }
-
- if (p_fog_volumes.size() > 0) {
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
-
- RENDER_TIMESTAMP("Render FogVolumes");
-
- VolumetricFogShader::VolumeUBO params;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
-
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
-
- params.fog_frustum_end = fog_end;
- params.z_near = z_near;
- params.z_far = z_far;
- params.time = time;
-
- params.fog_volume_size[0] = rb->volumetric_fog->width;
- params.fog_volume_size[1] = rb->volumetric_fog->height;
- params.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
- params.detail_spread = env->volumetric_fog_detail_spread;
- params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
-
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
- RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
-
- RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
-
- if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 1;
- u.append_id(rb->volumetric_fog->emissive_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(volumetric_fog.volume_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 3;
- u.append_id(rb->volumetric_fog->density_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 4;
- u.append_id(rb->volumetric_fog->light_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- bool any_uses_time = false;
-
- for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
- FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
- ERR_FAIL_COND(!fog_volume_instance);
- RID fog_volume = fog_volume_instance->volume;
-
- RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
-
- FogMaterialData *material = nullptr;
-
- if (fog_material.is_valid()) {
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- fog_material = volumetric_fog.default_material;
- material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
- }
-
- ERR_FAIL_COND(!material);
-
- FogShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- any_uses_time |= shader_data->uses_time;
-
- Vector3i min = Vector3i();
- Vector3i max = Vector3i();
- Vector3i kernel_size = Vector3i();
-
- Vector3 position = fog_volume_instance->transform.get_origin();
- RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
- Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume);
-
- if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) {
- // Local fog volume.
- Vector3i points[8];
- points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
- points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
-
- min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
- max = Vector3i(1, 1, 1);
-
- for (int j = 0; j < 8; j++) {
- min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
- max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
- }
-
- kernel_size = max - min;
- } else {
- // Volume type global runs on all cells
- extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- min = Vector3i(0, 0, 0);
- kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
- }
-
- if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
- continue;
- }
-
- volumetric_fog.push_constant.position[0] = position.x;
- volumetric_fog.push_constant.position[1] = position.y;
- volumetric_fog.push_constant.position[2] = position.z;
- volumetric_fog.push_constant.extents[0] = extents.x;
- volumetric_fog.push_constant.extents[1] = extents.y;
- volumetric_fog.push_constant.extents[2] = extents.z;
- volumetric_fog.push_constant.corner[0] = min.x;
- volumetric_fog.push_constant.corner[1] = min.y;
- volumetric_fog.push_constant.corner[2] = min.z;
- volumetric_fog.push_constant.shape = uint32_t(RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume));
- RendererRD::MaterialStorage::store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
- if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
- }
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
- }
- if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
- RenderingServerDefault::redraw_request();
- }
-
- RD::get_singleton()->draw_command_end_label();
-
- RD::get_singleton()->compute_list_end();
+ rb->volumetric_fog = memnew(RendererRD::Fog::VolumetricFog(Vector3i(target_width, target_height, volumetric_fog_depth), sky.sky_shader.default_shader_rd));
}
- if (rb->volumetric_fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set_density)) {
- //re create uniform set if needed
- Vector<RD::Uniform> uniforms;
- Vector<RD::Uniform> copy_uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
- if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.append_id(shadow_atlas->depth);
- }
-
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- if (directional_shadow.depth.is_valid()) {
- u.append_id(directional_shadow.depth);
- } else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- u.append_id(get_omni_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.append_id(get_spot_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 5;
- u.append_id(get_directional_light_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.append_id(rb->cluster_builder->get_cluster_buffer());
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.append_id(rb->volumetric_fog->light_density_map);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.append_id(rb->volumetric_fog->prev_light_density_map);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.append_id(shadow_sampler);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 11;
- u.append_id(render_buffers_get_voxel_gi_buffer(p_render_buffers));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
- u.append_id(rb->rbgi.voxel_gi_textures[i]);
- }
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 13;
- u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 14;
- u.append_id(volumetric_fog.params_ubo);
- uniforms.push_back(u);
- copy_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 15;
- u.append_id(rb->volumetric_fog->prev_light_density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 16;
- u.append_id(rb->volumetric_fog->density_map);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 17;
- u.append_id(rb->volumetric_fog->light_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
-#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
-#else
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
-#endif
- u.binding = 18;
- u.append_id(rb->volumetric_fog->emissive_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 19;
- RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
- RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
- u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
-
- rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
-
- RID aux7 = uniforms.write[7].get_id(0);
- RID aux8 = uniforms.write[8].get_id(0);
-
- uniforms.write[7].set_id(0, aux8);
- uniforms.write[8].set_id(0, aux7);
-
- rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
-
- uniforms.remove_at(8);
- uniforms.write[7].set_id(0, aux7);
- rb->volumetric_fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
- }
-
- bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
-
- if (using_sdfgi) {
- if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.append_id(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.append_id(rb->sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.append_id(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
- }
- }
-
- rb->volumetric_fog->length = env->volumetric_fog_length;
- rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
-
- VolumetricFogShader::ParamsUBO params;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- params.fog_frustum_size_begin[0] = fog_near_size.x;
- params.fog_frustum_size_begin[1] = fog_near_size.y;
-
- params.fog_frustum_size_end[0] = fog_far_size.x;
- params.fog_frustum_size_end[1] = fog_far_size.y;
-
- params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
- params.z_far = z_far;
-
- params.fog_frustum_end = fog_end;
-
- Color ambient_color = env->ambient_light.srgb_to_linear();
- params.ambient_color[0] = ambient_color.r;
- params.ambient_color[1] = ambient_color.g;
- params.ambient_color[2] = ambient_color.b;
- params.sky_contribution = env->ambient_sky_contribution;
-
- params.fog_volume_size[0] = rb->volumetric_fog->width;
- params.fog_volume_size[1] = rb->volumetric_fog->height;
- params.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- params.directional_light_count = p_directional_light_count;
-
- Color emission = env->volumetric_fog_emission.srgb_to_linear();
- params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
- params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
- params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
- params.base_density = env->volumetric_fog_density;
-
- Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
- params.base_scattering[0] = base_scattering.r;
- params.base_scattering[1] = base_scattering.g;
- params.base_scattering[2] = base_scattering.b;
- params.phase_g = env->volumetric_fog_anisotropy;
-
- params.detail_spread = env->volumetric_fog_detail_spread;
