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-rw-r--r--servers/audio/audio_effect.h4
-rw-r--r--servers/audio/audio_stream.h4
-rw-r--r--servers/audio/effects/audio_effect_capture.h2
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp2
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp4
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.h10
-rw-r--r--servers/audio/effects/audio_effect_record.h2
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp4
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.h10
-rw-r--r--servers/audio/effects/reverb.cpp2
-rw-r--r--servers/audio_server.cpp6
-rw-r--r--servers/camera/camera_feed.h4
-rw-r--r--servers/camera_server.cpp2
-rw-r--r--servers/camera_server.h2
-rw-r--r--servers/display_server.cpp45
-rw-r--r--servers/display_server.h14
-rw-r--r--servers/display_server_headless.h127
-rw-r--r--servers/navigation_server_2d.cpp6
-rw-r--r--servers/navigation_server_3d.h2
-rw-r--r--servers/physics_2d/area_2d_sw.cpp8
-rw-r--r--servers/physics_2d/area_pair_2d_sw.cpp102
-rw-r--r--servers/physics_2d/area_pair_2d_sw.h32
-rw-r--r--servers/physics_2d/body_2d_sw.cpp82
-rw-r--r--servers/physics_2d/body_2d_sw.h13
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp89
-rw-r--r--servers/physics_2d/body_pair_2d_sw.h24
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.cpp174
-rw-r--r--servers/physics_2d/broad_phase_2d_bvh.cpp116
-rw-r--r--servers/physics_2d/broad_phase_2d_bvh.h (renamed from servers/physics_2d/broad_phase_2d_basic.h)58
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.cpp735
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.h187
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.h2
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp24
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h4
-rw-r--r--servers/physics_2d/constraint_2d_sw.h9
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp103
-rw-r--r--servers/physics_2d/joints_2d_sw.h31
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp14
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h8
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.cpp2
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h3
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp8
-rw-r--r--servers/physics_2d/space_2d_sw.cpp4
-rw-r--r--servers/physics_2d/step_2d_sw.cpp282
-rw-r--r--servers/physics_2d/step_2d_sw.h22
-rw-r--r--servers/physics_3d/area_3d_sw.cpp10
-rw-r--r--servers/physics_3d/area_3d_sw.h2
-rw-r--r--servers/physics_3d/area_pair_3d_sw.cpp102
-rw-r--r--servers/physics_3d/area_pair_3d_sw.h16
-rw-r--r--servers/physics_3d/body_3d_sw.cpp117
-rw-r--r--servers/physics_3d/body_3d_sw.h25
-rw-r--r--servers/physics_3d/body_pair_3d_sw.cpp171
-rw-r--r--servers/physics_3d/body_pair_3d_sw.h40
-rw-r--r--servers/physics_3d/broad_phase_3d_basic.cpp212
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.cpp (renamed from servers/physics_3d/broad_phase_octree.cpp)74
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.h (renamed from servers/physics_3d/broad_phase_octree.h)22
-rw-r--r--servers/physics_3d/broad_phase_3d_sw.h2
-rw-r--r--servers/physics_3d/collision_object_3d_sw.cpp32
-rw-r--r--servers/physics_3d/collision_object_3d_sw.h24
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp56
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.h2
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp32
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.h14
-rw-r--r--servers/physics_3d/constraint_3d_sw.h15
-rw-r--r--servers/physics_3d/gjk_epa.cpp24
-rw-r--r--servers/physics_3d/gjk_epa.h4
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp35
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.h12
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp29
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h37
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp43
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h12
-rw-r--r--servers/physics_3d/joints/jacobian_entry_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp15
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h6
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp49
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h28
-rw-r--r--servers/physics_3d/joints_3d_sw.h9
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp62
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h35
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.cpp2
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.h37
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp411
-rw-r--r--servers/physics_3d/shape_3d_sw.h54
-rw-r--r--servers/physics_3d/soft_body_3d_sw.cpp4
-rw-r--r--servers/physics_3d/soft_body_3d_sw.h9
-rw-r--r--servers/physics_3d/space_3d_sw.cpp67
-rw-r--r--servers/physics_3d/space_3d_sw.h12
-rw-r--r--servers/physics_3d/step_3d_sw.cpp348
-rw-r--r--servers/physics_3d/step_3d_sw.h23
-rw-r--r--servers/physics_server_2d.cpp18
-rw-r--r--servers/physics_server_2d.h50
-rw-r--r--servers/physics_server_3d.cpp25
-rw-r--r--servers/physics_server_3d.h88
-rw-r--r--servers/rendering/rasterizer_dummy.h787
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp242
-rw-r--r--servers/rendering/renderer_canvas_cull.h2
-rw-r--r--servers/rendering/renderer_canvas_render.h8
-rw-r--r--servers/rendering/renderer_compositor.h17
-rw-r--r--servers/rendering/renderer_rd/SCsub2
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h12
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp40
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/SCsub5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp)1551
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h (renamed from servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h)248
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp809
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h211
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/SCsub5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2135
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h603
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp836
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h203
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp422
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h15
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp148
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h40
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp333
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h130
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp525
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h179
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp23
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp1004
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h295
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp247
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h23
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp674
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h83
-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl95
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl160
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl62
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl102
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl78
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl87
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl499
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl159
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl24
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl58
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl1518
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl55
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl242
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl1022
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl1476
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl220
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl182
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl32
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl (renamed from servers/rendering/renderer_rd/shaders/giprobe.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl (renamed from servers/rendering/renderer_rd/shaders/giprobe_debug.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl (renamed from servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl)2
-rw-r--r--servers/rendering/renderer_scene.h16
-rw-r--r--servers/rendering/renderer_scene_cull.cpp364
-rw-r--r--servers/rendering/renderer_scene_cull.h76
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp192
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h201
-rw-r--r--servers/rendering/renderer_scene_render.h32
-rw-r--r--servers/rendering/renderer_storage.h92
-rw-r--r--servers/rendering/renderer_viewport.cpp80
-rw-r--r--servers/rendering/renderer_viewport.h16
-rw-r--r--servers/rendering/rendering_device.cpp14
-rw-r--r--servers/rendering/rendering_device.h45
-rw-r--r--servers/rendering/rendering_device_binds.h48
-rw-r--r--servers/rendering/rendering_server_default.cpp2
-rw-r--r--servers/rendering/rendering_server_default.h92
-rw-r--r--servers/rendering/shader_language.cpp1469
-rw-r--r--servers/rendering/shader_language.h134
-rw-r--r--servers/rendering/shader_types.cpp120
-rw-r--r--servers/rendering/shader_warnings.cpp131
-rw-r--r--servers/rendering/shader_warnings.h (renamed from servers/physics_3d/broad_phase_3d_basic.h)104
-rw-r--r--servers/rendering_server.cpp147
-rw-r--r--servers/rendering_server.h135
-rw-r--r--servers/text_server.cpp24
-rw-r--r--servers/text_server.h13
-rw-r--r--servers/xr/xr_interface.h6
-rw-r--r--servers/xr/xr_positional_tracker.cpp4
-rw-r--r--servers/xr/xr_positional_tracker.h6
-rw-r--r--servers/xr_server.cpp38
-rw-r--r--servers/xr_server.h24
214 files changed, 17728 insertions, 8955 deletions
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index 4556db9b93..5d14f03199 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -34,8 +34,8 @@
#include "core/io/resource.h"
#include "core/math/audio_frame.h"
-class AudioEffectInstance : public Reference {
- GDCLASS(AudioEffectInstance, Reference);
+class AudioEffectInstance : public RefCounted {
+ GDCLASS(AudioEffectInstance, RefCounted);
public:
virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) = 0;
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 93566783be..0d426f99b2 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -36,8 +36,8 @@
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
-class AudioStreamPlayback : public Reference {
- GDCLASS(AudioStreamPlayback, Reference);
+class AudioStreamPlayback : public RefCounted {
+ GDCLASS(AudioStreamPlayback, RefCounted);
public:
virtual void start(float p_from_pos = 0.0) = 0;
diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h
index 81d4ed6b0f..82686d5b4c 100644
--- a/servers/audio/effects/audio_effect_capture.h
+++ b/servers/audio/effects/audio_effect_capture.h
@@ -33,7 +33,7 @@
#include "core/config/engine.h"
#include "core/math/audio_frame.h"
-#include "core/object/reference.h"
+#include "core/object/ref_counted.h"
#include "core/templates/vector.h"
#include "servers/audio/audio_effect.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 06d51776a3..5c076ca3fe 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -159,7 +159,7 @@ void AudioEffectDistortion::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_post_gain", "post_gain"), &AudioEffectDistortion::set_post_gain);
ClassDB::bind_method(D_METHOD("get_post_gain"), &AudioEffectDistortion::get_post_gain);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Clip,ATan,LoFi,Overdrive,WaveShape"), "set_mode", "get_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Clip,ATan,LoFi,Overdrive,Wave Shape"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pre_gain", PROPERTY_HINT_RANGE, "-60,60,0.01"), "set_pre_gain", "get_pre_gain");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "keep_hf_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_keep_hf_hz", "get_keep_hf_hz");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "drive", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drive", "get_drive");
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index 2123fe8548..7b0151b9c1 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -326,12 +326,12 @@ int AudioEffectPitchShift::get_oversampling() const {
return oversampling;
}
-void AudioEffectPitchShift::set_fft_size(FFT_Size p_fft_size) {
+void AudioEffectPitchShift::set_fft_size(FFTSize p_fft_size) {
ERR_FAIL_INDEX(p_fft_size, FFT_SIZE_MAX);
fft_size = p_fft_size;
}
-AudioEffectPitchShift::FFT_Size AudioEffectPitchShift::get_fft_size() const {
+AudioEffectPitchShift::FFTSize AudioEffectPitchShift::get_fft_size() const {
return fft_size;
}
diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h
index 18a9c33968..669943fa43 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -89,7 +89,7 @@ class AudioEffectPitchShift : public AudioEffect {
public:
friend class AudioEffectPitchShiftInstance;
- enum FFT_Size {
+ enum FFTSize {
FFT_SIZE_256,
FFT_SIZE_512,
FFT_SIZE_1024,
@@ -100,7 +100,7 @@ public:
float pitch_scale;
int oversampling;
- FFT_Size fft_size;
+ FFTSize fft_size;
float wet;
float dry;
bool filter;
@@ -117,12 +117,12 @@ public:
void set_oversampling(int p_oversampling);
int get_oversampling() const;
- void set_fft_size(FFT_Size);
- FFT_Size get_fft_size() const;
+ void set_fft_size(FFTSize);
+ FFTSize get_fft_size() const;
AudioEffectPitchShift();
};
-VARIANT_ENUM_CAST(AudioEffectPitchShift::FFT_Size);
+VARIANT_ENUM_CAST(AudioEffectPitchShift::FFTSize);
#endif // AUDIO_EFFECT_PITCH_SHIFT_H
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index b97ec43946..8f56e227e0 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -31,8 +31,8 @@
#ifndef AUDIOEFFECTRECORD_H
#define AUDIOEFFECTRECORD_H
+#include "core/io/file_access.h"
#include "core/io/marshalls.h"
-#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/os/thread.h"
#include "editor/import/resource_importer_wav.h"
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 3f7ab74a74..44b7f64d52 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -245,12 +245,12 @@ float AudioEffectSpectrumAnalyzer::get_tap_back_pos() const {
return tapback_pos;
}
-void AudioEffectSpectrumAnalyzer::set_fft_size(FFT_Size p_fft_size) {
+void AudioEffectSpectrumAnalyzer::set_fft_size(FFTSize p_fft_size) {
ERR_FAIL_INDEX(p_fft_size, FFT_SIZE_MAX);
fft_size = p_fft_size;
}
-AudioEffectSpectrumAnalyzer::FFT_Size AudioEffectSpectrumAnalyzer::get_fft_size() const {
+AudioEffectSpectrumAnalyzer::FFTSize AudioEffectSpectrumAnalyzer::get_fft_size() const {
return fft_size;
}
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h
index fba276e2bb..fc275446f0 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.h
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h
@@ -71,7 +71,7 @@ class AudioEffectSpectrumAnalyzer : public AudioEffect {
GDCLASS(AudioEffectSpectrumAnalyzer, AudioEffect);
public:
- enum FFT_Size {
+ enum FFTSize {
FFT_SIZE_256,
FFT_SIZE_512,
FFT_SIZE_1024,
@@ -84,7 +84,7 @@ public:
friend class AudioEffectSpectrumAnalyzerInstance;
float buffer_length;
float tapback_pos;
- FFT_Size fft_size;
+ FFTSize fft_size;
protected:
static void _bind_methods();
@@ -96,12 +96,12 @@ public:
void set_tap_back_pos(float p_seconds);
float get_tap_back_pos() const;
- void set_fft_size(FFT_Size);
- FFT_Size get_fft_size() const;
+ void set_fft_size(FFTSize);
+ FFTSize get_fft_size() const;
AudioEffectSpectrumAnalyzer();
};
-VARIANT_ENUM_CAST(AudioEffectSpectrumAnalyzer::FFT_Size);
+VARIANT_ENUM_CAST(AudioEffectSpectrumAnalyzer::FFTSize);
#endif // AUDIO_EFFECT_SPECTRUM_ANALYZER_H
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 7df2f99f67..1d97de5205 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -290,7 +290,7 @@ void Reverb::update_parameters() {
c.feedback = (room_offset + room_scale);
}
- float auxdmp = params.damp / 2.0 + 0.5; //only half the range (0.5 .. 1.0 is enough)
+ float auxdmp = params.damp / 2.0 + 0.5; //only half the range (0.5 .. 1.0 is enough)
auxdmp *= auxdmp;
c.damp = expf(-Math_TAU * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index 138cb6e1f8..acfdfa783a 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -32,8 +32,8 @@
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
+#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
-#include "core/os/file_access.h"
#include "core/os/os.h"
#include "scene/resources/audio_stream_sample.h"
#include "servers/audio/audio_driver_dummy.h"
@@ -246,6 +246,7 @@ void AudioServer::_driver_process(int p_frames, int32_t *p_buffer) {
init_channels_and_buffers();
}
+ ERR_FAIL_COND_MSG(buses.is_empty() && todo, "AudioServer bus count is less than 1.");
while (todo) {
if (to_mix == 0) {
_mix_step();
@@ -1163,6 +1164,9 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
Bus::Effect bfx;
bfx.effect = fx;
bfx.enabled = p_bus_layout->buses[i].effects[j].enabled;
+#if DEBUG_ENABLED
+ bfx.prof_time = 0;
+#endif
bus->effects.push_back(bfx);
}
}
diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h
index eb4ef155bc..fac7ae1b2d 100644
--- a/servers/camera/camera_feed.h
+++ b/servers/camera/camera_feed.h
@@ -43,8 +43,8 @@
camera feeds that can be used as the background for our environment.