- params.gi_inject = env->volumetric_fog_gi_inject;
-
- params.cam_rotation[0] = p_cam_transform.basis[0][0];
- params.cam_rotation[1] = p_cam_transform.basis[1][0];
- params.cam_rotation[2] = p_cam_transform.basis[2][0];
- params.cam_rotation[3] = 0;
- params.cam_rotation[4] = p_cam_transform.basis[0][1];
- params.cam_rotation[5] = p_cam_transform.basis[1][1];
- params.cam_rotation[6] = p_cam_transform.basis[2][1];
- params.cam_rotation[7] = 0;
- params.cam_rotation[8] = p_cam_transform.basis[0][2];
- params.cam_rotation[9] = p_cam_transform.basis[1][2];
- params.cam_rotation[10] = p_cam_transform.basis[2][2];
- params.cam_rotation[11] = 0;
- params.filter_axis = 0;
- params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
- params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
-
- Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
- RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
-
- params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
- params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
-
- {
- uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
- params.cluster_shift = get_shift_from_power_of_2(cluster_size);
-
- uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
- uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
- params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
- params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
- params.cluster_width = cluster_screen_width;
-
- params.screen_size[0] = rb->width;
- params.screen_size[1] = rb->height;
- }
-
- Basis sky_transform = env->sky_orientation;
- sky_transform = sky_transform.inverse() * p_cam_transform.basis;
- RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
-
- RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
-
- RENDER_TIMESTAMP("Render Fog");
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set_density, 0);
-
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- // Copy fog to history buffer
- if (env->volumetric_fog_temporal_reprojection) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- RD::get_singleton()->draw_command_end_label();
-
- if (volumetric_fog_filter_active) {
- RD::get_singleton()->draw_command_begin_label("Filter Fog");
-
- RENDER_TIMESTAMP("Filter Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
-
- RD::get_singleton()->compute_list_end();
- //need restart for buffer update
-
- params.filter_axis = 1;
- RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+ if (rb->volumetric_fog) {
+ RendererRD::Fog::VolumetricFogSettings settings;
+ settings.rb_size = Vector2i(rb->width, rb->height);
+ settings.time = time;
+ settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
+ settings.max_cluster_elements = max_cluster_elements;
+ settings.volumetric_fog_filter_active = volumetric_fog_filter_active;
+
+ settings.shadow_sampler = shadow_sampler;
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ settings.shadow_atlas_depth = shadow_atlas ? shadow_atlas->depth : RID();
+ settings.voxel_gl_buffer = render_buffers_get_voxel_gi_buffer(p_render_buffers);
+ settings.omni_light_buffer = get_omni_light_buffer();
+ settings.spot_light_buffer = get_spot_light_buffer();
+ settings.directional_shadow_depth = directional_shadow.depth;
+ settings.directional_light_buffer = get_directional_light_buffer();
- compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+ settings.vfog = rb->volumetric_fog;
+ settings.cluster_builder = rb->cluster_builder;
+ settings.rbgi = &rb->rbgi;
+ settings.sdfgi = rb->sdfgi;
+ settings.env = env;
+ settings.sky = &sky;
+ settings.gi = &gi;
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->draw_command_end_label();
+ RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
}
-
- RENDER_TIMESTAMP("Integrate Fog");
- RD::get_singleton()->draw_command_begin_label("Integrate Fog");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
-
- RENDER_TIMESTAMP("< Volumetric Fog");
- RD::get_singleton()->draw_command_end_label();
- RD::get_singleton()->draw_command_end_label();
}
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
@@ -5044,7 +4163,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool flip_y = false;
- CameraMatrix light_projection;
+ Projection light_projection;
Transform3D light_transform;
if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
@@ -5186,7 +4305,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
- light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
+ light_instance_set_shadow_transform(p_light, Projection(), light_instance->transform, zfar, 0, 0, 0);
}
} else {
@@ -5195,7 +4314,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
}
-void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
}
@@ -5204,7 +4323,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
- CameraMatrix cm;
+ Projection cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
Vector3 cam_pos = p_transform.origin;
@@ -5229,7 +4348,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
rb->sdfgi = nullptr;
}
if (rb->volumetric_fog) {
- _volumetric_fog_erase(rb);
+ memdelete(rb->volumetric_fog);
+ rb->volumetric_fog = nullptr;
}
if (rb->cluster_builder) {
memdelete(rb->cluster_builder);
@@ -5304,8 +4424,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
} else if (shadow_atlas_owner.owns(p_rid)) {
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
- } else if (fog_volume_instance_owner.owns(p_rid)) {
- fog_volume_instance_owner.free(p_rid);
+ } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
+ RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
} else {
return false;
}
@@ -5499,8 +4619,6 @@ RendererSceneRenderRD::RendererSceneRenderRD() {
}
void RendererSceneRenderRD::init() {
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
max_cluster_elements = get_max_elements();
directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
@@ -5551,124 +4669,7 @@ void RendererSceneRenderRD::init() {
}
if (is_volumetric_supported()) {
- {
- // Initialize local fog shader
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("");
- volumetric_fog.shader.initialize(volumetric_fog_modes);
-
- material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
- volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
- }
-
- {
- ShaderCompiler::DefaultIdentifierActions actions;
-
- actions.renames["TIME"] = "scene_params.time";
- actions.renames["PI"] = _MKSTR(Math_PI);
- actions.renames["TAU"] = _MKSTR(Math_TAU);
- actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["WORLD_POSITION"] = "world.xyz";
- actions.renames["OBJECT_POSITION"] = "params.position";
- actions.renames["UVW"] = "uvw";
- actions.renames["EXTENTS"] = "params.extents";
- actions.renames["ALBEDO"] = "albedo";
- actions.renames["DENSITY"] = "density";
- actions.renames["EMISSION"] = "emission";
- actions.renames["SDF"] = "sdf";
-
- actions.usage_defines["SDF"] = "#define SDF_USED\n";
- actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
- actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
- actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
-
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
- actions.base_uniform_string = "material.";
-
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
- actions.global_buffer_array_variable = "global_variables.data";
-
- volumetric_fog.compiler.initialize(actions);
- }
-
- {
- // default material and shader for fog shader
- volumetric_fog.default_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(volumetric_fog.default_shader);
- material_storage->shader_set_code(volumetric_fog.default_shader, R"(
-// Default fog shader.
-
-shader_type fog;
-
-void fog() {
- DENSITY = 1.0;
- ALBEDO = vec3(1.0);
-}
-)");
- volumetric_fog.default_material = material_storage->material_allocate();
- material_storage->material_initialize(volumetric_fog.default_material);
- material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
-
- FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
- volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
-
- Vector<RD::Uniform> uniforms;
-
- {
- Vector<RID> ids;
- ids.resize(12);
- RID *ids_ptr = ids.ptrw();
- ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
-
- RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
- }
- {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
- if (is_using_radiance_cubemap_array()) {
- defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
- }
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
-
- volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
- for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
- volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
- }
- volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
- }
+ RendererRD::Fog::get_singleton()->init_fog_shader(cluster.max_directional_lights, get_roughness_layers(), is_using_radiance_cubemap_array());
}
{
@@ -5721,8 +4722,6 @@ void fog() {
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
- RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