**/
-class CameraFeed : public Reference {
- GDCLASS(CameraFeed, Reference);
+class CameraFeed : public RefCounted {
+ GDCLASS(CameraFeed, RefCounted);
public:
enum FeedDataType {
diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp
index b06f32417c..ee4a2e148b 100644
--- a/servers/camera_server.cpp
+++ b/servers/camera_server.cpp
@@ -99,6 +99,8 @@ Ref<CameraFeed> CameraServer::get_feed_by_id(int p_id) {
};
void CameraServer::add_feed(const Ref<CameraFeed> &p_feed) {
+ ERR_FAIL_COND(p_feed.is_null());
+
// add our feed
feeds.push_back(p_feed);
diff --git a/servers/camera_server.h b/servers/camera_server.h
index 97aa8f74ba..7390129df9 100644
--- a/servers/camera_server.h
+++ b/servers/camera_server.h
@@ -32,7 +32,7 @@
#define CAMERA_SERVER_H
#include "core/object/class_db.h"
-#include "core/object/reference.h"
+#include "core/object/ref_counted.h"
#include "core/os/thread_safe.h"
#include "core/templates/rid.h"
#include "core/variant/variant.h"
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 2fa333cc05..ded4b849ef 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -32,14 +32,18 @@
#include "core/input/input.h"
#include "scene/resources/texture.h"
+#include "servers/display_server_headless.h"
DisplayServer *DisplayServer::singleton = nullptr;
DisplayServer::SwitchVSyncCallbackInThread DisplayServer::switch_vsync_function = nullptr;
bool DisplayServer::hidpi_allowed = false;
-DisplayServer::DisplayServerCreate DisplayServer::server_create_functions[DisplayServer::MAX_SERVERS];
-int DisplayServer::server_create_count = 0;
+DisplayServer::DisplayServerCreate DisplayServer::server_create_functions[DisplayServer::MAX_SERVERS] = {
+ { "headless", &DisplayServerHeadless::create_func, &DisplayServerHeadless::get_rendering_drivers_func }
+};
+
+int DisplayServer::server_create_count = 1;
void DisplayServer::global_menu_add_item(const String &p_menu_root, const String &p_label, const Callable &p_callback, const Variant &p_tag) {
WARN_PRINT("Global menus not supported by this display server.");
@@ -253,27 +257,6 @@ bool DisplayServer::get_swap_cancel_ok() {
void DisplayServer::enable_for_stealing_focus(OS::ProcessID pid) {
}
-//plays video natively, in fullscreen, only implemented in mobile for now, likely not possible to implement on linux also.
-Error DisplayServer::native_video_play(String p_path, float p_volume, String p_audio_track, String p_subtitle_track, int p_screen) {
- ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Native video not supported by this display server.");
-}
-
-bool DisplayServer::native_video_is_playing() const {
- return false;
-}
-
-void DisplayServer::native_video_pause() {
- WARN_PRINT("Native video not supported by this display server.");
-}
-
-void DisplayServer::native_video_unpause() {
- WARN_PRINT("Native video not supported by this display server.");
-}
-
-void DisplayServer::native_video_stop() {
- WARN_PRINT("Native video not supported by this display server.");
-}
-
Error DisplayServer::dialog_show(String p_title, String p_description, Vector<String> p_buttons, const Callable &p_callback) {
WARN_PRINT("Native dialogs not supported by this display server.");
return OK;
@@ -477,12 +460,6 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("enable_for_stealing_focus", "process_id"), &DisplayServer::enable_for_stealing_focus);
- ClassDB::bind_method(D_METHOD("native_video_play", "path", "volume", "audio_track", "subtitle_track", "screen"), &DisplayServer::native_video_play);
- ClassDB::bind_method(D_METHOD("native_video_is_playing"), &DisplayServer::native_video_is_playing);
- ClassDB::bind_method(D_METHOD("native_video_stop"), &DisplayServer::native_video_stop);
- ClassDB::bind_method(D_METHOD("native_video_pause"), &DisplayServer::native_video_pause);
- ClassDB::bind_method(D_METHOD("native_video_unpause"), &DisplayServer::native_video_unpause);
-
ClassDB::bind_method(D_METHOD("dialog_show", "title", "description", "buttons", "callback"), &DisplayServer::dialog_show);
ClassDB::bind_method(D_METHOD("dialog_input_text", "title", "description", "existing_text", "callback"), &DisplayServer::dialog_input_text);
@@ -518,7 +495,6 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_VIRTUAL_KEYBOARD);
BIND_ENUM_CONSTANT(FEATURE_CURSOR_SHAPE);
BIND_ENUM_CONSTANT(FEATURE_CUSTOM_CURSOR_SHAPE);
- BIND_ENUM_CONSTANT(FEATURE_NATIVE_VIDEO);
BIND_ENUM_CONSTANT(FEATURE_NATIVE_DIALOG);
BIND_ENUM_CONSTANT(FEATURE_CONSOLE_WINDOW);
BIND_ENUM_CONSTANT(FEATURE_IME);
@@ -533,6 +509,7 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);
BIND_ENUM_CONSTANT(MOUSE_MODE_CAPTURED);
BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED);
+ BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED_HIDDEN);
BIND_CONSTANT(SCREEN_OF_MAIN_WINDOW);
BIND_CONSTANT(MAIN_WINDOW_ID);
@@ -588,9 +565,11 @@ void DisplayServer::_bind_methods() {
void DisplayServer::register_create_function(const char *p_name, CreateFunction p_function, GetRenderingDriversFunction p_get_drivers) {
ERR_FAIL_COND(server_create_count == MAX_SERVERS);
- server_create_functions[server_create_count].name = p_name;
- server_create_functions[server_create_count].create_function = p_function;
- server_create_functions[server_create_count].get_rendering_drivers_function = p_get_drivers;
+ // Headless display server is always last
+ server_create_functions[server_create_count] = server_create_functions[server_create_count - 1];
+ server_create_functions[server_create_count - 1].name = p_name;
+ server_create_functions[server_create_count - 1].create_function = p_function;
+ server_create_functions[server_create_count - 1].get_rendering_drivers_function = p_get_drivers;
server_create_count++;
}
diff --git a/servers/display_server.h b/servers/display_server.h
index 3aab572120..b8201f6fd5 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -97,7 +97,6 @@ public:
FEATURE_VIRTUAL_KEYBOARD,
FEATURE_CURSOR_SHAPE,
FEATURE_CUSTOM_CURSOR_SHAPE,
- FEATURE_NATIVE_VIDEO,
FEATURE_NATIVE_DIALOG,
FEATURE_CONSOLE_WINDOW,
FEATURE_IME,
@@ -143,7 +142,8 @@ public:
MOUSE_MODE_VISIBLE,
MOUSE_MODE_HIDDEN,
MOUSE_MODE_CAPTURED,
- MOUSE_MODE_CONFINED
+ MOUSE_MODE_CONFINED,
+ MOUSE_MODE_CONFINED_HIDDEN,
};
virtual void mouse_set_mode(MouseMode p_mode);
@@ -176,6 +176,9 @@ public:
return scale;
}
virtual bool screen_is_touchscreen(int p_screen = SCREEN_OF_MAIN_WINDOW) const;
+
+ // Keep the ScreenOrientation enum values in sync with the `display/window/handheld/orientation`
+ // project setting hint.
enum ScreenOrientation {
SCREEN_LANDSCAPE,
SCREEN_PORTRAIT,
@@ -324,13 +327,6 @@ public:
virtual void enable_for_stealing_focus(OS::ProcessID pid);
- //plays video natively, in fullscreen, only implemented in mobile for now, likely not possible to implement on linux also.
- virtual Error native_video_play(String p_path, float p_volume, String p_audio_track, String p_subtitle_track, int p_screen = SCREEN_OF_MAIN_WINDOW);
- virtual bool native_video_is_playing() const;
- virtual void native_video_pause();
- virtual void native_video_unpause();
- virtual void native_video_stop();
-
virtual Error dialog_show(String p_title, String p_description, Vector<String> p_buttons, const Callable &p_callback);
virtual Error dialog_input_text(String p_title, String p_description, String p_partial, const Callable &p_callback);
diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h
new file mode 100644
index 0000000000..8b386c8d9c
--- /dev/null
+++ b/servers/display_server_headless.h
@@ -0,0 +1,127 @@
+/*************************************************************************/
+/* display_server_headless.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef DISPLAY_SERVER_HEADLESS_H
+#define DISPLAY_SERVER_HEADLESS_H
+
+#include "servers/display_server.h"
+
+#include "servers/rendering/rasterizer_dummy.h"
+
+class DisplayServerHeadless : public DisplayServer {
+private:
+ friend class DisplayServer;
+
+ static Vector<String> get_rendering_drivers_func() {
+ Vector<String> drivers;
+ drivers.push_back("dummy");
+ return drivers;
+ }
+
+ static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
+ r_error = OK;
+ RasterizerDummy::make_current();
+ return memnew(DisplayServerHeadless());
+ }
+
+public:
+ bool has_feature(Feature p_feature) const override { return false; }
+ String get_name() const override { return "headless"; }
+
+ void alert(const String &p_alert, const String &p_title = "ALERT!") override {}
+
+ int get_screen_count() const override { return 0; }
+ Point2i screen_get_position(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Point2i(); }
+ Size2i screen_get_size(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Size2i(); }
+ Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Rect2i(); }
+ int screen_get_dpi(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return 96; /* 0 might cause issues */ }
+ float screen_get_scale(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return 1; }
+ float screen_get_max_scale() const override { return 1; }
+
+ Vector<DisplayServer::WindowID> get_window_list() const override { return Vector<DisplayServer::WindowID>(); }
+
+ WindowID get_window_at_screen_position(const Point2i &p_position) const override { return -1; }
+
+ void window_attach_instance_id(ObjectID p_instance, WindowID p_window = MAIN_WINDOW_ID) override {}
+ ObjectID window_get_attached_instance_id(WindowID p_window = MAIN_WINDOW_ID) const override { return ObjectID(); }
+
+ void window_set_rect_changed_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
+ void window_set_input_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
+ void window_set_input_text_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
+ void window_set_drop_files_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ void window_set_title(const String &p_title, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ void window_set_mouse_passthrough(const Vector<Vector2> &p_region, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ int window_get_current_screen(WindowID p_window = MAIN_WINDOW_ID) const override { return -1; }
+ void window_set_current_screen(int p_screen, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ Point2i window_get_position(WindowID p_window = MAIN_WINDOW_ID) const override { return Point2i(); }
+ void window_set_position(const Point2i &p_position, WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ void window_set_transient(WindowID p_window, WindowID p_parent) override {}
+
+ void window_set_max_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
+ Size2i window_get_max_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
+
+ void window_set_min_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
+ Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); };
+
+ void window_set_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
+ Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
+ Size2i window_get_real_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
+
+ void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) override {}
+ WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const override { return WINDOW_MODE_MINIMIZED; }
+
+ bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
+
+ void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) override {}
+ virtual bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
+
+ void window_request_attention(WindowID p_window = MAIN_WINDOW_ID) override {}
+ void window_move_to_foreground(WindowID p_window = MAIN_WINDOW_ID) override {}
+
+ bool window_can_draw(WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
+
+ bool can_any_window_draw() const override { return false; }
+
+ void process_events() override {}
+
+ void set_icon(const Ref<Image> &p_icon) override {}
+
+ DisplayServerHeadless() {}
+ ~DisplayServerHeadless() {}
+};
+
+#endif // DISPLAY_SERVER_HEADLESS_H
diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp
index 9e32bc209b..ef2635c188 100644
--- a/servers/navigation_server_2d.cpp
+++ b/servers/navigation_server_2d.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "servers/navigation_server_2d.h"
-#include "core/math/transform.h"
#include "core/math/transform_2d.h"
+#include "core/math/transform_3d.h"
#include "servers/navigation_server_3d.h"
/**
@@ -129,12 +129,12 @@ static Vector<Vector2> vector_v3_to_v2(const Vector<Vector3> &d) {
return nd;
}
-static Transform trf2_to_trf3(const Transform2D &d) {
+static Transform3D trf2_to_trf3(const Transform2D &d) {
Vector3 o(v2_to_v3(d.get_origin()));
Basis b;
b.rotate(Vector3(0, -1, 0), d.get_rotation());
b.scale(v2_to_v3(d.get_scale()));
- return Transform(b, o);
+ return Transform3D(b, o);
}
static Object *obj_to_obj(Object *d) {
diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h
index 420f9c9c18..3aef693ac8 100644
--- a/servers/navigation_server_3d.h
+++ b/servers/navigation_server_3d.h
@@ -106,7 +106,7 @@ public:
virtual uint32_t region_get_layers(RID p_region) const = 0;
/// Set the global transformation of this region.
- virtual void region_set_transform(RID p_region, Transform p_transform) const = 0;
+ virtual void region_set_transform(RID p_region, Transform3D p_transform) const = 0;
/// Set the navigation mesh of this region.
virtual void region_set_navmesh(RID p_region, Ref<NavigationMesh> p_nav_mesh) const = 0;
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp
index 6485c8d1e9..532cb259b3 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/area_2d_sw.cpp
@@ -215,7 +215,9 @@ void Area2DSW::call_queries() {
for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
if (E->get().state == 0) { // Nothing happened
- E = E->next();
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_bodies.erase(E);
+ E = next;
continue;
}
@@ -250,7 +252,9 @@ void Area2DSW::call_queries() {
for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
if (E->get().state == 0) { // Nothing happened
- E = E->next();
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_areas.erase(E);
+ E = next;
continue;
}
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index 21ad57e344..eb9fc0e800 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -40,31 +40,48 @@ bool AreaPair2DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->add_area(area);
- }
- if (area->has_monitor_callback()) {
- area->add_body_to_query(body, body_shape, area_shape);
- }
-
- } else {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->remove_area(area);
- }
- if (area->has_monitor_callback()) {
- area->remove_body_from_query(body, body_shape, area_shape);
- }
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ process_collision = true;
+ } else if (area->has_monitor_callback()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool AreaPair2DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_body_to_query(body, body_shape, area_shape);
+ }
+ } else {
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void AreaPair2DSW::solve(real_t p_step) {
+ // Nothing to do.
}
AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape) {
@@ -72,7 +89,6 @@ AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area,
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
- colliding = false;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair
@@ -103,33 +119,48 @@ bool Area2Pair2DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->add_area_to_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
-
- } else {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->remove_area_from_query(area_b, shape_b, shape_a);
- }
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision = true;
+ } else if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool Area2Pair2DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ }
+ } else {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void Area2Pair2DSW::solve(real_t p_step) {
+ // Nothing to do.
}
Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b) {
@@ -137,7 +168,6 @@ Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
- colliding = false;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h
index 4015aad5d1..4632a307d9 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -36,30 +36,34 @@
#include "constraint_2d_sw.h"
class AreaPair2DSW : public Constraint2DSW {
- Body2DSW *body;
- Area2DSW *area;
- int body_shape;
- int area_shape;
- bool colliding;
+ Body2DSW *body = nullptr;
+ Area2DSW *area = nullptr;
+ int body_shape = 0;
+ int area_shape = 0;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape);
~AreaPair2DSW();
};
class Area2Pair2DSW : public Constraint2DSW {
- Area2DSW *area_a;
- Area2DSW *area_b;
- int shape_a;
- int shape_b;
- bool colliding;
+ Area2DSW *area_a = nullptr;
+ Area2DSW *area_b = nullptr;
+ int shape_a = 0;
+ int shape_b = 0;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b);
~Area2Pair2DSW();
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index d0636047b7..6f244deb1e 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -43,7 +43,7 @@ void Body2DSW::update_inertias() {
//update shapes and motions
switch (mode) {
- case PhysicsServer2D::BODY_MODE_RIGID: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC: {
if (user_inertia) {
_inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
break;
@@ -87,7 +87,7 @@ void Body2DSW::update_inertias() {
_inv_inertia = 0;
_inv_mass = 0;
} break;
- case PhysicsServer2D::BODY_MODE_CHARACTER: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: {
_inv_inertia = 0;
_inv_mass = 1.0 / mass;
@@ -104,31 +104,17 @@ void Body2DSW::set_active(bool p_active) {
}
active = p_active;
- if (!p_active) {
- if (get_space()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- } else {
+
+ if (active) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
- return; //static bodies can't become active
- }
- if (get_space()) {
+ // Static bodies can't be active.
+ active = false;
+ } else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
-
- //still_time=0;
- }
- /*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
}
-*/
}
void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, real_t p_value) {
@@ -218,14 +204,14 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) {
first_time_kinematic = true;
}
} break;
- case PhysicsServer2D::BODY_MODE_RIGID: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
_set_static(false);
set_active(true);
} break;
- case PhysicsServer2D::BODY_MODE_CHARACTER: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = 0;
_set_static(false);
@@ -233,7 +219,7 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) {
angular_velocity = 0;
} break;
}
- if (p_mode == PhysicsServer2D::BODY_MODE_RIGID && _inv_inertia == 0) {
+ if (p_mode == PhysicsServer2D::BODY_MODE_DYNAMIC && _inv_inertia == 0) {
_update_inertia();
}
/*
@@ -281,25 +267,16 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: {
- /*
- if (mode==PhysicsServer2D::BODY_MODE_STATIC)
- break;
- */
linear_velocity = p_variant;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=PhysicsServer2D::BODY_MODE_RIGID)
- break;
- */
angular_velocity = p_variant;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_SLEEPING: {
- //?
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
break;
}
@@ -318,7 +295,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer2D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode == PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) {
+ if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
set_active(true);
}
@@ -370,13 +347,6 @@ void Body2DSW::set_space(Space2DSW *p_space) {
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
first_integration = false;
@@ -572,7 +542,7 @@ void Body2DSW::wakeup_neighbours() {
continue;
}
Body2DSW *b = n[i];
- if (b->mode != PhysicsServer2D::BODY_MODE_RIGID) {
+ if (b->mode != PhysicsServer2D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -591,16 +561,17 @@ void Body2DSW::call_queries() {
Variant v = dbs;
const Variant *vp[2] = { &v, &fi_callback->callback_udata };
- Object *obj = ObjectDB::get_instance(fi_callback->id);
+ Object *obj = fi_callback->callable.get_object();
if (!obj) {
- set_force_integration_callback(ObjectID(), StringName());
+ set_force_integration_callback(Callable());
} else {
Callable::CallError ce;
+ Variant rv;
if (fi_callback->callback_udata.get_type() != Variant::NIL) {
- obj->call(fi_callback->method, vp, 2, ce);
+ fi_callback->callable.call(vp, 2, rv, ce);
} else {
- obj->call(fi_callback->method, vp, 1, ce);
+ fi_callback->callable.call(vp, 1, rv, ce);
}
}
}
@@ -608,9 +579,7 @@ void Body2DSW::call_queries() {
bool Body2DSW::sleep_test(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- return true; //
- } else if (mode == PhysicsServer2D::BODY_MODE_CHARACTER) {
- return !active; // characters and kinematic bodies don't sleep unless asked to sleep
+ return true;
} else if (!can_sleep) {
return false;
}
@@ -625,16 +594,15 @@ bool Body2DSW::sleep_test(real_t p_step) {
}
}
-void Body2DSW::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
+void Body2DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (fi_callback) {
memdelete(fi_callback);
fi_callback = nullptr;
}
- if (p_id.is_valid()) {
+ if (p_callable.get_object()) {
fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
+ fi_callback->callable = p_callable;
fi_callback->callback_udata = p_udata;
}
}
@@ -644,7 +612,7 @@ Body2DSW::Body2DSW() :
active_list(this),
inertia_update_list(this),
direct_state_query_list(this) {
- mode = PhysicsServer2D::BODY_MODE_RIGID;
+ mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
active = true;
angular_velocity = 0;
biased_angular_velocity = 0;
@@ -658,8 +626,6 @@ Body2DSW::Body2DSW() :
omit_force_integration = false;
applied_torque = 0;
island_step = 0;
- island_next = nullptr;
- island_list_next = nullptr;
_set_static(false);
first_time_kinematic = false;
linear_damp = -1;
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 60d55ab8bd..b4a95651cb 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -117,23 +117,20 @@ class Body2DSW : public CollisionObject2DSW {
int contact_count;
struct ForceIntegrationCallback {
- ObjectID id;
- StringName method;
+ Callable callable;
Variant callback_udata;
};
ForceIntegrationCallback *fi_callback;
uint64_t island_step;
- Body2DSW *island_next;
- Body2DSW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area);
friend class PhysicsDirectBodyState2DSW; // i give up, too many functions to expose
public:
- void set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
+ void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
_FORCE_INLINE_ void add_area(Area2DSW *p_area) {
int index = areas.find(AreaCMP(p_area));
@@ -175,12 +172,6 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Body2DSW *get_island_next() const { return island_next; }
- _FORCE_INLINE_ void set_island_next(Body2DSW *p_next) { island_next = p_next; }
-
- _FORCE_INLINE_ Body2DSW *get_island_list_next() const { return island_list_next; }
- _FORCE_INLINE_ void set_island_list_next(Body2DSW *p_next) { island_list_next = p_next; }
-
_FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }
_FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }
const List<Pair<Constraint2DSW *, int>> &get_constraint_list() const { return constraint_list; }
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index da70ac7d4b..ff31825b83 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -87,10 +87,13 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto
int least_deep = -1;
real_t min_depth = 1e10;
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i <= contact_count; i++) {
Contact &c = (i == contact_count) ? contact : contacts[i];
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
Vector2 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
@@ -124,6 +127,9 @@ void BodyPair2DSW::_validate_contacts() {
real_t max_separation = space->get_contact_max_separation();
real_t max_separation2 = max_separation * max_separation;
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
@@ -134,8 +140,8 @@ void BodyPair2DSW::_validate_contacts() {
} else {
c.reused = false;
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
Vector2 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
@@ -220,14 +226,16 @@ real_t combine_friction(Body2DSW *A, Body2DSW *B) {
}
bool BodyPair2DSW::setup(real_t p_step) {
- //cannot collide
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- bool report_contacts_only = false;
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
+ report_contacts_only = false;
+ if (!dynamic_A && !dynamic_B) {
if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
report_contacts_only = true;
} else {
@@ -246,12 +254,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
_validate_contacts();
- Vector2 offset_A = A->get_transform().get_origin();
+ const Vector2 &offset_A = A->get_transform().get_origin();
Transform2D xform_Au = A->get_transform().untranslated();
Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
Transform2D xform_Bu = B->get_transform();
- xform_Bu.elements[2] -= A->get_transform().get_origin();
+ xform_Bu.elements[2] -= offset_A;
Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
@@ -272,13 +280,13 @@ bool BodyPair2DSW::setup(real_t p_step) {
if (!collided) {
//test ccd (currently just a raycast)
- if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && dynamic_A) {
if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B)) {
collided = true;
}
}
- if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && dynamic_B) {
if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) {
collided = true;
}
@@ -338,9 +346,21 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
}
+ return true;
+}
+
+bool BodyPair2DSW::pre_solve(real_t p_step) {
+ if (!collided || oneway_disabled) {
+ return false;
+ }
+
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = 0.3;
+
+ Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
+ Shape2DSW *shape_B_ptr = B->get_shape(shape_B);
+
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
bias = shape_B_ptr->get_custom_bias();
@@ -351,21 +371,23 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
}
- cc = 0;
-
real_t inv_dt = 1.0 / p_step;
bool do_process = false;
+ const Vector2 &offset_A = A->get_transform().get_origin();
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
-
c.active = false;
- Vector2 global_A = xform_Au.xform(c.local_A);
- Vector2 global_B = xform_Bu.xform(c.local_B);
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector2 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0 || !c.reused) {
continue;
@@ -396,8 +418,6 @@ bool BodyPair2DSW::setup(real_t p_step) {
continue;
}
- c.active = true;
-
// Precompute normal mass, tangent mass, and bias.
real_t rnA = c.rA.dot(c.normal);
real_t rnB = c.rB.dot(c.normal);
@@ -421,8 +441,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
// Apply normal + friction impulse
Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent;
- A->apply_impulse(-P, c.rA);
- B->apply_impulse(P, c.rB);
+ if (dynamic_A) {
+ A->apply_impulse(-P, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(P, c.rB);
+ }
}
#endif
@@ -434,6 +458,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
c.bounce = c.bounce * dv.dot(c.normal);
}
+ c.active = true;
do_process = true;
}
@@ -441,13 +466,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
void BodyPair2DSW::solve(real_t p_step) {
- if (!collided) {
+ if (!collided || oneway_disabled) {
return;
}
for (int i = 0; i < contact_count; ++i) {
Contact &c = contacts[i];
- cc++;
if (!c.active) {
continue;
@@ -474,8 +498,12 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(-jb, c.rA);
- B->apply_bias_impulse(jb, c.rB);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb, c.rB);
+ }
real_t jn = -(c.bounce + vn) * c.mass_normal;
real_t jnOld = c.acc_normal_impulse;
@@ -490,8 +518,12 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld);
- A->apply_impulse(-j, c.rA);
- B->apply_impulse(j, c.rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, c.rB);
+ }
}
}
@@ -504,9 +536,6 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh
space = A->get_space();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
- contact_count = 0;
- collided = false;
- oneway_disabled = false;
}
BodyPair2DSW::~BodyPair2DSW() {
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index 31ab9b9017..4b42b44c92 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -44,13 +44,16 @@ class BodyPair2DSW : public Constraint2DSW {
Body2DSW *B;
};
- Body2DSW *_arr[2];
+ Body2DSW *_arr[2] = { nullptr, nullptr };
};
- int shape_A;
- int shape_B;
+ int shape_A = 0;
+ int shape_B = 0;
- Space2DSW *space;
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ Space2DSW *space = nullptr;
struct Contact {
Vector2 position;
@@ -73,10 +76,10 @@ class BodyPair2DSW : public Constraint2DSW {
Vector2 sep_axis;
Contact contacts[MAX_CONTACTS];
- int contact_count;
- bool collided;
- bool oneway_disabled;
- int cc;
+ int contact_count = 0;
+ bool collided = false;
+ bool oneway_disabled = false;
+ bool report_contacts_only = false;
bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false);
void _validate_contacts();
@@ -84,8 +87,9 @@ class BodyPair2DSW : public Constraint2DSW {
_FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B);
~BodyPair2DSW();
diff --git a/servers/physics_2d/broad_phase_2d_basic.cpp b/servers/physics_2d/broad_phase_2d_basic.cpp
deleted file mode 100644
index 17424629a9..0000000000
--- a/servers/physics_2d/broad_phase_2d_basic.cpp
+++ /dev/null
@@ -1,174 +0,0 @@
-/*************************************************************************/
-/* broad_phase_2d_basic.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "broad_phase_2d_basic.h"
-
-BroadPhase2DBasic::ID BroadPhase2DBasic::create(CollisionObject2DSW *p_object_, int p_subindex) {
- current++;
-
- Element e;
- e.owner = p_object_;
- e._static = false;
- e.subindex = p_subindex;
-
- element_map[current] = e;
- return current;
-}
-
-void BroadPhase2DBasic::move(ID p_id, const Rect2 &p_aabb) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- E->get().aabb = p_aabb;
-}
-
-void BroadPhase2DBasic::set_static(ID p_id, bool p_static) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- E->get()._static = p_static;
-}
-
-void BroadPhase2DBasic::remove(ID p_id) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- element_map.erase(E);
-}
-
-CollisionObject2DSW *BroadPhase2DBasic::get_object(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, nullptr);
- return E->get().owner;
-}
-
-bool BroadPhase2DBasic::is_static(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, false);
- return E->get()._static;
-}
-
-int BroadPhase2DBasic::get_subindex(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, -1);
- return E->get().subindex;
-}
-
-int BroadPhase2DBasic::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
- int rc = 0;
-
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- const Rect2 aabb = E->get().aabb;
- if (aabb.intersects_segment(p_from, p_to)) {
- p_results[rc] = E->get().owner;
- p_result_indices[rc] = E->get().subindex;
- rc++;
- if (rc >= p_max_results) {
- break;
- }
- }
- }
-
- return rc;
-}
-
-int BroadPhase2DBasic::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
- int rc = 0;
-
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- const Rect2 aabb = E->get().aabb;
- if (aabb.intersects(p_aabb)) {
- p_results[rc] = E->get().owner;
- p_result_indices[rc] = E->get().subindex;
- rc++;
- if (rc >= p_max_results) {
- break;
- }
- }
- }
-
- return rc;
-}
-
-void BroadPhase2DBasic::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
- pair_userdata = p_userdata;
- pair_callback = p_pair_callback;
-}
-
-void BroadPhase2DBasic::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
- unpair_userdata = p_userdata;
- unpair_callback = p_unpair_callback;
-}
-
-void BroadPhase2DBasic::update() {
- // recompute pairs
- for (Map<ID, Element>::Element *I = element_map.front(); I; I = I->next()) {
- for (Map<ID, Element>::Element *J = I->next(); J; J = J->next()) {
- Element *elem_A = &I->get();
- Element *elem_B = &J->get();
-
- if (elem_A->owner == elem_B->owner) {
- continue;
- }
-
- bool pair_ok = elem_A->aabb.intersects(elem_B->aabb) && (!elem_A->_static || !elem_B->_static);
-
- PairKey key(I->key(), J->key());
-
- Map<PairKey, void *>::Element *E = pair_map.find(key);
-
- if (!pair_ok && E) {
- if (unpair_callback) {
- unpair_callback(elem_A->owner, elem_A->subindex, elem_B->owner, elem_B->subindex, E->get(), unpair_userdata);
- }
- pair_map.erase(key);
- }
-
- if (pair_ok && !E) {
- void *data = nullptr;
- if (pair_callback) {
- data = pair_callback(elem_A->owner, elem_A->subindex, elem_B->owner, elem_B->subindex, unpair_userdata);
- if (data) {
- pair_map.insert(key, data);
- }
- }
- }
- }
- }
-}
-
-BroadPhase2DSW *BroadPhase2DBasic::_create() {
- return memnew(BroadPhase2DBasic);
-}
-
-BroadPhase2DBasic::BroadPhase2DBasic() {
- current = 1;
- unpair_callback = nullptr;
- unpair_userdata = nullptr;
- pair_callback = nullptr;
- pair_userdata = nullptr;
-}
diff --git a/servers/physics_2d/broad_phase_2d_bvh.cpp b/servers/physics_2d/broad_phase_2d_bvh.cpp
new file mode 100644
index 0000000000..5f53f4a012
--- /dev/null
+++ b/servers/physics_2d/broad_phase_2d_bvh.cpp
@@ -0,0 +1,116 @@
+/*************************************************************************/
+/* broad_phase_2d_bvh.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "broad_phase_2d_bvh.h"
+#include "collision_object_2d_sw.h"
+
+BroadPhase2DSW::ID BroadPhase2DBVH::create(CollisionObject2DSW *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
+ ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care?
+ return oid + 1;
+}
+
+void BroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
+ bvh.move(p_id - 1, p_aabb);
+}
+
+void BroadPhase2DBVH::set_static(ID p_id, bool p_static) {
+ CollisionObject2DSW *it = bvh.get(p_id - 1);
+ bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care?