-
if (bokeh_dof) {
memdelete(bokeh_dof);
}
@@ -5752,11 +4751,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
}
if (is_volumetric_supported()) {
- volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
- RD::get_singleton()->free(volumetric_fog.volume_ubo);
- RD::get_singleton()->free(volumetric_fog.params_ubo);
- material_storage->shader_free(volumetric_fog.default_shader);
- material_storage->material_free(volumetric_fog.default_material);
+ RendererRD::Fog::get_singleton()->free_fog_shader();
}
memdelete_arr(directional_penumbra_shadow_kernel);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 8ee2f87feb..cd56b8efb3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
-#define RENDERING_SERVER_SCENE_RENDER_RD_H
+#ifndef RENDERER_SCENE_RENDER_RD_H
+#define RENDERER_SCENE_RENDER_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
@@ -40,11 +40,10 @@
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/effects/vrs.h"
+#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
+#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
-#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
@@ -53,19 +52,19 @@ struct RenderDataRD {
RID render_buffers;
Transform3D cam_transform;
- CameraMatrix cam_projection;
+ Projection cam_projection;
Vector2 taa_jitter;
bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
- CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D prev_cam_transform;
- CameraMatrix prev_cam_projection;
+ Projection prev_cam_projection;
Vector2 prev_taa_jitter;
- CameraMatrix prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
@@ -99,7 +98,7 @@ struct RenderDataRD {
};
class RendererSceneRenderRD : public RendererSceneRender {
- friend RendererSceneSkyRD;
+ friend RendererRD::SkyRD;
friend RendererRD::GI;
protected:
@@ -123,16 +122,16 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
- void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
void _debug_draw_cluster(RID p_render_buffers);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
@@ -141,10 +140,11 @@ protected:
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
- void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
+ void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
+ void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
+ void _process_sss(RID p_render_buffers, const Projection &p_camera);
+ void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
+
void _copy_framebuffer_to_ssil(RID p_render_buffers);
void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
@@ -166,7 +166,7 @@ protected:
RendererRD::SSEffects *ss_effects = nullptr;
RendererRD::GI gi;
- RendererSceneSkyRD sky;
+ RendererRD::SkyRD sky;
RendererSceneEnvironmentRD *get_environment(RID p_environment) {
if (p_environment.is_valid()) {
@@ -211,7 +211,7 @@ private:
struct Reflection {
RID owner;
- RendererSceneSkyRD::ReflectionData data;
+ RendererRD::SkyRD::ReflectionData data;
RID fbs[6];
};
@@ -364,7 +364,7 @@ private:
struct LightInstance {
struct ShadowTransform {
- CameraMatrix camera;
+ Projection camera;
Transform3D transform;
float farplane;
float split;
@@ -406,16 +406,6 @@ private:
mutable RID_Owner<LightInstance> light_instance_owner;
- /* FOG VOLUMES */
-
- struct FogVolumeInstance {
- RID volume;
- Transform3D transform;
- bool active = false;
- };
-
- mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
-
/* ENVIRONMENT */
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
@@ -470,8 +460,6 @@ private:
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
- struct VolumetricFog;
-
struct RenderBuffers {
RenderBufferData *data = nullptr;
int internal_width = 0;
@@ -507,8 +495,8 @@ private:
Vector<View> views;
RendererRD::GI::SDFGI *sdfgi = nullptr;
- VolumetricFog *volumetric_fog = nullptr;
RendererRD::GI::RenderBuffersGI rbgi;
+ RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
ClusterBuilderRD *cluster_builder = nullptr;
@@ -562,7 +550,7 @@ private:
RID downsample_uniform_set;
- CameraMatrix last_frame_projection;
+ Projection last_frame_projection;
Transform3D last_frame_transform;
RendererRD::SSEffects::SSAORenderBuffers ssao;
@@ -748,204 +736,6 @@ private:
bool depth_prepass_used; // this does not seem used anywhere...
} render_state;
- struct VolumetricFog {
- enum {
- MAX_TEMPORAL_FRAMES = 16
- };
-
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- float length;
- float spread;
-
- RID light_density_map;
- RID prev_light_density_map;
- RID fog_map;
- RID density_map;
- RID light_map;
- RID emissive_map;
-
- RID fog_uniform_set;
- RID copy_uniform_set;
- RID process_uniform_set_density;
- RID process_uniform_set;
- RID process_uniform_set2;
- RID sdfgi_uniform_set;
- RID sky_uniform_set;
-
- int last_shadow_filter = -1;
- };
-
- struct VolumetricFogShader {
- enum FogSet {
- FOG_SET_BASE,
- FOG_SET_UNIFORMS,
- FOG_SET_MATERIAL,
- FOG_SET_MAX,
- };
-
- struct FogPushConstant {
- float position[3];
- float pad;
-
- float extents[3];
- float pad2;
-
- int32_t corner[3];
- uint32_t shape;
-
- float transform[16];
- };
-
- struct VolumeUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- float time;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float detail_spread;
- float temporal_blend;
-
- float to_prev_view[16];
- float transform[16];
- };
-
- ShaderCompiler compiler;
- VolumetricFogShaderRD shader;
- FogPushConstant push_constant;
- RID volume_ubo;
-
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
-
- RID base_uniform_set;
-
- RID params_ubo;
-
- enum {
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
- VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
- VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
- VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
- };
-
- struct ParamsUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float ambient_inject;
- float z_far;
- uint32_t filter_axis;
-
- float ambient_color[3];
- float sky_contribution;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- float base_emission[3];
- float base_density;
-
- float base_scattering[3];
- float phase_g;
-
- float detail_spread;
- float gi_inject;
- uint32_t max_voxel_gi_instances;
- uint32_t cluster_type_size;
-
- float screen_size[2];
- uint32_t cluster_shift;
- uint32_t cluster_width;
-
- uint32_t max_cluster_element_count_div_32;
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float temporal_blend;
-
- float cam_rotation[12];
- float to_prev_view[16];
- float radiance_inverse_xform[12];
- };
-
- VolumetricFogProcessShaderRD process_shader;
-
- RID process_shader_version;
- RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
-
- } volumetric_fog;
-
- uint32_t volumetric_fog_depth = 128;
- uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = true;
-
- Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
- void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
-
- struct FogShaderData : public RendererRD::ShaderData {
- bool valid = false;
- RID version;
-
- RID pipeline;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size = 0;
-
- String path;
- String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
-
- bool uses_time = false;
-
- virtual void set_code(const String &p_Code);
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
-
- FogShaderData() {}
- virtual ~FogShaderData();
- };
-
- struct FogMaterialData : public RendererRD::MaterialData {
- FogShaderData *shader_data = nullptr;
- RID uniform_set;
- bool uniform_set_updated;
-
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~FogMaterialData();
- };
-
- RendererRD::ShaderData *_create_fog_shader_func();
- static RendererRD::ShaderData *_create_fog_shader_funcs();
-
- RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
- static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
-
RID shadow_sampler;
uint64_t scene_pass = 0;
@@ -962,6 +752,14 @@ private:
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+ /* Volumetric Fog */
+
+ uint32_t volumetric_fog_size = 128;
+ uint32_t volumetric_fog_depth = 128;
+ bool volumetric_fog_filter_active = true;
+
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+
public:
virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
@@ -1119,7 +917,7 @@ public:
virtual RID light_instance_create(RID p_light) override;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
virtual void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -1168,7 +966,7 @@ public:
return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
}
- _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
+ _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->shadow_transform[p_index].camera;
}
@@ -1407,7 +1205,7 @@ public:
virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
- virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
@@ -1488,4 +1286,4 @@ public:
~RendererSceneRenderRD();
};
-#endif // RASTERIZER_SCENE_RD_H
+#endif // RENDERER_SCENE_RENDER_RD_H
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 176465234e..c9b6d09d4c 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -476,7 +476,9 @@ void ShaderRD::_compile_version(Version *p_version) {
#if 1
- RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 5b4594da99..5b4594da99 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
index eee609fb48..fb3c725b1f 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
@@ -21,8 +21,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#define DENSITY_SCALE 1024.0
-#include "cluster_data_inc.glsl"
-#include "light_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index fdbd7d3e35..e74cfad65c 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -19,8 +19,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#endif
-#include "cluster_data_inc.glsl"
-#include "light_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index fb25e4da7e..2fb8f92fff 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -368,4 +368,4 @@ public:
} // namespace RendererRD
-#endif // !LIGHT_STORAGE_RD_H
+#endif // LIGHT_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index af2f5aafed..23d05de942 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -172,75 +172,96 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
}
} break;
case ShaderLanguage::TYPE_IVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 2 * p_array_size;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 2, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
}
- gui[j + 2] = 0; // ignored
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 3 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 3, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- gui[j + 2] = r[i + 2];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
}
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 4 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0; i < count; i += 4) {
- if (i < s) {
- gui[i] = r[i];
- gui[i + 1] = r[i + 1];
- gui[i + 2] = r[i + 2];
- gui[i + 3] = r[i + 3];
- } else {
- gui[i] = 0;
- gui[i + 1] = 0;
- gui[i + 2] = 0;
- gui[i + 3] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
}
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
} break;
case ShaderLanguage::TYPE_UINT: {
@@ -267,75 +288,96 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
}
} break;
case ShaderLanguage::TYPE_UVEC2: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 2 * p_array_size;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 2, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
}
- gui[j + 2] = 0; // ignored
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 3 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0, j = 0; i < count; i += 3, j += 4) {
- if (i < s) {
- gui[j] = r[i];
- gui[j + 1] = r[i + 1];
- gui[j + 2] = r[i + 2];
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
}
- gui[j + 3] = 0; // ignored
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
- Vector<int> iv = value;
- int s = iv.size();
uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- int count = 4 * p_array_size;
-
- const int *r = iv.ptr();
- for (int i = 0; i < count; i++) {
- if (i < s) {
- gui[i] = r[i];
- gui[i + 1] = r[i + 1];
- gui[i + 2] = r[i + 2];
- gui[i + 3] = r[i + 3];
- } else {
- gui[i] = 0;
- gui[i + 1] = 0;
- gui[i + 2] = 0;
- gui[i + 3] = 0;
+ if (p_array_size <= 0) {
+ p_array_size = 1;
}
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i++) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
@@ -514,13 +556,20 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[1] = v.y;
gui[2] = v.z;
gui[3] = v.w;
- } else {
+ } else if (value.get_type() == Variant::PLANE) {
Plane v = value;
gui[0] = v.normal.x;
gui[1] = v.normal.y;
gui[2] = v.normal.z;
gui[3] = v.d;
+ } else {
+ Vector4 v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
}
}
} break;
@@ -670,7 +719,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[i + 15] = 1;
}
}
- } else {
+ } else if (value.get_type() == Variant::TRANSFORM3D) {
Transform3D v = value;
gui[0] = v.basis.rows[0][0];
gui[1] = v.basis.rows[1][0];
@@ -691,6 +740,13 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[13] = v.origin.y;
gui[14] = v.origin.z;
gui[15] = 1;
+ } else {
+ Projection v = value;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ gui[i * 4 + j] = v.matrix[i][j];
+ }
+ }
}
} break;
default: {
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
index b083968e5f..d5c9980150 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -31,7 +31,7 @@
#ifndef MATERIAL_STORAGE_RD_H
#define MATERIAL_STORAGE_RD_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
@@ -302,7 +302,7 @@ public:
p_array[11] = p_mtx.origin.z;
}
- static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+ static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
@@ -424,4 +424,4 @@ public:
} // namespace RendererRD
-#endif // !MATERIAL_STORAGE_RD_H
+#endif // MATERIAL_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 9cdda6bfca..396fe9b6a6 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -703,4 +703,4 @@ public:
} // namespace RendererRD
-#endif // !MESH_STORAGE_RD_H
+#endif // MESH_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index f3a4e97fa7..75f995deeb 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -562,4 +562,4 @@ public:
} // namespace RendererRD
-#endif // !PARTICLES_STORAGE_RD_H
+#endif // PARTICLES_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 8807f78f6e..1a5a3dd023 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -576,4 +576,4 @@ public:
} // namespace RendererRD
-#endif // !_TEXTURE_STORAGE_RD_H
+#endif // TEXTURE_STORAGE_RD_H
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h
index 979e984546..a80eb8510e 100644
--- a/servers/rendering/renderer_rd/storage_rd/utilities.h
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.h
@@ -119,4 +119,4 @@ public:
} // namespace RendererRD
-#endif // !UTILITIES_RD_H
+#endif // UTILITIES_RD_H
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
index af22a48716..abf110730b 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef UNIFORM_SET_CACHE_H
-#define UNIFORM_SET_CACHE_H
+#ifndef UNIFORM_SET_CACHE_RD_H
+#define UNIFORM_SET_CACHE_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
@@ -220,4 +220,4 @@ public:
~UniformSetCacheRD();
};
-#endif // UNIFORMSETCACHE_H
+#endif // UNIFORM_SET_CACHE_RD_H
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index d635c7065d..be57701017 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERINGSERVERSCENE_H
-#define RENDERINGSERVERSCENE_H
+#ifndef RENDERER_SCENE_H
+#define RENDERER_SCENE_H
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
@@ -226,4 +226,4 @@ public:
virtual ~RendererScene();
};
-#endif // RENDERINGSERVERSCENE_H
+#endif // RENDERER_SCENE_H
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index ebb5849f85..7631be3669 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1993,7 +1993,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
}
-void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
+void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform3D light_transform = p_instance->transform;
@@ -2045,7 +2045,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
RENDER_TIMESTAMP("Cull DirectionalLight3D, Split " + itos(i));
// setup a camera matrix for that range!
- CameraMatrix camera_matrix;
+ Projection camera_matrix;
real_t aspect = p_cam_projection.get_aspect();
@@ -2185,7 +2185,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
z_max = z_vec.dot(center) + radius + pancake_size;
{
- CameraMatrix ortho_camera;
+ Projection ortho_camera;
real_t half_x = (x_max_cam - x_min_cam) * 0.5;
real_t half_y = (y_max_cam - y_min_cam) * 0.5;
@@ -2210,7 +2210,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
-bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) {
+bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform3D light_transform = p_instance->transform;
@@ -2283,7 +2283,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
RSG::mesh_storage->update_mesh_instances();
- scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
+ scene_render->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, i, 0);
shadow_data.light = light->instance;
shadow_data.pass = i;
}
@@ -2294,7 +2294,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(90, 1, radius * 0.005f, radius);
for (int i = 0; i < 6; i++) {
@@ -2366,7 +2366,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
//restore the regular DP matrix
- //scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
+ //scene_render->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, 0, 0);
}
} break;
@@ -2380,7 +2380,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
@@ -2450,7 +2450,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
if (p_xr_interface.is_null()) {
// Normal camera
Transform3D transform = camera->transform;
- CameraMatrix projection;
+ Projection projection;
bool vaspect = camera->vaspect;
bool is_orthogonal = false;
@@ -2489,7 +2489,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
// Setup our camera for our XR interface.