+}
+
+void BroadPhase2DBVH::remove(ID p_id) {
+ bvh.erase(p_id - 1);
+}
+
+CollisionObject2DSW *BroadPhase2DBVH::get_object(ID p_id) const {
+ CollisionObject2DSW *it = bvh.get(p_id - 1);
+ ERR_FAIL_COND_V(!it, nullptr);
+ return it;
+}
+
+bool BroadPhase2DBVH::is_static(ID p_id) const {
+ return !bvh.is_pairable(p_id - 1);
+}
+
+int BroadPhase2DBVH::get_subindex(ID p_id) const {
+ return bvh.get_subindex(p_id - 1);
+}
+
+int BroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
+}
+
+int BroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
+}
+
+void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B) {
+ BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self);
+ if (!bpo->pair_callback) {
+ return nullptr;
+ }
+
+ return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
+}
+
+void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B, void *pairdata) {
+ BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self);
+ if (!bpo->unpair_callback) {
+ return;
+ }
+
+ bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
+}
+
+void BroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+ pair_callback = p_pair_callback;
+ pair_userdata = p_userdata;
+}
+
+void BroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+ unpair_callback = p_unpair_callback;
+ unpair_userdata = p_userdata;
+}
+
+void BroadPhase2DBVH::update() {
+ bvh.update();
+}
+
+BroadPhase2DSW *BroadPhase2DBVH::_create() {
+ return memnew(BroadPhase2DBVH);
+}
+
+BroadPhase2DBVH::BroadPhase2DBVH() {
+ bvh.set_pair_callback(_pair_callback, this);
+ bvh.set_unpair_callback(_unpair_callback, this);
+ pair_callback = nullptr;
+ pair_userdata = nullptr;
+ unpair_userdata = nullptr;
+}
diff --git a/servers/physics_2d/broad_phase_2d_basic.h b/servers/physics_2d/broad_phase_2d_bvh.h
index ca1db360fb..6c11d2561b 100644
--- a/servers/physics_2d/broad_phase_2d_basic.h
+++ b/servers/physics_2d/broad_phase_2d_bvh.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_2d_basic.h */
+/* broad_phase_2d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,49 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_2D_BASIC_H
-#define BROAD_PHASE_2D_BASIC_H
+#ifndef BROAD_PHASE_2D_BVH_H
+#define BROAD_PHASE_2D_BVH_H
-#include "core/templates/map.h"
-#include "space_2d_sw.h"
-class BroadPhase2DBasic : public BroadPhase2DSW {
- struct Element {
- CollisionObject2DSW *owner;
- bool _static;
- Rect2 aabb;
- int subindex;
- };
+#include "broad_phase_2d_sw.h"
+#include "core/math/bvh.h"
+#include "core/math/rect2.h"
+#include "core/math/vector2.h"
- Map<ID, Element> element_map;
+class BroadPhase2DBVH : public BroadPhase2DSW {
+ BVH_Manager<CollisionObject2DSW, true, 128, Rect2, Vector2> bvh;
- ID current;
-
- struct PairKey {
- union {
- struct {
- ID a;
- ID b;
- };
- uint64_t key;
- };
-
- _FORCE_INLINE_ bool operator<(const PairKey &p_key) const {
- return key < p_key.key;
- }
-
- PairKey() { key = 0; }
- PairKey(ID p_a, ID p_b) {
- if (p_a > p_b) {
- a = p_b;
- b = p_a;
- } else {
- a = p_a;
- b = p_b;
- }
- }
- };
-
- Map<PairKey, void *> pair_map;
+ static void *_pair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int);
+ static void _unpair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int, void *);
PairCallback pair_callback;
void *pair_userdata;
@@ -79,7 +49,7 @@ class BroadPhase2DBasic : public BroadPhase2DSW {
public:
// 0 is an invalid ID
- virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0);
+ virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false);
virtual void move(ID p_id, const Rect2 &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
@@ -97,7 +67,7 @@ public:
virtual void update();
static BroadPhase2DSW *_create();
- BroadPhase2DBasic();
+ BroadPhase2DBVH();
};
-#endif // BROAD_PHASE_2D_BASIC_H
+#endif // BROAD_PHASE_2D_BVH_H
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
deleted file mode 100644
index 6cfe6908d1..0000000000
--- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp
+++ /dev/null
@@ -1,735 +0,0 @@
-/*************************************************************************/
-/* broad_phase_2d_hash_grid.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "broad_phase_2d_hash_grid.h"
-#include "collision_object_2d_sw.h"
-#include "core/config/project_settings.h"
-
-#define LARGE_ELEMENT_FI 1.01239812
-
-void BroadPhase2DHashGrid::_pair_attempt(Element *p_elem, Element *p_with) {
- Map<Element *, PairData *>::Element *E = p_elem->paired.find(p_with);
-
- ERR_FAIL_COND(p_elem->_static && p_with->_static);
-
- if (!E) {
- PairData *pd = memnew(PairData);
- p_elem->paired[p_with] = pd;
- p_with->paired[p_elem] = pd;
- } else {
- E->get()->rc++;
- }
-}
-
-void BroadPhase2DHashGrid::_unpair_attempt(Element *p_elem, Element *p_with) {
- Map<Element *, PairData *>::Element *E = p_elem->paired.find(p_with);
-
- ERR_FAIL_COND(!E); //this should really be paired..
-
- E->get()->rc--;
-
- if (E->get()->rc == 0) {
- if (E->get()->colliding) {
- //uncollide
- if (unpair_callback) {
- unpair_callback(p_elem->owner, p_elem->subindex, p_with->owner, p_with->subindex, E->get()->ud, unpair_userdata);
- }
- }
-
- memdelete(E->get());
- p_elem->paired.erase(E);
- p_with->paired.erase(p_elem);
- }
-}
-
-void BroadPhase2DHashGrid::_check_motion(Element *p_elem) {
- for (Map<Element *, PairData *>::Element *E = p_elem->paired.front(); E; E = E->next()) {
- bool physical_collision = p_elem->aabb.intersects(E->key()->aabb);
- bool logical_collision = p_elem->owner->test_collision_mask(E->key()->owner);
-
- if (physical_collision) {
- if (!E->get()->colliding || (logical_collision && !E->get()->ud && pair_callback)) {
- E->get()->ud = pair_callback(p_elem->owner, p_elem->subindex, E->key()->owner, E->key()->subindex, pair_userdata);
- } else if (E->get()->colliding && !logical_collision && E->get()->ud && unpair_callback) {
- unpair_callback(p_elem->owner, p_elem->subindex, E->key()->owner, E->key()->subindex, E->get()->ud, unpair_userdata);
- E->get()->ud = nullptr;
- }
- E->get()->colliding = true;
- } else { // No physcial_collision
- if (E->get()->colliding && unpair_callback) {
- unpair_callback(p_elem->owner, p_elem->subindex, E->key()->owner, E->key()->subindex, E->get()->ud, unpair_userdata);
- }
- E->get()->colliding = false;
- }
- }
-}
-
-void BroadPhase2DHashGrid::_enter_grid(Element *p_elem, const Rect2 &p_rect, bool p_static) {
- Vector2 sz = (p_rect.size / cell_size * LARGE_ELEMENT_FI); //use magic number to avoid floating point issues
- if (sz.width * sz.height > large_object_min_surface) {
- //large object, do not use grid, must check against all elements
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- if (E->key() == p_elem->self) {
- continue; // do not pair against itself
- }
- if (E->get().owner == p_elem->owner) {
- continue;
- }
- if (E->get()._static && p_static) {
- continue;
- }
-
- _pair_attempt(p_elem, &E->get());
- }
-
- large_elements[p_elem].inc();
- return;
- }
-
- Point2i from = (p_rect.position / cell_size).floor();
- Point2i to = ((p_rect.position + p_rect.size) / cell_size).floor();
-
- for (int i = from.x; i <= to.x; i++) {
- for (int j = from.y; j <= to.y; j++) {
- PosKey pk;
- pk.x = i;
- pk.y = j;
-
- uint32_t idx = pk.hash() % hash_table_size;
- PosBin *pb = hash_table[idx];
-
- while (pb) {
- if (pb->key == pk) {
- break;
- }
-
- pb = pb->next;
- }
-
- bool entered = false;
-
- if (!pb) {
- //does not exist, create!
- pb = memnew(PosBin);
- pb->key = pk;
- pb->next = hash_table[idx];
- hash_table[idx] = pb;
- }
-
- if (p_static) {
- if (pb->static_object_set[p_elem].inc() == 1) {
- entered = true;
- }
- } else {
- if (pb->object_set[p_elem].inc() == 1) {
- entered = true;
- }
- }
-
- if (entered) {
- for (Map<Element *, RC>::Element *E = pb->object_set.front(); E; E = E->next()) {
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- _pair_attempt(p_elem, E->key());
- }
-
- if (!p_static) {
- for (Map<Element *, RC>::Element *E = pb->static_object_set.front(); E; E = E->next()) {
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- _pair_attempt(p_elem, E->key());
- }
- }
- }
- }
- }
-
- //pair separatedly with large elements
-
- for (Map<Element *, RC>::Element *E = large_elements.front(); E; E = E->next()) {
- if (E->key() == p_elem) {
- continue; // do not pair against itself
- }
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- if (E->key()->_static && p_static) {
- continue;
- }
-
- _pair_attempt(E->key(), p_elem);
- }
-}
-
-void BroadPhase2DHashGrid::_exit_grid(Element *p_elem, const Rect2 &p_rect, bool p_static) {
- Vector2 sz = (p_rect.size / cell_size * LARGE_ELEMENT_FI);
- if (sz.width * sz.height > large_object_min_surface) {
- //unpair all elements, instead of checking all, just check what is already paired, so we at least save from checking static vs static
- Map<Element *, PairData *>::Element *E = p_elem->paired.front();
- while (E) {
- Map<Element *, PairData *>::Element *next = E->next();
- _unpair_attempt(p_elem, E->key());
- E = next;
- }
-
- if (large_elements[p_elem].dec() == 0) {
- large_elements.erase(p_elem);
- }
- return;
- }
-
- Point2i from = (p_rect.position / cell_size).floor();
- Point2i to = ((p_rect.position + p_rect.size) / cell_size).floor();
-
- for (int i = from.x; i <= to.x; i++) {
- for (int j = from.y; j <= to.y; j++) {
- PosKey pk;
- pk.x = i;
- pk.y = j;
-
- uint32_t idx = pk.hash() % hash_table_size;
- PosBin *pb = hash_table[idx];
-
- while (pb) {
- if (pb->key == pk) {
- break;
- }
-
- pb = pb->next;
- }
-
- ERR_CONTINUE(!pb); //should exist!!
-
- bool exited = false;
-
- if (p_static) {
- if (pb->static_object_set[p_elem].dec() == 0) {
- pb->static_object_set.erase(p_elem);
- exited = true;
- }
- } else {
- if (pb->object_set[p_elem].dec() == 0) {
- pb->object_set.erase(p_elem);
- exited = true;
- }
- }
-
- if (exited) {
- for (Map<Element *, RC>::Element *E = pb->object_set.front(); E; E = E->next()) {
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- _unpair_attempt(p_elem, E->key());
- }
-
- if (!p_static) {
- for (Map<Element *, RC>::Element *E = pb->static_object_set.front(); E; E = E->next()) {
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- _unpair_attempt(p_elem, E->key());
- }
- }
- }
-
- if (pb->object_set.is_empty() && pb->static_object_set.is_empty()) {
- if (hash_table[idx] == pb) {
- hash_table[idx] = pb->next;
- } else {
- PosBin *px = hash_table[idx];
-
- while (px) {
- if (px->next == pb) {
- px->next = pb->next;
- break;
- }
-
- px = px->next;
- }
-
- ERR_CONTINUE(!px);
- }
-
- memdelete(pb);
- }
- }
- }
-
- for (Map<Element *, RC>::Element *E = large_elements.front(); E; E = E->next()) {
- if (E->key() == p_elem) {
- continue; // do not pair against itself
- }
- if (E->key()->owner == p_elem->owner) {
- continue;
- }
- if (E->key()->_static && p_static) {
- continue;
- }
-
- //unpair from large elements
- _unpair_attempt(p_elem, E->key());
- }
-}
-
-BroadPhase2DHashGrid::ID BroadPhase2DHashGrid::create(CollisionObject2DSW *p_object, int p_subindex) {
- current++;
-
- Element e;
- e.owner = p_object;
- e._static = false;
- e.subindex = p_subindex;
- e.self = current;
- e.pass = 0;
-
- element_map[current] = e;
- return current;
-}
-
-void BroadPhase2DHashGrid::move(ID p_id, const Rect2 &p_aabb) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
-
- Element &e = E->get();
-
- if (p_aabb != e.aabb) {
- if (p_aabb != Rect2()) {
- _enter_grid(&e, p_aabb, e._static);
- }
- if (e.aabb != Rect2()) {
- _exit_grid(&e, e.aabb, e._static);
- }
- e.aabb = p_aabb;
- }
-
- _check_motion(&e);
-}
-
-void BroadPhase2DHashGrid::set_static(ID p_id, bool p_static) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
-
- Element &e = E->get();
-
- if (e._static == p_static) {
- return;
- }
-
- if (e.aabb != Rect2()) {
- _exit_grid(&e, e.aabb, e._static);
- }
-
- e._static = p_static;
-
- if (e.aabb != Rect2()) {
- _enter_grid(&e, e.aabb, e._static);
- _check_motion(&e);
- }
-}
-
-void BroadPhase2DHashGrid::remove(ID p_id) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
-
- Element &e = E->get();
-
- if (e.aabb != Rect2()) {
- _exit_grid(&e, e.aabb, e._static);
- }
-
- element_map.erase(p_id);
-}
-
-CollisionObject2DSW *BroadPhase2DHashGrid::get_object(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, nullptr);
- return E->get().owner;
-}
-
-bool BroadPhase2DHashGrid::is_static(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, false);
- return E->get()._static;
-}
-
-int BroadPhase2DHashGrid::get_subindex(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, -1);
- return E->get().subindex;
-}
-
-template <bool use_aabb, bool use_segment>
-void BroadPhase2DHashGrid::_cull(const Point2i p_cell, const Rect2 &p_aabb, const Point2 &p_from, const Point2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices, int &index) {
- PosKey pk;
- pk.x = p_cell.x;
- pk.y = p_cell.y;
-
- uint32_t idx = pk.hash() % hash_table_size;
- PosBin *pb = hash_table[idx];
-
- while (pb) {
- if (pb->key == pk) {
- break;
- }
-
- pb = pb->next;
- }
-
- if (!pb) {
- return;
- }
-
- for (Map<Element *, RC>::Element *E = pb->object_set.front(); E; E = E->next()) {
- if (index >= p_max_results) {
- break;
- }
- if (E->key()->pass == pass) {
- continue;
- }
-
- E->key()->pass = pass;
-
- if (use_aabb && !p_aabb.intersects(E->key()->aabb)) {
- continue;
- }
-
- if (use_segment && !E->key()->aabb.intersects_segment(p_from, p_to)) {
- continue;
- }
-
- p_results[index] = E->key()->owner;
- p_result_indices[index] = E->key()->subindex;
- index++;
- }
-
- for (Map<Element *, RC>::Element *E = pb->static_object_set.front(); E; E = E->next()) {
- if (index >= p_max_results) {
- break;
- }
- if (E->key()->pass == pass) {
- continue;
- }
-
- if (use_aabb && !p_aabb.intersects(E->key()->aabb)) {
- continue;
- }
-
- if (use_segment && !E->key()->aabb.intersects_segment(p_from, p_to)) {
- continue;
- }
-
- E->key()->pass = pass;
- p_results[index] = E->key()->owner;