// We can support multiple views here each with their own camera
Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
- CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection projections[RendererSceneRender::MAX_RENDER_VIEWS];
uint32_t view_count = p_xr_interface->get_view_count();
ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
@@ -2518,14 +2518,14 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
RENDER_TIMESTAMP("Update Occlusion Buffer")
// For now just cull on the first camera
- RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal, RendererThreadPool::singleton->thread_work_pool);
+ RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal);
_render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
#endif
}
void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
@@ -2622,7 +2622,7 @@ bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, co
void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
uint32_t cull_total = cull_data->scenario->instance_data.size();
- uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
uint32_t cull_from = p_thread * cull_total / total_threads;
uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
@@ -2919,7 +2919,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
if (visibility_cull_data.cull_count > thread_cull_threshold) {
- RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data, WorkerThreadPool::get_singleton()->get_thread_count(), -1, true, SNAME("VisibilityCullInstances"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
} else {
_visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
}
@@ -3024,7 +3025,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
scene_cull_result_threads[i].clear();
}
- RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
scene_cull_result.append_from(scene_cull_result_threads[i]);
@@ -3243,7 +3245,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
render_sdfgi_data[i].instances.clear();
}
- // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
+ // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
}
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
@@ -3280,7 +3282,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
RENDER_TIMESTAMP("Render Empty 3D Scene");
RendererSceneRender::CameraData camera_data;
- camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
+ camera_data.set_camera(Transform3D(), Projection(), true, false);
scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
#endif
@@ -3329,7 +3331,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
max_distance = MAX(max_distance, distance);
//render cubemap side
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(90, 1, 0.01, max_distance);
Transform3D local_view;
@@ -4030,14 +4032,14 @@ RendererSceneCull::RendererSceneCull() {
}
scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
- scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count());
for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
- thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
+ thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)WorkerThreadPool::get_singleton()->get_thread_count()); //make sure there is at least one thread per CPU
taa_jitter_array.resize(TAA_JITTER_COUNT);
for (int i = 0; i < TAA_JITTER_COUNT; i++) {
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 8c722360ae..9a46f6b873 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_SCENE_CULL_H
-#define RENDERING_SERVER_SCENE_CULL_H
+#ifndef RENDERER_SCENE_CULL_H
+#define RENDERER_SCENE_CULL_H
#include "core/math/dynamic_bvh.h"
#include "core/templates/bin_sorted_array.h"
@@ -980,9 +980,9 @@ public:
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
void _unpair_instance(Instance *p_instance);
- void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
+ void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
@@ -992,7 +992,7 @@ public:
struct Cascade {
Frustum frustum;
- CameraMatrix projection;
+ Projection projection;
Transform3D transform;
real_t zfar;
real_t split;
@@ -1045,7 +1045,7 @@ public:
uint32_t visible_layers;
Instance *render_reflection_probe = nullptr;
const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
- const CameraMatrix *camera_matrix;
+ const Projection *camera_matrix;
uint64_t visibility_viewport_mask;
};
@@ -1183,4 +1183,4 @@ public:
virtual ~RendererSceneCull();
};
-#endif // RENDERING_SERVER_SCENE_CULL_H
+#endif // RENDERER_SCENE_CULL_H
diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h
index 7198379ade..0d466e8a32 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.h
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -31,7 +31,7 @@
#ifndef RENDERER_SCENE_OCCLUSION_CULL_H
#define RENDERER_SCENE_OCCLUSION_CULL_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "core/templates/local_vector.h"
#include "servers/rendering_server.h"
@@ -60,7 +60,7 @@ public:
void update_mips();
- _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, real_t p_near) const {
+ _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near) const {
if (is_empty()) {
return false;
}
@@ -183,7 +183,8 @@ public:
}
virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warning(); }
virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warning(); }
- virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, ThreadWorkPool &p_thread_pool) {}
+ virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}
+
virtual RID buffer_get_debug_texture(RID p_buffer) {
_print_warning();
return RID();
@@ -200,4 +201,4 @@ public:
};
};
-#endif //RENDERER_SCENE_OCCLUSION_CULL_H
+#endif // RENDERER_SCENE_OCCLUSION_CULL_H
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 600908cf16..c0ad0d1187 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -30,7 +30,7 @@
#include "renderer_scene_render.h"
-void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) {
+void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) {
view_count = 1;
is_orthogonal = p_is_orthogonal;
vaspect = p_vaspect;
@@ -43,7 +43,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
taa_jitter = p_taa_jitter;
}
-void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_orthogonal, bool p_vaspect) {
+void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
view_count = p_view_count;
@@ -60,8 +60,8 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
}
// 2. average and normalize plane normals to obtain z vector, cross them to obtain y vector, and from there the x vector for combined camera basis.
- Vector3 n0 = planes[0][CameraMatrix::PLANE_LEFT].normal;
- Vector3 n1 = planes[1][CameraMatrix::PLANE_RIGHT].normal;
+ Vector3 n0 = planes[0][Projection::PLANE_LEFT].normal;
+ Vector3 n1 = planes[1][Projection::PLANE_RIGHT].normal;
Vector3 z = (n0 + n1).normalized();
Vector3 y = n0.cross(n1).normalized();
Vector3 x = y.cross(z).normalized();
@@ -73,13 +73,13 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 4. Intersect horizon, left and right to obtain the combined camera origin.
ERR_FAIL_COND_MSG(
- !horizon.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_RIGHT], &main_transform.origin), "Can't determine camera origin");
+ !horizon.intersect_3(planes[0][Projection::PLANE_LEFT], planes[1][Projection::PLANE_RIGHT], &main_transform.origin), "Can't determine camera origin");
// handy to have the inverse of the transform we just build
Transform3D main_transform_inv = main_transform.inverse();
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
- Vector3 far_center = (planes[0][CameraMatrix::PLANE_FAR].center() + planes[1][CameraMatrix::PLANE_FAR].center()) * 0.5;
+ Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5;
Plane far(-z, far_center);
/////////////////////////////////////////////////////////////////////////////
@@ -88,9 +88,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 6. Intersect far and left planes with top planes from both eyes, save the point with highest y as top_left.
Vector3 top_left, other;
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[0][CameraMatrix::PLANE_TOP], &top_left), "Can't determine left camera far/left/top vector");
+ !far.intersect_3(planes[0][Projection::PLANE_LEFT], planes[0][Projection::PLANE_TOP], &top_left), "Can't determine left camera far/left/top vector");
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[1][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_TOP], &other), "Can't determine right camera far/left/top vector");
+ !far.intersect_3(planes[1][Projection::PLANE_LEFT], planes[1][Projection::PLANE_TOP], &other), "Can't determine right camera far/left/top vector");
if (y.dot(top_left) < y.dot(other)) {
top_left = other;
}
@@ -98,9 +98,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 7. Intersect far and left planes with bottom planes from both eyes, save the point with lowest y as bottom_left.
Vector3 bottom_left;
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[0][CameraMatrix::PLANE_BOTTOM], &bottom_left), "Can't determine left camera far/left/bottom vector");
+ !far.intersect_3(planes[0][Projection::PLANE_LEFT], planes[0][Projection::PLANE_BOTTOM], &bottom_left), "Can't determine left camera far/left/bottom vector");
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[1][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_BOTTOM], &other), "Can't determine right camera far/left/bottom vector");
+ !far.intersect_3(planes[1][Projection::PLANE_LEFT], planes[1][Projection::PLANE_BOTTOM], &other), "Can't determine right camera far/left/bottom vector");
if (y.dot(other) < y.dot(bottom_left)) {
bottom_left = other;
}
@@ -108,9 +108,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 8. Intersect far and right planes with top planes from both eyes, save the point with highest y as top_right.
Vector3 top_right;
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[0][CameraMatrix::PLANE_RIGHT], planes[0][CameraMatrix::PLANE_TOP], &top_right), "Can't determine left camera far/right/top vector");
+ !far.intersect_3(planes[0][Projection::PLANE_RIGHT], planes[0][Projection::PLANE_TOP], &top_right), "Can't determine left camera far/right/top vector");
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[1][CameraMatrix::PLANE_RIGHT], planes[1][CameraMatrix::PLANE_TOP], &other), "Can't determine right camera far/right/top vector");
+ !far.intersect_3(planes[1][Projection::PLANE_RIGHT], planes[1][Projection::PLANE_TOP], &other), "Can't determine right camera far/right/top vector");
if (y.dot(top_right) < y.dot(other)) {
top_right = other;
}
@@ -118,9 +118,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 9. Intersect far and right planes with bottom planes from both eyes, save the point with lowest y as bottom_right.