- p_result_indices[index] = E->key()->subindex;
- index++;
- }
-}
-
-int BroadPhase2DHashGrid::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
- pass++;
-
- Vector2 dir = (p_to - p_from);
- if (dir == Vector2()) {
- return 0;
- }
- //avoid divisions by zero
- dir.normalize();
- if (dir.x == 0.0) {
- dir.x = 0.000001;
- }
- if (dir.y == 0.0) {
- dir.y = 0.000001;
- }
- Vector2 delta = dir.abs();
-
- delta.x = cell_size / delta.x;
- delta.y = cell_size / delta.y;
-
- Point2i pos = (p_from / cell_size).floor();
- Point2i end = (p_to / cell_size).floor();
-
- Point2i step = Vector2(SGN(dir.x), SGN(dir.y));
-
- Vector2 max;
-
- if (dir.x < 0) {
- max.x = (Math::floor((double)pos.x) * cell_size - p_from.x) / dir.x;
- } else {
- max.x = (Math::floor((double)pos.x + 1) * cell_size - p_from.x) / dir.x;
- }
-
- if (dir.y < 0) {
- max.y = (Math::floor((double)pos.y) * cell_size - p_from.y) / dir.y;
- } else {
- max.y = (Math::floor((double)pos.y + 1) * cell_size - p_from.y) / dir.y;
- }
-
- int cullcount = 0;
- _cull<false, true>(pos, Rect2(), p_from, p_to, p_results, p_max_results, p_result_indices, cullcount);
-
- bool reached_x = false;
- bool reached_y = false;
-
- while (true) {
- if (max.x < max.y) {
- max.x += delta.x;
- pos.x += step.x;
- } else {
- max.y += delta.y;
- pos.y += step.y;
- }
-
- if (step.x > 0) {
- if (pos.x >= end.x) {
- reached_x = true;
- }
- } else if (pos.x <= end.x) {
- reached_x = true;
- }
-
- if (step.y > 0) {
- if (pos.y >= end.y) {
- reached_y = true;
- }
- } else if (pos.y <= end.y) {
- reached_y = true;
- }
-
- _cull<false, true>(pos, Rect2(), p_from, p_to, p_results, p_max_results, p_result_indices, cullcount);
-
- if (reached_x && reached_y) {
- break;
- }
- }
-
- for (Map<Element *, RC>::Element *E = large_elements.front(); E; E = E->next()) {
- if (cullcount >= p_max_results) {
- break;
- }
- if (E->key()->pass == pass) {
- continue;
- }
-
- E->key()->pass = pass;
-
- /*
- if (use_aabb && !p_aabb.intersects(E->key()->aabb))
- continue;
- */
-
- if (!E->key()->aabb.intersects_segment(p_from, p_to)) {
- continue;
- }
-
- p_results[cullcount] = E->key()->owner;
- p_result_indices[cullcount] = E->key()->subindex;
- cullcount++;
- }
-
- return cullcount;
-}
-
-int BroadPhase2DHashGrid::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) {
- pass++;
-
- Point2i from = (p_aabb.position / cell_size).floor();
- Point2i to = ((p_aabb.position + p_aabb.size) / cell_size).floor();
- int cullcount = 0;
-
- for (int i = from.x; i <= to.x; i++) {
- for (int j = from.y; j <= to.y; j++) {
- _cull<true, false>(Point2i(i, j), p_aabb, Point2(), Point2(), p_results, p_max_results, p_result_indices, cullcount);
- }
- }
-
- for (Map<Element *, RC>::Element *E = large_elements.front(); E; E = E->next()) {
- if (cullcount >= p_max_results) {
- break;
- }
- if (E->key()->pass == pass) {
- continue;
- }
-
- E->key()->pass = pass;
-
- if (!p_aabb.intersects(E->key()->aabb)) {
- continue;
- }
-
- /*
- if (!E->key()->aabb.intersects_segment(p_from,p_to))
- continue;
- */
-
- p_results[cullcount] = E->key()->owner;
- p_result_indices[cullcount] = E->key()->subindex;
- cullcount++;
- }
- return cullcount;
-}
-
-void BroadPhase2DHashGrid::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
- pair_callback = p_pair_callback;
- pair_userdata = p_userdata;
-}
-
-void BroadPhase2DHashGrid::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
- unpair_callback = p_unpair_callback;
- unpair_userdata = p_userdata;
-}
-
-void BroadPhase2DHashGrid::update() {
-}
-
-BroadPhase2DSW *BroadPhase2DHashGrid::_create() {
- return memnew(BroadPhase2DHashGrid);
-}
-
-BroadPhase2DHashGrid::BroadPhase2DHashGrid() {
- hash_table_size = GLOBAL_DEF("physics/2d/bp_hash_table_size", 4096);
- ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/bp_hash_table_size", PropertyInfo(Variant::INT, "physics/2d/bp_hash_table_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
- hash_table_size = Math::larger_prime(hash_table_size);
- hash_table = memnew_arr(PosBin *, hash_table_size);
-
- cell_size = GLOBAL_DEF("physics/2d/cell_size", 128);
- ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/cell_size", PropertyInfo(Variant::INT, "physics/2d/cell_size", PROPERTY_HINT_RANGE, "0,512,1,or_greater"));
-
- large_object_min_surface = GLOBAL_DEF("physics/2d/large_object_surface_threshold_in_cells", 512);
- ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/large_object_surface_threshold_in_cells", PropertyInfo(Variant::INT, "physics/2d/large_object_surface_threshold_in_cells", PROPERTY_HINT_RANGE, "0,1024,1,or_greater"));
-
- for (uint32_t i = 0; i < hash_table_size; i++) {
- hash_table[i] = nullptr;
- }
- pass = 1;
-
- current = 0;
-}
-
-BroadPhase2DHashGrid::~BroadPhase2DHashGrid() {
- for (uint32_t i = 0; i < hash_table_size; i++) {
- while (hash_table[i]) {
- PosBin *pb = hash_table[i];
- hash_table[i] = pb->next;
- memdelete(pb);
- }
- }
-
- memdelete_arr(hash_table);
-}
-
-/* 3D version of voxel traversal:
-
-public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth)
-{
- // Implementation is based on:
- // "A Fast Voxel Traversal Algorithm for Ray Tracing"
- // John Amanatides, Andrew Woo
- // http://www.cse.yorku.ca/~amana/research/grid.pdf
- // https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
-
- // NOTES:
- // * This code assumes that the ray's position and direction are in 'cell coordinates', which means
- // that one unit equals one cell in all directions.
- // * When the ray doesn't start within the voxel grid, calculate the first position at which the
- // ray could enter the grid. If it never enters the grid, there is nothing more to do here.
- // * Also, it is important to test when the ray exits the voxel grid when the grid isn't infinite.
- // * The Point3D structure is a simple structure having three integer fields (X, Y and Z).
-
- // The cell in which the ray starts.
- Point3D start = GetCellAt(ray.Position); // Rounds the position's X, Y and Z down to the nearest integer values.
- int x = start.X;
- int y = start.Y;
- int z = start.Z;
-
- // Determine which way we go.
- int stepX = Math.Sign(ray.Direction.X);
- int stepY = Math.Sign(ray.Direction.Y);
- int stepZ = Math.Sign(ray.Direction.Z);
-
- // Calculate cell boundaries. When the step (i.e. direction sign) is positive,
- // the next boundary is AFTER our current position, meaning that we have to add 1.
- // Otherwise, it is BEFORE our current position, in which case we add nothing.
- Point3D cellBoundary = new Point3D(
- x + (stepX > 0 ? 1 : 0),
- y + (stepY > 0 ? 1 : 0),
- z + (stepZ > 0 ? 1 : 0));
-
- // NOTE: For the following calculations, the result will be Single.PositiveInfinity
- // when ray.Direction.X, Y or Z equals zero, which is OK. However, when the left-hand
- // value of the division also equals zero, the result is Single.NaN, which is not OK.
-
- // Determine how far we can travel along the ray before we hit a voxel boundary.
- Vector3 tMax = new Vector3(
- (cellBoundary.X - ray.Position.X) / ray.Direction.X, // Boundary is a plane on the YZ axis.
- (cellBoundary.Y - ray.Position.Y) / ray.Direction.Y, // Boundary is a plane on the XZ axis.
- (cellBoundary.Z - ray.Position.Z) / ray.Direction.Z); // Boundary is a plane on the XY axis.
- if (Single.IsNaN(tMax.X)) tMax.X = Single.PositiveInfinity;
- if (Single.IsNaN(tMax.Y)) tMax.Y = Single.PositiveInfinity;
- if (Single.IsNaN(tMax.Z)) tMax.Z = Single.PositiveInfinity;
-
- // Determine how far we must travel along the ray before we have crossed a gridcell.
- Vector3 tDelta = new Vector3(
- stepX / ray.Direction.X, // Crossing the width of a cell.
- stepY / ray.Direction.Y, // Crossing the height of a cell.
- stepZ / ray.Direction.Z); // Crossing the depth of a cell.
- if (Single.IsNaN(tDelta.X)) tDelta.X = Single.PositiveInfinity;
- if (Single.IsNaN(tDelta.Y)) tDelta.Y = Single.PositiveInfinity;
- if (Single.IsNaN(tDelta.Z)) tDelta.Z = Single.PositiveInfinity;
-
- // For each step, determine which distance to the next voxel boundary is lowest (i.e.
- // which voxel boundary is nearest) and walk that way.
- for (int i = 0; i < maxDepth; i++)
- {
- // Return it.
- yield return new Point3D(x, y, z);
-
- // Do the next step.
- if (tMax.X < tMax.Y && tMax.X < tMax.Z)
- {
- // tMax.X is the lowest, an YZ cell boundary plane is nearest.
- x += stepX;
- tMax.X += tDelta.X;
- }
- else if (tMax.Y < tMax.Z)
- {
- // tMax.Y is the lowest, an XZ cell boundary plane is nearest.
- y += stepY;
- tMax.Y += tDelta.Y;
- }
- else
- {
- // tMax.Z is the lowest, an XY cell boundary plane is nearest.
- z += stepZ;
- tMax.Z += tDelta.Z;
- }
- }
-
- */
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.h b/servers/physics_2d/broad_phase_2d_hash_grid.h
deleted file mode 100644
index eb7c8879ac..0000000000
--- a/servers/physics_2d/broad_phase_2d_hash_grid.h
+++ /dev/null
@@ -1,187 +0,0 @@
-/*************************************************************************/
-/* broad_phase_2d_hash_grid.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef BROAD_PHASE_2D_HASH_GRID_H
-#define BROAD_PHASE_2D_HASH_GRID_H
-
-#include "broad_phase_2d_sw.h"
-#include "core/templates/map.h"
-
-class BroadPhase2DHashGrid : public BroadPhase2DSW {
- struct PairData {
- bool colliding;
- int rc;
- void *ud;
- PairData() {
- colliding = false;
- rc = 1;
- ud = nullptr;
- }
- };
-
- struct Element {
- ID self;
- CollisionObject2DSW *owner;
- bool _static;
- Rect2 aabb;
- int subindex;
- uint64_t pass;
- Map<Element *, PairData *> paired;
- };
-
- struct RC {
- int ref;
-
- _FORCE_INLINE_ int inc() {
- ref++;
- return ref;
- }
- _FORCE_INLINE_ int dec() {
- ref--;
- return ref;
- }
-
- _FORCE_INLINE_ RC() {
- ref = 0;
- }
- };
-
- Map<ID, Element> element_map;
- Map<Element *, RC> large_elements;
-
- ID current;
-
- uint64_t pass;
-
- struct PairKey {
- union {
- struct {
- ID a;
- ID b;
- };
- uint64_t key;
- };
-
- _FORCE_INLINE_ bool operator<(const PairKey &p_key) const {
- return key < p_key.key;
- }
-
- PairKey() { key = 0; }
- PairKey(ID p_a, ID p_b) {
- if (p_a > p_b) {
- a = p_b;
- b = p_a;
- } else {
- a = p_a;
- b = p_b;
- }
- }
- };
-
- Map<PairKey, PairData> pair_map;
-
- int cell_size;
- int large_object_min_surface;
-
- PairCallback pair_callback;
- void *pair_userdata;
- UnpairCallback unpair_callback;
- void *unpair_userdata;
-
- void _enter_grid(Element *p_elem, const Rect2 &p_rect, bool p_static);
- void _exit_grid(Element *p_elem, const Rect2 &p_rect, bool p_static);
- template <bool use_aabb, bool use_segment>
- _FORCE_INLINE_ void _cull(const Point2i p_cell, const Rect2 &p_aabb, const Point2 &p_from, const Point2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices, int &index);
-
- struct PosKey {
- union {
- struct {
- int32_t x;
- int32_t y;
- };
- uint64_t key;
- };
-
- _FORCE_INLINE_ uint32_t hash() const {
- uint64_t k = key;
- k = (~k) + (k << 18); // k = (k << 18) - k - 1;
- k = k ^ (k >> 31);
- k = k * 21; // k = (k + (k << 2)) + (k << 4);
- k = k ^ (k >> 11);
- k = k + (k << 6);
- k = k ^ (k >> 22);
- return k;
- }
-
- bool operator==(const PosKey &p_key) const { return key == p_key.key; }
- _FORCE_INLINE_ bool operator<(const PosKey &p_key) const {
- return key < p_key.key;
- }
- };
-
- struct PosBin {
- PosKey key;
- Map<Element *, RC> object_set;
- Map<Element *, RC> static_object_set;
- PosBin *next;
- };
-
- uint32_t hash_table_size;
- PosBin **hash_table;
-
- void _pair_attempt(Element *p_elem, Element *p_with);
- void _unpair_attempt(Element *p_elem, Element *p_with);
- void _check_motion(Element *p_elem);
-
-public:
- virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0);
- virtual void move(ID p_id, const Rect2 &p_aabb);
- virtual void set_static(ID p_id, bool p_static);
- virtual void remove(ID p_id);
-
- virtual CollisionObject2DSW *get_object(ID p_id) const;
- virtual bool is_static(ID p_id) const;
- virtual int get_subindex(ID p_id) const;
-
- virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
-
- virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
- virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
-
- virtual void update();
-
- static BroadPhase2DSW *_create();
-
- BroadPhase2DHashGrid();
- ~BroadPhase2DHashGrid();
-};
-
-#endif // BROAD_PHASE_2D_HASH_GRID_H
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/broad_phase_2d_sw.h
index d17ee6e2d6..0f82f06b9c 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/broad_phase_2d_sw.h
@@ -48,7 +48,7 @@ public:
typedef void (*UnpairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_userdata);
// 0 is an invalid ID
- virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0) = 0;
+ virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0;
virtual void move(ID p_id, const Rect2 &p_aabb) = 0;
virtual void set_static(ID p_id, bool p_static) = 0;
virtual void remove(ID p_id) = 0;
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/collision_object_2d_sw.cpp
index 7a2f312263..fa87dc1f3f 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -182,19 +182,19 @@ void CollisionObject2DSW::_update_shapes() {
continue;
}
- if (s.bpid == 0) {
- s.bpid = space->get_broadphase()->create(this, i);
- space->get_broadphase()->set_static(s.bpid, _static);
- }
-
//not quite correct, should compute the next matrix..
Rect2 shape_aabb = s.shape->get_aabb();
Transform2D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
+ shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
s.aabb_cache = shape_aabb;
- s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
- space->get_broadphase()->move(s.bpid, s.aabb_cache);
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
+ space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
@@ -209,11 +209,6 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
continue;
}
- if (s.bpid == 0) {
- s.bpid = space->get_broadphase()->create(this, i);
- space->get_broadphase()->set_static(s.bpid, _static);
- }
-
//not quite correct, should compute the next matrix..
Rect2 shape_aabb = s.shape->get_aabb();
Transform2D xform = transform * s.xform;
@@ -221,6 +216,11 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
shape_aabb = shape_aabb.merge(Rect2(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 2db3961f41..c395e59694 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -143,8 +143,8 @@ public:
return shapes[p_index].metadata;
}
- _FORCE_INLINE_ Transform2D get_transform() const { return transform; }
- _FORCE_INLINE_ Transform2D get_inv_transform() const { return inv_transform; }
+ _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; }
+ _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
void set_shape_as_disabled(int p_idx, bool p_disabled);
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index 49ae4dd848..5e8dfbe570 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -37,8 +37,6 @@ class Constraint2DSW {
Body2DSW **_body_ptr;
int _body_count;
uint64_t island_step;
- Constraint2DSW *island_next;
- Constraint2DSW *island_list_next;
bool disabled_collisions_between_bodies;
RID self;
@@ -58,12 +56,6 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Constraint2DSW *get_island_next() const { return island_next; }
- _FORCE_INLINE_ void set_island_next(Constraint2DSW *p_next) { island_next = p_next; }
-
- _FORCE_INLINE_ Constraint2DSW *get_island_list_next() const { return island_list_next; }
- _FORCE_INLINE_ void set_island_list_next(Constraint2DSW *p_next) { island_list_next = p_next; }
-
_FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
@@ -71,6 +63,7 @@ public:
_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
virtual ~Constraint2DSW() {}
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index c7b556deba..5a0a628fbc 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -97,8 +97,16 @@ normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vecto
}
bool PinJoint2DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
Space2DSW *space = A->get_space();
ERR_FAIL_COND_V(!space, false);
+
rA = A->get_transform().basis_xform(anchor_A);
rB = B ? B->get_transform().basis_xform(anchor_B) : anchor_B;
@@ -143,12 +151,6 @@ bool PinJoint2DSW::setup(real_t p_step) {
bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step);
- // apply accumulated impulse
- A->apply_impulse(-P, rA);
- if (B) {
- B->apply_impulse(P, rB);
- }
-
return true;
}
@@ -156,6 +158,18 @@ inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
}
+bool PinJoint2DSW::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-P, rA);
+ }
+ if (B && dynamic_B) {
+ B->apply_impulse(P, rB);
+ }
+
+ return true;
+}
+
void PinJoint2DSW::solve(real_t p_step) {
// compute relative velocity
Vector2 vA = A->get_linear_velocity() - custom_cross(rA, A->get_angular_velocity());
@@ -169,8 +183,10 @@ void PinJoint2DSW::solve(real_t p_step) {
Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P);
- A->apply_impulse(-impulse, rA);
- if (B) {
+ if (dynamic_A) {
+ A->apply_impulse(-impulse, rA);
+ }
+ if (B && dynamic_B) {
B->apply_impulse(impulse, rB);
}
@@ -257,10 +273,19 @@ mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
}
bool GrooveJoint2DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ Space2DSW *space = A->get_space();
+ ERR_FAIL_COND_V(!space, false);
+
// calculate endpoints in worldspace
Vector2 ta = A->get_transform().xform(A_groove_1);
Vector2 tb = A->get_transform().xform(A_groove_2);
- Space2DSW *space = A->get_space();
// calculate axis
Vector2 n = -(tb - ta).orthogonal().normalized();
@@ -297,16 +322,24 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
Vector2 delta = (B->get_transform().get_origin() + rB) - (A->get_transform().get_origin() + rA);
real_t _b = get_bias();
- gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).clamped(get_max_bias());
-
- // apply accumulated impulse
- A->apply_impulse(-jn_acc, rA);
- B->apply_impulse(jn_acc, rB);
+ gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).limit_length(get_max_bias());
correct = true;
return true;
}
+bool GrooveJoint2DSW::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-jn_acc, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(jn_acc, rB);
+ }
+
+ return true;
+}
+
void GrooveJoint2DSW::solve(real_t p_step) {
// compute impulse
Vector2 vr = relative_velocity(A, B, rA, rB);
@@ -315,12 +348,16 @@ void GrooveJoint2DSW::solve(real_t p_step) {
Vector2 jOld = jn_acc;
j += jOld;
- jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).clamped(jn_max);
+ jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).limit_length(jn_max);
j = jn_acc - jOld;
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
}
GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b) :
@@ -342,6 +379,13 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
//////////////////////////////////////////////
bool DampedSpringJoint2DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
rA = A->get_transform().basis_xform(anchor_A);
rB = B->get_transform().basis_xform(anchor_B);
@@ -360,12 +404,21 @@ bool DampedSpringJoint2DSW::setup(real_t p_step) {
target_vrn = 0.0f;
v_coef = 1.0f - Math::exp(-damping * (p_step)*k);
- // apply spring force
+ // Calculate spring force.
real_t f_spring = (rest_length - dist) * stiffness;
- Vector2 j = n * f_spring * (p_step);
+ j = n * f_spring * (p_step);
+
+ return true;
+}
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+bool DampedSpringJoint2DSW::pre_solve(real_t p_step) {
+ // Apply spring force.
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
return true;
}
@@ -380,8 +433,12 @@ void DampedSpringJoint2DSW::solve(real_t p_step) {
target_vrn = vrn + v_damp;
Vector2 j = n * v_damp * n_mass;
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
}
void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index 628de972ae..ccc5c585a0 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -39,6 +39,10 @@ class Joint2DSW : public Constraint2DSW {
real_t bias;
real_t max_bias;
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
public:
_FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
_FORCE_INLINE_ real_t get_max_force() const { return max_force; }
@@ -49,8 +53,9 @@ public:
_FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; }
_FORCE_INLINE_ real_t get_max_bias() const { return max_bias; }
- virtual bool setup(real_t p_step) { return false; }
- virtual void solve(real_t p_step) {}
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return false; }
+ virtual void solve(real_t p_step) override {}
void copy_settings_from(Joint2DSW *p_joint);
@@ -90,10 +95,11 @@ class PinJoint2DSW : public Joint2DSW {
real_t softness;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_PIN; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
@@ -126,10 +132,11 @@ class GrooveJoint2DSW : public Joint2DSW {
bool correct;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b);
};
@@ -153,15 +160,17 @@ class DampedSpringJoint2DSW : public Joint2DSW {
Vector2 rA, rB;
Vector2 n;
+ Vector2 j;
real_t n_mass;
real_t target_vrn;
real_t v_coef;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index 1040437ca7..1c2dca0259 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -30,8 +30,7 @@
#include "physics_server_2d_sw.h"
-#include "broad_phase_2d_basic.h"
-#include "broad_phase_2d_hash_grid.h"
+#include "broad_phase_2d_bvh.h"
#include "collision_solver_2d_sw.h"
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
@@ -927,10 +926,10 @@ int PhysicsServer2DSW::body_get_max_contacts_reported(RID p_body) const {
return body->get_max_contacts_reported();
}
-void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata) {
+void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
Body2DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
- body->set_force_integration_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method, p_udata);
+ body->set_force_integration_callback(p_callable, p_udata);
}
bool PhysicsServer2DSW::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) {
@@ -1238,6 +1237,10 @@ void PhysicsServer2DSW::set_active(bool p_active) {
active = p_active;
};
+void PhysicsServer2DSW::set_collision_iterations(int p_iterations) {
+ iterations = p_iterations;
+};
+
void PhysicsServer2DSW::init() {
doing_sync = false;
last_step = 0.001;
@@ -1356,8 +1359,7 @@ PhysicsServer2DSW *PhysicsServer2DSW::singletonsw = nullptr;
PhysicsServer2DSW::PhysicsServer2DSW(bool p_using_threads) {
singletonsw = this;
- BroadPhase2DSW::create_func = BroadPhase2DHashGrid::_create;
- //BroadPhase2DSW::create_func=BroadPhase2DBasic::_create;
+ BroadPhase2DSW::create_func = BroadPhase2DBVH::_create;
active = true;
island_count = 0;
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index 65c5df0fce..5002bf5fc8 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -242,13 +242,13 @@ public:
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
virtual int body_get_max_contacts_reported(RID p_body) const override;
- virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) override;
+ virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override;
virtual void body_set_pickable(RID p_body, bool p_pickable) override;
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
- virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
+ virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override;
@@ -288,6 +288,8 @@ public:
virtual void end_sync() override;
virtual void finish() override;
+ virtual void set_collision_iterations(int p_iterations) override;
+
virtual bool is_flushing_queries() const override { return flushing_queries; }
int get_process_info(ProcessInfo p_info) override;
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
index 790c87cc44..930b19c2cb 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
@@ -56,7 +56,7 @@ void PhysicsServer2DWrapMT::thread_loop() {
step_thread_up.set();
while (!exit.is_set()) {
// flush commands one by one, until exit is requested
- command_queue.wait_and_flush_one();
+ command_queue.wait_and_flush();
}
command_queue.flush_all(); // flush all
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index 3577f706de..c776641699 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -245,7 +245,7 @@ public:
FUNC2(body_set_omit_force_integration, RID, bool);
FUNC1RC(bool, body_is_omitting_force_integration, RID);
- FUNC4(body_set_force_integration_callback, RID, Object *, const StringName &, const Variant &);
+ FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override {
return physics_2d_server->body_collide_shape(p_body, p_body_shape, p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
@@ -303,6 +303,7 @@ public:
FUNC1(free, RID);
FUNC1(set_active, bool);
+ FUNC1(set_collision_iterations, int);
virtual void init() override;
virtual void step(real_t p_step) override;
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 6e7e802a8b..6cc086b9b7 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -502,6 +502,7 @@ Variant CapsuleShape2DSW::get_data() const {
void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
int support_idx = -1;
real_t d = -1e10;
+ r_amount = 0;
for (int i = 0; i < point_count; i++) {
//test point
@@ -520,7 +521,7 @@ void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su
}
}
- ERR_FAIL_COND(support_idx == -1);
+ ERR_FAIL_COND_MSG(support_idx == -1, "Convex polygon shape support not found.");
r_amount = 1;
r_supports[0] = points[support_idx].pos;
@@ -580,6 +581,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
}
real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+ ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points.");
Rect2 aabb;
aabb.position = points[0].pos * p_scale;
for (int i = 0; i < point_count; i++) {
@@ -691,6 +693,10 @@ bool ConcavePolygonShape2DSW::contains_point(const Vector2 &p_point) const {
}
bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+ if (segments.size() == 0 || points.size() == 0) {
+ return false;
+ }
+
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth);
enum {
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 4f12248c3e..1380e57b57 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -827,7 +827,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
//compute displacement from linear velocity
@@ -1109,7 +1109,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
//compute displacement from linear velocity
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index 6613d19729..b8cb4cddc5 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -29,102 +29,98 @@
/*************************************************************************/
#include "step_2d_sw.h"
+
#include "core/os/os.h"
-void Step2DSW::_populate_island(Body2DSW *p_body, Body2DSW **p_island, Constraint2DSW **p_constraint_island) {
+#define BODY_ISLAND_COUNT_RESERVE 128
+#define BODY_ISLAND_SIZE_RESERVE 512
+#define ISLAND_COUNT_RESERVE 128
+#define ISLAND_SIZE_RESERVE 512
+#define CONSTRAINT_COUNT_RESERVE 1024
+
+void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island) {
p_body->set_island_step(_step);
- p_body->set_island_next(*p_island);
- *p_island = p_body;
+
+ if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ // Only dynamic bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
for (const List<Pair<Constraint2DSW *, int>>::Element *E = p_body->get_constraint_list().front(); E; E = E->next()) {
- Constraint2DSW *c = (Constraint2DSW *)E->get().first;
- if (c->get_island_step() == _step) {
- continue; //already processed
+ Constraint2DSW *constraint = (Constraint2DSW *)E->get().first;
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
}
- c->set_island_step(_step);
- c->set_island_next(*p_constraint_island);
- *p_constraint_island = c;
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+ all_constraints.push_back(constraint);
- for (int i = 0; i < c->get_body_count(); i++) {
+ for (int i = 0; i < constraint->get_body_count(); i++) {
if (i == E->get().second) {
continue;
}
- Body2DSW *b = c->get_body_ptr()[i];
- if (b->get_island_step() == _step || b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- continue; //no go
+ Body2DSW *other_body = constraint->get_body_ptr()[i];
+ if (other_body->get_island_step() == _step) {
+ continue; // Already processed.
}
- _populate_island(c->get_body_ptr()[i], p_island, p_constraint_island);
+ if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(other_body, p_body_island, p_constraint_island);
}
}
}
-bool Step2DSW::_setup_island(Constraint2DSW *p_island, real_t p_delta) {
- Constraint2DSW *ci = p_island;
- Constraint2DSW *prev_ci = nullptr;
- bool removed_root = false;
- while (ci) {
- bool process = ci->setup(p_delta);
-
- if (!process) {
- //remove from island if process fails
- if (prev_ci) {
- prev_ci->set_island_next(ci->get_island_next());
- } else {
- removed_root = true;
- prev_ci = ci;
- }
- } else {
- prev_ci = ci;
+void Step2DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ Constraint2DSW *constraint = all_constraints[p_constraint_index];
+ constraint->setup(delta);
+}
+
+void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const {
+ uint32_t constraint_count = p_constraint_island.size();
+ uint32_t valid_constraint_count = 0;
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ Constraint2DSW *constraint = p_constraint_island[constraint_index];
+ if (p_constraint_island[constraint_index]->pre_solve(delta)) {
+ // Keep this constraint for solving.
+ p_constraint_island[valid_constraint_count++] = constraint;
}
- ci = ci->get_island_next();
}
-
- return removed_root;
+ p_constraint_island.resize(valid_constraint_count);
}
-void Step2DSW::_solve_island(Constraint2DSW *p_island, int p_iterations, real_t p_delta) {
- for (int i = 0; i < p_iterations; i++) {
- Constraint2DSW *ci = p_island;
- while (ci) {
- ci->solve(p_delta);
- ci = ci->get_island_next();
+void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const {
+ const LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[p_island_index];
+
+ for (int i = 0; i < iterations; i++) {
+ uint32_t constraint_count = constraint_island.size();
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ constraint_island[constraint_index]->solve(delta);
}
}
}
-void Step2DSW::_check_suspend(Body2DSW *p_island, real_t p_delta) {
+void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const {
bool can_sleep = true;
- Body2DSW *b = p_island;
- while (b) {
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- b = b->get_island_next();
- continue; //ignore for static
- }
+ uint32_t body_count = p_body_island.size();
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ Body2DSW *body = p_body_island[body_index];
- if (!b->sleep_test(p_delta)) {
+ if (!body->sleep_test(delta)) {
can_sleep = false;
}
-
- b = b->get_island_next();
}
- //put all to sleep or wake up everyoen
-
- b = p_island;
- while (b) {
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- b = b->get_island_next();
- continue; //ignore for static
- }
+ // Put all to sleep or wake up everyone.