Vector3 bottom_right;
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[0][CameraMatrix::PLANE_RIGHT], planes[0][CameraMatrix::PLANE_BOTTOM], &bottom_right), "Can't determine left camera far/right/bottom vector");
+ !far.intersect_3(planes[0][Projection::PLANE_RIGHT], planes[0][Projection::PLANE_BOTTOM], &bottom_right), "Can't determine left camera far/right/bottom vector");
ERR_FAIL_COND_MSG(
- !far.intersect_3(planes[1][CameraMatrix::PLANE_RIGHT], planes[1][CameraMatrix::PLANE_BOTTOM], &other), "Can't determine right camera far/right/bottom vector");
+ !far.intersect_3(planes[1][Projection::PLANE_RIGHT], planes[1][Projection::PLANE_BOTTOM], &other), "Can't determine right camera far/right/bottom vector");
if (y.dot(other) < y.dot(bottom_right)) {
bottom_right = other;
}
@@ -146,18 +146,18 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec
Vector3 min_vec;
ERR_FAIL_COND_MSG(
- !near.intersect_3(bottom, planes[0][CameraMatrix::PLANE_LEFT], &min_vec), "Can't determine left camera near/left/bottom vector");
+ !near.intersect_3(bottom, planes[0][Projection::PLANE_LEFT], &min_vec), "Can't determine left camera near/left/bottom vector");
ERR_FAIL_COND_MSG(
- !near.intersect_3(bottom, planes[1][CameraMatrix::PLANE_LEFT], &other), "Can't determine right camera near/left/bottom vector");
+ !near.intersect_3(bottom, planes[1][Projection::PLANE_LEFT], &other), "Can't determine right camera near/left/bottom vector");
if (x.dot(other) < x.dot(min_vec)) {
min_vec = other;
}
Vector3 max_vec;
ERR_FAIL_COND_MSG(
- !near.intersect_3(top, planes[0][CameraMatrix::PLANE_RIGHT], &max_vec), "Can't determine left camera near/right/top vector");
+ !near.intersect_3(top, planes[0][Projection::PLANE_RIGHT], &max_vec), "Can't determine left camera near/right/top vector");
ERR_FAIL_COND_MSG(
- !near.intersect_3(top, planes[1][CameraMatrix::PLANE_RIGHT], &other), "Can't determine right camera near/right/top vector");
+ !near.intersect_3(top, planes[1][Projection::PLANE_RIGHT], &other), "Can't determine right camera near/right/top vector");
if (x.dot(max_vec) < x.dot(other)) {
max_vec = other;
}
@@ -177,6 +177,6 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
// 3. Copy our view data
for (uint32_t v = 0; v < view_count; v++) {
view_offset[v] = main_transform_inv * p_transforms[v];
- view_projection[v] = p_projections[v] * CameraMatrix(view_offset[v].inverse());
+ view_projection[v] = p_projections[v] * Projection(view_offset[v].inverse());
}
}
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 74c7d55a57..641e280511 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -28,10 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERINGSERVERSCENERENDER_H
-#define RENDERINGSERVERSCENERENDER_H
+#ifndef RENDERER_SCENE_RENDER_H
+#define RENDERER_SCENE_RENDER_H
-#include "core/math/camera_matrix.h"
+#include "core/math/projection.h"
#include "core/templates/paged_array.h"
#include "servers/rendering/renderer_scene.h"
@@ -172,7 +172,7 @@ public:
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) = 0;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const {
return true;
@@ -239,19 +239,19 @@ public:
// Main/center projection
Transform3D main_transform;
- CameraMatrix main_projection;
+ Projection main_projection;
Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
- CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+ Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Vector2 taa_jitter;
- void set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2());
- void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_orthogonal, bool p_vaspect);
+ void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2());
+ void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
};
virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
- virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
virtual void set_scene_pass(uint64_t p_pass) = 0;
@@ -281,4 +281,4 @@ public:
virtual ~RendererSceneRender() {}
};
-#endif // RENDERINGSERVERSCENERENDER_H
+#endif // RENDERER_SCENE_RENDER_H
diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp
deleted file mode 100644
index ddf1d1bd00..0000000000
--- a/servers/rendering/renderer_thread_pool.cpp
+++ /dev/null
@@ -1,42 +0,0 @@
-/*************************************************************************/
-/* renderer_thread_pool.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "renderer_thread_pool.h"
-
-RendererThreadPool *RendererThreadPool::singleton = nullptr;
-
-RendererThreadPool::RendererThreadPool() {
- singleton = this;
- thread_work_pool.init();
-}
-
-RendererThreadPool::~RendererThreadPool() {
- thread_work_pool.finish();
-}
diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h
deleted file mode 100644
index 4626490d32..0000000000
--- a/servers/rendering/renderer_thread_pool.h
+++ /dev/null
@@ -1,45 +0,0 @@
-/*************************************************************************/
-/* renderer_thread_pool.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RENDERERTHREADPOOL_H
-#define RENDERERTHREADPOOL_H
-
-#include "core/templates/thread_work_pool.h"
-
-class RendererThreadPool {
-public:
- ThreadWorkPool thread_work_pool;
-
- static RendererThreadPool *singleton;
- RendererThreadPool();
- ~RendererThreadPool();
-};
-
-#endif // RENDERERTHREADPOOL_H
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 7c9b2567d6..0e26de8bcb 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -154,7 +154,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
if (p_viewport->use_occlusion_culling) {
if (p_viewport->occlusion_buffer_dirty) {
float aspect = p_viewport->size.aspect();
- int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
int viewport_size = p_viewport->size.width * p_viewport->size.height;
max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 4e41a87a2c..f093f43a82 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -981,4 +981,4 @@ public:
~RenderingServerDefault();
};
-#endif
+#endif // RENDERING_SERVER_DEFAULT_H
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index d2b80fb277..cfabddded3 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -34,6 +34,7 @@
#include "core/string/print_string.h"
#include "core/templates/local_vector.h"
#include "servers/rendering_server.h"
+#include "shader_types.h"
#define HAS_WARNING(flag) (warning_flags & flag)
@@ -1218,17 +1219,36 @@ void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, Iden
#endif // DEBUG_ENABLED
bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name, ConstantNode::Value *r_constant_value) {
- if (p_function_info.built_ins.has(p_identifier)) {
- if (r_data_type) {
- *r_data_type = p_function_info.built_ins[p_identifier].type;
- }
- if (r_is_const) {
- *r_is_const = p_function_info.built_ins[p_identifier].constant;
+ if (is_shader_inc) {
+ for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
+ for (const KeyValue<StringName, FunctionInfo> &E : ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(i))) {
+ if ((current_function == E.key || E.key == "global") && E.value.built_ins.has(p_identifier)) {
+ if (r_data_type) {
+ *r_data_type = E.value.built_ins[p_identifier].type;
+ }
+ if (r_is_const) {
+ *r_is_const = E.value.built_ins[p_identifier].constant;
+ }
+ if (r_type) {
+ *r_type = IDENTIFIER_BUILTIN_VAR;
+ }
+ return true;
+ }
+ }
}
- if (r_type) {
- *r_type = IDENTIFIER_BUILTIN_VAR;
+ } else {
+ if (p_function_info.built_ins.has(p_identifier)) {
+ if (r_data_type) {
+ *r_data_type = p_function_info.built_ins[p_identifier].type;
+ }
+ if (r_is_const) {
+ *r_is_const = p_function_info.built_ins[p_identifier].constant;
+ }
+ if (r_type) {
+ *r_type = IDENTIFIER_BUILTIN_VAR;
+ }
+ return true;
}
- return true;
}
if (p_function_info.stage_functions.has(p_identifier)) {
@@ -3926,13 +3946,29 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
}
}
} break;
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_IVEC2: {
+ if (p_uniform.array_size > 0) {
+ pi.type = Variant::PACKED_INT32_ARRAY;
+ } else {
+ pi.type = Variant::VECTOR2I;
+ }
+ } break;