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ Body2DSW *body = p_body_island[body_index];
- bool active = b->is_active();
+ bool active = body->is_active();
if (active == can_sleep) {
- b->set_active(!can_sleep);
+ body->set_active(!can_sleep);
}
-
- b = b->get_island_next();
}
}
@@ -133,6 +129,9 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ iterations = p_iterations;
+ delta = p_delta;
+
const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list();
/* INTEGRATE FORCES */
@@ -157,94 +156,85 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* GENERATE CONSTRAINT ISLANDS */
+ /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
+
+ uint32_t island_count = 0;
+
+ const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
+
+ while (aml.first()) {
+ for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ Constraint2DSW *constraint = E->get();
+ if (constraint->get_island_step() == _step) {
+ continue;
+ }
+ constraint->set_island_step(_step);
+
+ // Each constraint can be on a separate island for areas as there's no solving phase.
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+
+ all_constraints.push_back(constraint);
+ constraint_island.push_back(constraint);
+ }
+ p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
- Body2DSW *island_list = nullptr;
- Constraint2DSW *constraint_island_list = nullptr;
b = body_list->first();
- int island_count = 0;
+ uint32_t body_island_count = 0;
while (b) {
Body2DSW *body = b->self();
if (body->get_island_step() != _step) {
- Body2DSW *island = nullptr;
- Constraint2DSW *constraint_island = nullptr;
- _populate_island(body, &island, &constraint_island);
-
- island->set_island_list_next(island_list);
- island_list = island;
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
+ }
+ LocalVector<Body2DSW *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
- if (constraint_island) {
- constraint_island->set_island_list_next(constraint_island_list);
- constraint_island_list = constraint_island;
- island_count++;
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
}
- }
- b = b->next();
- }
+ LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
- p_space->set_island_count(island_count);
+ _populate_island(body, body_island, constraint_island);
- const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
- while (aml.first()) {
- for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint2DSW *c = E->get();
- if (c->get_island_step() == _step) {
- continue;
+ if (constraint_island.is_empty()) {
+ --island_count;
}
- c->set_island_step(_step);
- c->set_island_next(nullptr);
- c->set_island_list_next(constraint_island_list);
- constraint_island_list = c;
}
- p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
+ b = b->next();
}
+ p_space->set_island_count((int)island_count);
+
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
- /* SETUP CONSTRAINT ISLANDS */
-
- {
- Constraint2DSW *ci = constraint_island_list;
- Constraint2DSW *prev_ci = nullptr;
- while (ci) {
- if (_setup_island(ci, p_delta)) {
- //removed the root from the island graph because it is not to be processed
-
- Constraint2DSW *next = ci->get_island_next();
-
- if (next) {
- //root from list being deleted no longer exists, replace by next
- next->set_island_list_next(ci->get_island_list_next());
- if (prev_ci) {
- prev_ci->set_island_list_next(next);
- } else {
- constraint_island_list = next;
- }
- prev_ci = next;
- } else {
- //list is empty, just skip
- if (prev_ci) {
- prev_ci->set_island_list_next(ci->get_island_list_next());
-
- } else {
- constraint_island_list = ci->get_island_list_next();
- }
- }
- } else {
- prev_ci = ci;
- }
+ /* SETUP CONSTRAINTS / PROCESS COLLISIONS */
- ci = ci->get_island_list_next();
- }
- }
+ uint32_t total_contraint_count = all_constraints.size();
+ work_pool.do_work(total_contraint_count, this, &Step2DSW::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -252,15 +242,21 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
+ /* PRE-SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
+ for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
+ _pre_solve_island(constraint_islands[island_index]);
+ }
+
/* SOLVE CONSTRAINT ISLANDS */
- {
- Constraint2DSW *ci = constraint_island_list;
- while (ci) {
- //iterating each island separatedly improves cache efficiency
- _solve_island(ci, p_iterations, p_delta);
- ci = ci->get_island_list_next();
- }
+ // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // their content is not reliable after these calls and shouldn't be used anymore.
+ if (island_count > 1) {
+ work_pool.do_work(island_count, this, &Step2DSW::_solve_island, nullptr);
+ } else if (island_count > 0) {
+ _solve_island(0);
}
{ //profile
@@ -280,12 +276,8 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
/* SLEEP / WAKE UP ISLANDS */
- {
- Body2DSW *bi = island_list;
- while (bi) {
- _check_suspend(bi, p_delta);
- bi = bi->get_island_list_next();
- }
+ for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
+ _check_suspend(body_islands[island_index]);
}
{ //profile
@@ -294,6 +286,8 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
//profile_begtime=profile_endtime;
}
+ all_constraints.clear();
+
p_space->update();
p_space->unlock();
_step++;
@@ -301,4 +295,14 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
Step2DSW::Step2DSW() {
_step = 1;
+
+ body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
+ constraint_islands.reserve(ISLAND_COUNT_RESERVE);
+ all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
+
+ work_pool.init();
+}
+
+Step2DSW::~Step2DSW() {
+ work_pool.finish();
}
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h
index 83b9130608..c51fd73a79 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -33,17 +33,31 @@
#include "space_2d_sw.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/thread_work_pool.h"
+
class Step2DSW {
uint64_t _step;
- void _populate_island(Body2DSW *p_body, Body2DSW **p_island, Constraint2DSW **p_constraint_island);
- bool _setup_island(Constraint2DSW *p_island, real_t p_delta);
- void _solve_island(Constraint2DSW *p_island, int p_iterations, real_t p_delta);
- void _check_suspend(Body2DSW *p_island, real_t p_delta);
+ int iterations = 0;
+ real_t delta = 0.0;
+
+ ThreadWorkPool work_pool;
+
+ LocalVector<LocalVector<Body2DSW *>> body_islands;
+ LocalVector<LocalVector<Constraint2DSW *>> constraint_islands;
+ LocalVector<Constraint2DSW *> all_constraints;
+
+ void _populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island);
+ void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const;
+ void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
+ void _check_suspend(LocalVector<Body2DSW *> &p_body_island) const;
public:
void step(Space2DSW *p_space, real_t p_delta, int p_iterations);
Step2DSW();
+ ~Step2DSW();
};
#endif // STEP_2D_SW_H
diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/area_3d_sw.cpp
index b6c5b3003c..a9f5c4aec3 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/area_3d_sw.cpp
@@ -52,7 +52,7 @@ void Area3DSW::_shapes_changed() {
}
}
-void Area3DSW::set_transform(const Transform &p_transform) {
+void Area3DSW::set_transform(const Transform3D &p_transform) {
if (!moved_list.in_list() && get_space()) {
get_space()->area_add_to_moved_list(&moved_list);
}
@@ -215,7 +215,9 @@ void Area3DSW::call_queries() {
for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
if (E->get().state == 0) { // Nothing happened
- E = E->next();
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_bodies.erase(E);
+ E = next;
continue;
}
@@ -250,7 +252,9 @@ void Area3DSW::call_queries() {
for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
if (E->get().state == 0) { // Nothing happened
- E = E->next();
+ Map<BodyKey, BodyState>::Element *next = E->next();
+ monitored_areas.erase(E);
+ E = next;
continue;
}
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h
index 8a0a1e963b..12f7545c08 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/area_3d_sw.h
@@ -156,7 +156,7 @@ public:
void set_monitorable(bool p_monitorable);
_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
- void set_transform(const Transform &p_transform);
+ void set_transform(const Transform3D &p_transform);
void set_space(Space3DSW *p_space);
diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/area_pair_3d_sw.cpp
index 4de5f1ba47..2073df7dee 100644
--- a/servers/physics_3d/area_pair_3d_sw.cpp
+++ b/servers/physics_3d/area_pair_3d_sw.cpp
@@ -40,31 +40,48 @@ bool AreaPair3DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->add_area(area);
- }
- if (area->has_monitor_callback()) {
- area->add_body_to_query(body, body_shape, area_shape);
- }
-
- } else {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->remove_area(area);
- }
- if (area->has_monitor_callback()) {
- area->remove_body_from_query(body, body_shape, area_shape);
- }
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ process_collision = true;
+ } else if (area->has_monitor_callback()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool AreaPair3DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_body_to_query(body, body_shape, area_shape);
+ }
+ } else {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void AreaPair3DSW::solve(real_t p_step) {
+ // Nothing to do.
}
AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape) {
@@ -72,7 +89,6 @@ AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area,
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
- colliding = false;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
@@ -103,33 +119,48 @@ bool Area2Pair3DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->add_area_to_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
-
- } else {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->remove_area_from_query(area_b, shape_b, shape_a);
- }
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision = true;
+ } else if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool Area2Pair3DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ }
+ } else {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void Area2Pair3DSW::solve(real_t p_step) {
+ // Nothing to do.
}
Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b) {
@@ -137,7 +168,6 @@ Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
- colliding = false;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/area_pair_3d_sw.h
index fbdaa25cbb..596d893082 100644
--- a/servers/physics_3d/area_pair_3d_sw.h
+++ b/servers/physics_3d/area_pair_3d_sw.h
@@ -40,11 +40,13 @@ class AreaPair3DSW : public Constraint3DSW {
Area3DSW *area;
int body_shape;
int area_shape;
- bool colliding;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape);
~AreaPair3DSW();
@@ -55,11 +57,13 @@ class Area2Pair3DSW : public Constraint3DSW {
Area3DSW *area_b;
int shape_a;
int shape_b;
- bool colliding;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b);
~Area2Pair3DSW();
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index 64ba0cb09d..ea6064cb4c 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -54,7 +54,7 @@ void Body3DSW::update_inertias() {
// Update shapes and motions.
switch (mode) {
- case PhysicsServer3D::BODY_MODE_RIGID: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC: {
// Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
real_t total_area = 0;
@@ -65,16 +65,18 @@ void Body3DSW::update_inertias() {
// We have to recompute the center of mass.
center_of_mass_local.zero();
- for (int i = 0; i < get_shape_count(); i++) {
- real_t area = get_shape_area(i);
+ if (total_area != 0.0) {
+ for (int i = 0; i < get_shape_count(); i++) {
+ real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass = area * this->mass / total_area;
- // NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass_local += mass * get_shape_transform(i).origin;
- }
+ // NOTE: we assume that the shape origin is also its center of mass.
+ center_of_mass_local += mass * get_shape_transform(i).origin;
+ }
- center_of_mass_local /= mass;
+ center_of_mass_local /= mass;
+ }
// Recompute the inertia tensor.
Basis inertia_tensor;
@@ -86,16 +88,19 @@ void Body3DSW::update_inertias() {
continue;
}
+ real_t area = get_shape_area(i);
+ if (area == 0.0) {
+ continue;
+ }
+
inertia_set = true;
const Shape3DSW *shape = get_shape(i);
- real_t area = get_shape_area(i);
-
real_t mass = area * this->mass / total_area;
Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
- Transform shape_transform = get_shape_transform(i);
+ Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
// NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
@@ -127,7 +132,7 @@ void Body3DSW::update_inertias() {
_inv_inertia_tensor.set_zero();
_inv_mass = 0;
} break;
- case PhysicsServer3D::BODY_MODE_CHARACTER: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
@@ -145,31 +150,17 @@ void Body3DSW::set_active(bool p_active) {
}
active = p_active;
- if (!p_active) {
- if (get_space()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- } else {
+
+ if (active) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return; //static bodies can't become active
- }
- if (get_space()) {
+ // Static bodies can't be active.
+ active = false;
+ } else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
-
- //still_time=0;
- }
- /*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
}
-*/
}
void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
@@ -248,13 +239,13 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
}
} break;
- case PhysicsServer3D::BODY_MODE_RIGID: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_set_static(false);
set_active(true);
} break;
- case PhysicsServer3D::BODY_MODE_CHARACTER: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_set_static(false);
set_active(true);
@@ -295,7 +286,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
_set_inv_transform(get_transform().affine_inverse());
wakeup_neighbours();
} else {
- Transform t = p_variant;
+ Transform3D t = p_variant;
t.orthonormalize();
new_transform = get_transform(); //used as old to compute motion
if (new_transform == t) {
@@ -308,24 +299,15 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- /*
- if (mode==PhysicsServer3D::BODY_MODE_STATIC)
- break;
- */
linear_velocity = p_variant;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=PhysicsServer3D::BODY_MODE_RIGID)
- break;
- */
angular_velocity = p_variant;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_SLEEPING: {
- //?