case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_UVEC4: {
- pi.type = Variant::PACKED_INT32_ARRAY;
+ case ShaderLanguage::TYPE_IVEC3: {
+ if (p_uniform.array_size > 0) {
+ pi.type = Variant::PACKED_INT32_ARRAY;
+ } else {
+ pi.type = Variant::VECTOR3I;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC4:
+ case ShaderLanguage::TYPE_IVEC4: {
+ if (p_uniform.array_size > 0) {
+ pi.type = Variant::PACKED_INT32_ARRAY;
+ } else {
+ pi.type = Variant::VECTOR4I;
+ }
} break;
case ShaderLanguage::TYPE_FLOAT: {
if (p_uniform.array_size > 0) {
@@ -3980,7 +4016,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
pi.type = Variant::COLOR;
} else {
- pi.type = Variant::QUATERNION;
+ pi.type = Variant::VECTOR4;
}
}
} break;
@@ -4002,7 +4038,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
} else {
- pi.type = Variant::TRANSFORM3D;
+ pi.type = Variant::PROJECTION;
}
break;
case ShaderLanguage::TYPE_SAMPLER2D:
@@ -7712,12 +7748,12 @@ Error ShaderLanguage::_validate_precision(DataType p_type, DataPrecision p_preci
return OK;
}
-Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types, bool p_is_include) {
+Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types) {
Token tk;
TkPos prev_pos;
Token next;
- if (!p_is_include) {
+ if (!is_shader_inc) {
tk = _get_token();
if (tk.type != TK_SHADER_TYPE) {
@@ -7799,25 +7835,54 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
bool found = false;
- for (int i = 0; i < p_render_modes.size(); i++) {
- const ModeInfo &info = p_render_modes[i];
- const String name = String(info.name);
+ if (is_shader_inc) {
+ for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
+ const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
- if (smode.begins_with(name)) {
- if (!info.options.is_empty()) {
- if (info.options.has(smode.substr(name.length() + 1))) {
- found = true;
+ for (int j = 0; j < modes.size(); j++) {
+ const ModeInfo &info = modes[j];
+ const String name = String(info.name);
- if (defined_modes.has(name)) {
- _set_error(vformat(RTR("Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."), smode, name, defined_modes[name]));
- return ERR_PARSE_ERROR;
+ if (smode.begins_with(name)) {
+ if (!info.options.is_empty()) {
+ if (info.options.has(smode.substr(name.length() + 1))) {
+ found = true;
+
+ if (defined_modes.has(name)) {
+ _set_error(vformat(RTR("Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."), smode, name, defined_modes[name]));
+ return ERR_PARSE_ERROR;
+ }
+ defined_modes.insert(name, smode);
+ break;
+ }
+ } else {
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+ } else {
+ for (int i = 0; i < p_render_modes.size(); i++) {
+ const ModeInfo &info = p_render_modes[i];
+ const String name = String(info.name);
+
+ if (smode.begins_with(name)) {
+ if (!info.options.is_empty()) {
+ if (info.options.has(smode.substr(name.length() + 1))) {
+ found = true;
+
+ if (defined_modes.has(name)) {
+ _set_error(vformat(RTR("Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."), smode, name, defined_modes[name]));
+ return ERR_PARSE_ERROR;
+ }
+ defined_modes.insert(name, smode);
+ break;
}
- defined_modes.insert(name, smode);
+ } else {
+ found = true;
break;
}
- } else {
- found = true;
- break;
}
}
}
@@ -9547,6 +9612,7 @@ uint32_t ShaderLanguage::get_warning_flags() const {
Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_info) {
clear();
+ is_shader_inc = p_info.is_include;
code = p_code;
global_var_get_type_func = p_info.global_variable_type_func;
@@ -9556,7 +9622,7 @@ Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_i
nodes = nullptr;
shader = alloc_node<ShaderNode>();
- Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types, p_info.is_include);
+ Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
if (check_warnings) {
@@ -9572,6 +9638,7 @@ Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_i
Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptLanguage::CodeCompletionOption> *r_options, String &r_call_hint) {
clear();
+ is_shader_inc = p_info.is_include;
code = p_code;
varying_function_names = p_info.varying_function_names;
@@ -9580,7 +9647,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
global_var_get_type_func = p_info.global_variable_type_func;
shader = alloc_node<ShaderNode>();
- _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types, p_info.is_include);
+ _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
// Adds context keywords.
@@ -9617,30 +9684,64 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
return OK;
} break;
case COMPLETION_RENDER_MODE: {
- for (int i = 0; i < p_info.render_modes.size(); i++) {
- const ModeInfo &info = p_info.render_modes[i];
+ if (is_shader_inc) {
+ for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
+ const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
- if (!info.options.is_empty()) {
- bool found = false;
+ for (int j = 0; j < modes.size(); j++) {
+ const ModeInfo &info = modes[j];
- for (int j = 0; j < info.options.size(); j++) {
- if (shader->render_modes.has(String(info.name) + "_" + String(info.options[j]))) {
- found = true;
+ if (!info.options.is_empty()) {
+ bool found = false;
+
+ for (int k = 0; k < info.options.size(); k++) {
+ if (shader->render_modes.has(String(info.name) + "_" + String(info.options[k]))) {
+ found = true;
+ }
+ }
+
+ if (!found) {
+ for (int k = 0; k < info.options.size(); k++) {
+ ScriptLanguage::CodeCompletionOption option(String(info.name) + "_" + String(info.options[k]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
+ r_options->push_back(option);
+ }
+ }
+ } else {
+ const String name = String(info.name);
+
+ if (!shader->render_modes.has(name)) {
+ ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
+ r_options->push_back(option);
+ }
}
}
+ }
+ } else {
+ for (int i = 0; i < p_info.render_modes.size(); i++) {
+ const ModeInfo &info = p_info.render_modes[i];
+
+ if (!info.options.is_empty()) {
+ bool found = false;
- if (!found) {
for (int j = 0; j < info.options.size(); j++) {
- ScriptLanguage::CodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
- r_options->push_back(option);
+ if (shader->render_modes.has(String(info.name) + "_" + String(info.options[j]))) {
+ found = true;
+ }
}
- }
- } else {
- const String name = String(info.name);
- if (!shader->render_modes.has(name)) {
- ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
- r_options->push_back(option);
+ if (!found) {
+ for (int j = 0; j < info.options.size(); j++) {
+ ScriptLanguage::CodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
+ r_options->push_back(option);
+ }
+ }
+ } else {
+ const String name = String(info.name);
+
+ if (!shader->render_modes.has(name)) {
+ ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
+ r_options->push_back(option);
+ }
}
}
}
@@ -9708,33 +9809,69 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
}
if (comp_ident) {
- if (p_info.functions.has("global")) {
- for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["global"].built_ins) {
- ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
- if (E.value.constant) {
- kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ if (is_shader_inc) {
+ for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
+ const HashMap<StringName, ShaderLanguage::FunctionInfo> info = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(i));
+
+ if (info.has("global")) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : info["global"].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
+ }
+ }
+
+ if (info.has("constants")) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : info["constants"].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
+ }
+ }
+
+ if (skip_function != StringName() && info.has(skip_function)) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : info[skip_function].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
+ }
+ }
+ }
+ } else {
+ if (p_info.functions.has("global")) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["global"].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
}
- matches.insert(E.key, kind);
}
- }
- if (p_info.functions.has("constants")) {
- for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["constants"].built_ins) {
- ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
- if (E.value.constant) {
- kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ if (p_info.functions.has("constants")) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["constants"].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
}
- matches.insert(E.key, kind);
}
- }
- if (skip_function != StringName() && p_info.functions.has(skip_function)) {
- for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions[skip_function].built_ins) {
- ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
- if (E.value.constant) {
- kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ if (skip_function != StringName() && p_info.functions.has(skip_function)) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions[skip_function].built_ins) {
+ ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
+ if (E.value.constant) {
+ kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
+ }
+ matches.insert(E.key, kind);
}
- matches.insert(E.key, kind);
}
}
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 4e7283a714..4a67e4d088 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -936,6 +936,7 @@ private:
StringName current_function;
bool last_const = false;
StringName last_name;
+ bool is_shader_inc = false;
VaryingFunctionNames varying_function_names;
@@ -1079,7 +1080,7 @@ private:
String _get_shader_type_list(const HashSet<String> &p_shader_types) const;
String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
- Error _parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types, bool p_is_include);
+ Error _parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types);
Error _find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op);
Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op);
diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp
index 9623d11010..a7b274b3e2 100644
--- a/servers/rendering/shader_preprocessor.cpp
+++ b/servers/rendering/shader_preprocessor.cpp
@@ -344,41 +344,23 @@ void ShaderPreprocessor::process_directive(Tokenizer *p_tokenizer) {
}
if (directive == "if") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_if(p_tokenizer);
- }
+ process_if(p_tokenizer);
} else if (directive == "ifdef") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_ifdef(p_tokenizer);
- }
+ process_ifdef(p_tokenizer);
} else if (directive == "ifndef") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_ifndef(p_tokenizer);
- }
+ process_ifndef(p_tokenizer);
} else if (directive == "else") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_else(p_tokenizer);
- }
+ process_else(p_tokenizer);
} else if (directive == "endif") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_endif(p_tokenizer);
- }
+ process_endif(p_tokenizer);
} else if (directive == "define") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_define(p_tokenizer);
- }
+ process_define(p_tokenizer);
} else if (directive == "undef") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_undef(p_tokenizer);
- }
+ process_undef(p_tokenizer);
} else if (directive == "include") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_include(p_tokenizer);
- }
+ process_include(p_tokenizer);
} else if (directive == "pragma") {
- if (check_directive_before_type(p_tokenizer, directive)) {
- process_pragma(p_tokenizer);
- }
+ process_pragma(p_tokenizer);
} else {
set_error(RTR("Unknown directive."), p_tokenizer->get_line());
}
@@ -880,14 +862,6 @@ void ShaderPreprocessor::set_error(const String &p_error, int p_line) {
}
}
-bool ShaderPreprocessor::check_directive_before_type(Tokenizer *p_tokenizer, const String &p_directive) {
- if (p_tokenizer->get_index() < state->shader_type_pos) {
- set_error(vformat(RTR("`#%s` may not be defined before `shader_type`."), p_directive), p_tokenizer->get_line());
- return false;
- }
- return true;
-}
-
ShaderPreprocessor::Define *ShaderPreprocessor::create_define(const String &p_body) {
ShaderPreprocessor::Define *define = memnew(Define);
define->body = p_body;
diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h
index 9bac706049..a93fb680dd 100644
--- a/servers/rendering/shader_preprocessor.h
+++ b/servers/rendering/shader_preprocessor.h
@@ -136,7 +136,6 @@ private:
int include_depth = 0;
String current_include;
String current_shader_type;
- int shader_type_pos = -1;
String error;
List<FilePosition> include_positions;
RBMap<String, Vector<SkippedCondition *>> skipped_conditions;
@@ -179,7 +178,6 @@ private:
String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives);
void add_to_output(const String &p_str);
void set_error(const String &p_error, int p_line);
- bool check_directive_before_type(Tokenizer *p_tokenizer, const String &p_directive);
static Define *create_define(const String &p_body);
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index 107525cd15..dfec3a7111 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHADERTYPES_H
-#define SHADERTYPES_H
+#ifndef SHADER_TYPES_H
+#define SHADER_TYPES_H
#include "core/templates/rb_map.h"
#include "servers/rendering_server.h"
@@ -59,4 +59,4 @@ public:
ShaderTypes();
};
-#endif // SHADERTYPES_H
+#endif // SHADER_TYPES_H
diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h
index 8edf85842f..d5c6a4b1a6 100644
--- a/servers/rendering/shader_warnings.h
+++ b/servers/rendering/shader_warnings.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHADER_WARNINGS
-#define SHADER_WARNINGS
+#ifndef SHADER_WARNINGS_H
+#define SHADER_WARNINGS_H
#ifdef DEBUG_ENABLED
@@ -90,4 +90,4 @@ public:
#endif // DEBUG_ENABLED
-#endif // SHADER_WARNINGS
+#endif // SHADER_WARNINGS_H
diff --git a/servers/rendering/storage/light_storage.h b/servers/rendering/storage/light_storage.h
index f627e46e52..087ea1a025 100644
--- a/servers/rendering/storage/light_storage.h
+++ b/servers/rendering/storage/light_storage.h
@@ -135,4 +135,4 @@ public:
virtual float lightmap_get_probe_capture_update_speed() const = 0;
};
-#endif // !LIGHT_STORAGE_H
+#endif // LIGHT_STORAGE_H
diff --git a/servers/rendering/storage/material_storage.h b/servers/rendering/storage/material_storage.h
index 4189e792db..3566502144 100644
--- a/servers/rendering/storage/material_storage.h
+++ b/servers/rendering/storage/material_storage.h
@@ -99,4 +99,4 @@ public:
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
};
-#endif // !MATERIAL_STORAGE_H
+#endif // MATERIAL_STORAGE_H
diff --git a/servers/rendering/storage/mesh_storage.h b/servers/rendering/storage/mesh_storage.h
index 146f6fde40..5b3738dfd7 100644
--- a/servers/rendering/storage/mesh_storage.h
+++ b/servers/rendering/storage/mesh_storage.h
@@ -133,4 +133,4 @@ public:
virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
};
-#endif // !MESH_STORAGE_H
+#endif // MESH_STORAGE_H
diff --git a/servers/rendering/storage/particles_storage.h b/servers/rendering/storage/particles_storage.h
index eba68210a5..ee4b8679b3 100644
--- a/servers/rendering/storage/particles_storage.h
+++ b/servers/rendering/storage/particles_storage.h
@@ -125,4 +125,4 @@ public:
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
};
-#endif // !PARTICLES_STORAGE_H
+#endif // PARTICLES_STORAGE_H
diff --git a/servers/rendering/storage/texture_storage.h b/servers/rendering/storage/texture_storage.h
index 92238c19ee..982ab4a958 100644
--- a/servers/rendering/storage/texture_storage.h
+++ b/servers/rendering/storage/texture_storage.h
@@ -148,4 +148,4 @@ public:
virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) = 0;
};
-#endif // !TEXTURE_STORAGE_H
+#endif // TEXTURE_STORAGE_H
diff --git a/servers/rendering/storage/utilities.h b/servers/rendering/storage/utilities.h
index 4d7c34383c..d240d58917 100644
--- a/servers/rendering/storage/utilities.h
+++ b/servers/rendering/storage/utilities.h
@@ -183,4 +183,4 @@ public:
virtual String get_video_adapter_api_version() const = 0;
};
-#endif // !RENDERER_UTILITIES_H
+#endif // RENDERER_UTILITIES_H