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
break;
}
@@ -342,7 +324,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode == PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
set_active(true);
}
@@ -392,13 +374,6 @@ void Body3DSW::set_space(Space3DSW *p_space) {
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
first_integration = true;
@@ -601,7 +576,7 @@ void Body3DSW::integrate_velocities(real_t p_step) {
Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
real_t ang_vel = total_angular_velocity.length();
- Transform transform = get_transform();
+ Transform3D transform = get_transform();
if (ang_vel != 0.0) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
@@ -633,8 +608,8 @@ void Body3DSW::integrate_velocities(real_t p_step) {
}
/*
-void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
- Transform inv_xform = p_xform.affine_inverse();
+void BodySW::simulate_motion(const Transform3D& p_xform,real_t p_step) {
+ Transform3D inv_xform = p_xform.affine_inverse();
if (!get_space()) {
_set_transform(p_xform);
_set_inv_transform(inv_xform);
@@ -675,7 +650,7 @@ void Body3DSW::wakeup_neighbours() {
continue;
}
Body3DSW *b = n[i];
- if (b->mode != PhysicsServer3D::BODY_MODE_RIGID) {
+ if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -693,24 +668,23 @@ void Body3DSW::call_queries() {
Variant v = dbs;
- Object *obj = ObjectDB::get_instance(fi_callback->id);
+ Object *obj = fi_callback->callable.get_object();
if (!obj) {
- set_force_integration_callback(ObjectID(), StringName());
+ set_force_integration_callback(Callable());
} else {
const Variant *vp[2] = { &v, &fi_callback->udata };
Callable::CallError ce;
int argc = (fi_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
- obj->call(fi_callback->method, vp, argc, ce);
+ Variant rv;
+ fi_callback->callable.call(vp, argc, rv, ce);
}
}
}
bool Body3DSW::sleep_test(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- return true; //
- } else if (mode == PhysicsServer3D::BODY_MODE_CHARACTER) {
- return !active; // characters don't sleep unless asked to sleep
+ return true;
} else if (!can_sleep) {
return false;
}
@@ -725,44 +699,35 @@ bool Body3DSW::sleep_test(real_t p_step) {
}
}
-void Body3DSW::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
+void Body3DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (fi_callback) {
memdelete(fi_callback);
fi_callback = nullptr;
}
- if (p_id.is_valid()) {
+ if (p_callable.get_object()) {
fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
+ fi_callback->callable = p_callable;
fi_callback->udata = p_udata;
}
}
-void Body3DSW::set_kinematic_margin(real_t p_margin) {
- kinematic_safe_margin = p_margin;
-}
-
Body3DSW::Body3DSW() :
CollisionObject3DSW(TYPE_BODY),
active_list(this),
inertia_update_list(this),
direct_state_query_list(this) {
- mode = PhysicsServer3D::BODY_MODE_RIGID;
+ mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
active = true;
mass = 1;
- kinematic_safe_margin = 0.001;
- //_inv_inertia=Transform();
_inv_mass = 1;
bounce = 0;
friction = 1;
omit_force_integration = false;
//applied_torque=0;
island_step = 0;
- island_next = nullptr;
- island_list_next = nullptr;
first_time_kinematic = false;
first_integration = false;
_set_static(false);
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index e87ff2364b..0fa31c5037 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -55,7 +55,6 @@ class Body3DSW : public CollisionObject3DSW {
uint16_t locked_axis = 0;
- real_t kinematic_safe_margin;
real_t _inv_mass;
Vector3 _inv_inertia; // Relative to the principal axes of inertia
@@ -93,7 +92,7 @@ class Body3DSW : public CollisionObject3DSW {
bool first_time_kinematic;
void _update_inertia();
virtual void _shapes_changed();
- Transform new_transform;
+ Transform3D new_transform;
Map<Constraint3DSW *, int> constraint_map;
@@ -127,16 +126,13 @@ class Body3DSW : public CollisionObject3DSW {
int contact_count;
struct ForceIntegrationCallback {
- ObjectID id;
- StringName method;
+ Callable callable;
Variant udata;
};
ForceIntegrationCallback *fi_callback;
uint64_t island_step;
- Body3DSW *island_next;
- Body3DSW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area3DSW *p_area);
@@ -145,10 +141,7 @@ class Body3DSW : public CollisionObject3DSW {
friend class PhysicsDirectBodyState3DSW; // i give up, too many functions to expose
public:
- void set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
-
- void set_kinematic_margin(real_t p_margin);
- _FORCE_INLINE_ real_t get_kinematic_margin() { return kinematic_safe_margin; }
+ void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
_FORCE_INLINE_ void add_area(Area3DSW *p_area) {
int index = areas.find(AreaCMP(p_area));
@@ -189,12 +182,6 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Body3DSW *get_island_next() const { return island_next; }
- _FORCE_INLINE_ void set_island_next(Body3DSW *p_next) { island_next = p_next; }
-
- _FORCE_INLINE_ Body3DSW *get_island_list_next() const { return island_list_next; }
- _FORCE_INLINE_ void set_island_list_next(Body3DSW *p_next) { island_list_next = p_next; }
-
_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraint_map.erase(p_constraint); }
const Map<Constraint3DSW *, int> &get_constraint_map() const { return constraint_map; }
@@ -320,7 +307,7 @@ public:
return p_axis.dot(_inv_inertia_tensor.xform_inv(p_axis));
}
- //void simulate_motion(const Transform& p_xform,real_t p_step);
+ //void simulate_motion(const Transform3D& p_xform,real_t p_step);
void call_queries();
void wakeup_neighbours();
@@ -399,8 +386,8 @@ public:
virtual void set_angular_velocity(const Vector3 &p_velocity) override { body->set_angular_velocity(p_velocity); }
virtual Vector3 get_angular_velocity() const override { return body->get_angular_velocity(); }
- virtual void set_transform(const Transform &p_transform) override { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); }
- virtual Transform get_transform() const override { return body->get_transform(); }
+ virtual void set_transform(const Transform3D &p_transform) override { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); }
+ virtual Transform3D get_transform() const override { return body->get_transform(); }
virtual void add_central_force(const Vector3 &p_force) override { body->add_central_force(p_force); }
virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override {
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/body_pair_3d_sw.cpp
index 36114c0c91..aed4815c5e 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/body_pair_3d_sw.cpp
@@ -161,7 +161,7 @@ void BodyPair3DSW::validate_contacts() {
}
}
-bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform &p_xform_B) {
+bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B) {
Vector3 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
if (mlen < CMP_EPSILON) {
@@ -184,7 +184,7 @@ bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const
Vector3 from = p_xform_A.xform(s);
Vector3 to = from + motion;
- Transform from_inv = p_xform_B.affine_inverse();
+ Transform3D from_inv = p_xform_B.affine_inverse();
Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box
Vector3 local_to = from_inv.xform(to);
@@ -212,14 +212,16 @@ real_t combine_friction(Body3DSW *A, Body3DSW *B) {
}
bool BodyPair3DSW::setup(real_t p_step) {
- //cannot collide
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- bool report_contacts_only = false;
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ report_contacts_only = false;
+ if (!dynamic_A && !dynamic_B) {
if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
report_contacts_only = true;
} else {
@@ -237,38 +239,48 @@ bool BodyPair3DSW::setup(real_t p_step) {
validate_contacts();
- Vector3 offset_A = A->get_transform().get_origin();
- Transform xform_Au = Transform(A->get_transform().basis, Vector3());
- Transform xform_A = xform_Au * A->get_shape_transform(shape_A);
+ const Vector3 &offset_A = A->get_transform().get_origin();
+ Transform3D xform_Au = Transform3D(A->get_transform().basis, Vector3());
+ Transform3D xform_A = xform_Au * A->get_shape_transform(shape_A);
- Transform xform_Bu = B->get_transform();
+ Transform3D xform_Bu = B->get_transform();
xform_Bu.origin -= offset_A;
- Transform xform_B = xform_Bu * B->get_shape_transform(shape_B);
+ Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B);
Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
- bool collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
- this->collided = collided;
+ collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
if (!collided) {
//test ccd (currently just a raycast)
- if (A->is_continuous_collision_detection_enabled() && A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (A->is_continuous_collision_detection_enabled() && dynamic_A && !dynamic_B) {
_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
}
- if (B->is_continuous_collision_detection_enabled() && B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC && A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (B->is_continuous_collision_detection_enabled() && dynamic_B && !dynamic_A) {
_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
}
return false;
}
+ return true;
+}
+
+bool BodyPair3DSW::pre_solve(real_t p_step) {
+ if (!collided) {
+ return false;
+ }
+
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = (real_t)0.3;
+ Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
+ Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
+
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
bias = shape_B_ptr->get_custom_bias();
@@ -281,22 +293,28 @@ bool BodyPair3DSW::setup(real_t p_step) {
real_t inv_dt = 1.0 / p_step;
+ bool do_process = false;
+
+ const Basis &basis_A = A->get_transform().basis;
+ const Basis &basis_B = B->get_transform().basis;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
c.active = false;
- Vector3 global_A = xform_Au.xform(c.local_A);
- Vector3 global_B = xform_Bu.xform(c.local_B);
+ Vector3 global_A = basis_A.xform(c.local_A);
+ Vector3 global_B = basis_B.xform(c.local_B) + offset_B;
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0) {
continue;
}
#ifdef DEBUG_ENABLED
-
if (space->is_debugging_contacts()) {
+ const Vector3 &offset_A = A->get_transform().get_origin();
space->add_debug_contact(global_A + offset_A);
space->add_debug_contact(global_B + offset_A);
}
@@ -323,6 +341,7 @@ bool BodyPair3DSW::setup(real_t p_step) {
}
c.active = true;
+ do_process = true;
// Precompute normal mass, tangent mass, and bias.
Vector3 inertia_A = A->get_inv_inertia_tensor().xform(c.rA.cross(c.normal));
@@ -335,8 +354,12 @@ bool BodyPair3DSW::setup(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
- B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
+ }
c.acc_bias_impulse = 0;
c.acc_bias_impulse_center_of_mass = 0;
@@ -350,7 +373,7 @@ bool BodyPair3DSW::setup(real_t p_step) {
}
}
- return true;
+ return do_process;
}
void BodyPair3DSW::solve(real_t p_step) {
@@ -358,6 +381,8 @@ void BodyPair3DSW::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
if (!c.active) {
@@ -381,8 +406,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
- B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av);
+ }
crbA = A->get_biased_angular_velocity().cross(c.rA);
crbB = B->get_biased_angular_velocity().cross(c.rB);
@@ -397,8 +426,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
- B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ }
}
c.active = true;
@@ -418,8 +451,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- A->apply_impulse(-j, c.rA + A->get_center_of_mass());
- B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-j, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -461,8 +498,12 @@ void BodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
- B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -478,8 +519,6 @@ BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_sh
space = A->get_space();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
- contact_count = 0;
- collided = false;
}
BodyPair3DSW::~BodyPair3DSW() {
@@ -532,7 +571,7 @@ void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int
void BodySoftBodyPair3DSW::validate_contacts() {
// Make sure to erase contacts that are no longer valid.
- const Transform &transform_A = body->get_transform();
+ const Transform3D &transform_A = body->get_transform();
real_t contact_max_separation = space->get_contact_max_separation();
@@ -561,6 +600,8 @@ void BodySoftBodyPair3DSW::validate_contacts() {
}
bool BodySoftBodyPair3DSW::setup(real_t p_step) {
+ body_dynamic = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
if (!body->test_collision_mask(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
collided = false;
return false;
@@ -571,29 +612,43 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
return false;
}
- const Transform &xform_Au = body->get_transform();
- Transform xform_A = xform_Au * body->get_shape_transform(body_shape);
+ const Transform3D &xform_Au = body->get_transform();
+ Transform3D xform_A = xform_Au * body->get_shape_transform(body_shape);
- Transform xform_Bu = soft_body->get_transform();
- Transform xform_B = xform_Bu * soft_body->get_shape_transform(0);
+ Transform3D xform_Bu = soft_body->get_transform();
+ Transform3D xform_B = xform_Bu * soft_body->get_shape_transform(0);
validate_contacts();
Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
Shape3DSW *shape_B_ptr = soft_body->get_shape(0);
- bool collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
- this->collided = collided;
+ collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+
+ return collided;
+}
+
+bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
+ if (!collided) {
+ return false;
+ }
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = (real_t)0.3;
+
+ Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
+
if (shape_A_ptr->get_custom_bias()) {
bias = shape_A_ptr->get_custom_bias();
}
real_t inv_dt = 1.0 / p_step;
+ bool do_process = false;
+
+ const Transform3D &transform_A = body->get_transform();
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
@@ -604,16 +659,17 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
continue;
}
- Vector3 global_A = xform_Au.xform(c.local_A);
+ Vector3 global_A = transform_A.xform(c.local_A);
Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
-
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0) {
continue;
}
c.active = true;
+ do_process = true;
#ifdef DEBUG_ENABLED
@@ -623,7 +679,7 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
}
#endif
- c.rA = global_A - xform_Au.origin - body->get_center_of_mass();
+ c.rA = global_A - transform_A.origin - body->get_center_of_mass();
c.rB = global_B;
if (body->can_report_contacts()) {
@@ -631,7 +687,7 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA);
}
- if (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (body_dynamic) {
body->set_active(true);
}
@@ -645,7 +701,9 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- body->apply_impulse(c.rA + body->get_center_of_mass(), -j_vec);
+ if (body_dynamic) {
+ body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, j_vec);
c.acc_bias_impulse = 0;
c.acc_bias_impulse_center_of_mass = 0;
@@ -661,7 +719,7 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
}
}
- return true;
+ return do_process;
}
void BodySoftBodyPair3DSW::solve(real_t p_step) {
@@ -669,6 +727,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
@@ -691,7 +751,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- body->apply_bias_impulse(c.rA + body->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
+ if (body_dynamic) {
+ body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), max_bias_av);
+ }
soft_body->apply_node_bias_impulse(c.index_B, jb);
crbA = body->get_biased_angular_velocity().cross(c.rA);
@@ -706,8 +768,10 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- body->apply_bias_impulse(body->get_center_of_mass(), -jb_com, 0.0f);
- soft_body->apply_node_bias_impulse(c.index_B, -jb_com);
+ if (body_dynamic) {
+ body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
+ }
+ soft_body->apply_node_bias_impulse(c.index_B, jb_com);
}
c.active = true;
@@ -726,7 +790,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- body->apply_impulse(c.rA + body->get_center_of_mass(), -j);
+ if (body_dynamic) {
+ body->apply_impulse(-j, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, j);
c.active = true;
@@ -767,7 +833,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- body->apply_impulse(c.rA + body->get_center_of_mass(), -jt);
+ if (body_dynamic) {
+ body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, jt);
c.active = true;
@@ -775,7 +843,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
}
}
-BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) {
+BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) :
+ BodyContact3DSW(&body, 1) {
body = p_A;
soft_body = p_B;
body_shape = p_shape_A;
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/body_pair_3d_sw.h
index 74dddfa6aa..976982d1f1 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/body_pair_3d_sw.h
@@ -57,9 +57,9 @@ protected:
};
Vector3 sep_axis;
- bool collided;
+ bool collided = false;
- Space3DSW *space;
+ Space3DSW *space = nullptr;
BodyContact3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
Constraint3DSW(p_body_ptr, p_body_count) {
@@ -77,37 +77,45 @@ class BodyPair3DSW : public BodyContact3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- int shape_A;
- int shape_B;
+ int shape_A = 0;
+ int shape_B = 0;
+
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ bool report_contacts_only = false;
Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
Contact contacts[MAX_CONTACTS];
- int contact_count;
+ int contact_count = 0;
static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B);
void validate_contacts();
- bool _test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform &p_xform_B);
+ bool _test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B);
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B);
~BodyPair3DSW();
};
class BodySoftBodyPair3DSW : public BodyContact3DSW {
- Body3DSW *body;
- SoftBody3DSW *soft_body;
+ Body3DSW *body = nullptr;
+ SoftBody3DSW *soft_body = nullptr;
- int body_shape;
+ int body_shape = 0;
+
+ bool body_dynamic = false;
LocalVector<Contact> contacts;
@@ -118,8 +126,12 @@ class BodySoftBodyPair3DSW : public BodyContact3DSW {
void validate_contacts();
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const override { return soft_body; }
+ virtual int get_soft_body_count() const override { return 1; }
BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B);
~BodySoftBodyPair3DSW();
diff --git a/servers/physics_3d/broad_phase_3d_basic.cpp b/servers/physics_3d/broad_phase_3d_basic.cpp
deleted file mode 100644
index b41c2530da..0000000000
--- a/servers/physics_3d/broad_phase_3d_basic.cpp
+++ /dev/null
@@ -1,212 +0,0 @@
-/*************************************************************************/
-/* broad_phase_3d_basic.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "broad_phase_3d_basic.h"
-#include "core/string/print_string.h"
-#include "core/templates/list.h"
-
-BroadPhase3DSW::ID BroadPhase3DBasic::create(CollisionObject3DSW *p_object, int p_subindex) {
- ERR_FAIL_COND_V(p_object == nullptr, 0);
-
- current++;
-
- Element e;
- e.owner = p_object;
- e._static = false;
- e.subindex = p_subindex;
-
- element_map[current] = e;
- return current;
-}
-
-void BroadPhase3DBasic::move(ID p_id, const AABB &p_aabb) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- E->get().aabb = p_aabb;
-}
-
-void BroadPhase3DBasic::set_static(ID p_id, bool p_static) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- E->get()._static = p_static;
-}
-
-void BroadPhase3DBasic::remove(ID p_id) {
- Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND(!E);
- List<PairKey> to_erase;
- //unpair must be done immediately on removal to avoid potential invalid pointers
- for (Map<PairKey, void *>::Element *F = pair_map.front(); F; F = F->next()) {
- if (F->key().a == p_id || F->key().b == p_id) {
- if (unpair_callback) {
- Element *elem_A = &element_map[F->key().a];
- Element *elem_B = &element_map[F->key().b];
- unpair_callback(elem_A->owner, elem_A->subindex, elem_B->owner, elem_B->subindex, F->get(), unpair_userdata);
- }
- to_erase.push_back(F->key());
- }
- }
- while (to_erase.size()) {
- pair_map.erase(to_erase.front()->get());
- to_erase.pop_front();
- }
- element_map.erase(E);
-}
-
-CollisionObject3DSW *BroadPhase3DBasic::get_object(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, nullptr);
- return E->get().owner;
-}
-
-bool BroadPhase3DBasic::is_static(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, false);
- return E->get()._static;
-}
-
-int BroadPhase3DBasic::get_subindex(ID p_id) const {
- const Map<ID, Element>::Element *E = element_map.find(p_id);
- ERR_FAIL_COND_V(!E, -1);
- return E->get().subindex;
-}
-
-int BroadPhase3DBasic::cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- int rc = 0;
-
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- const AABB aabb = E->get().aabb;
- if (aabb.has_point(p_point)) {
- p_results[rc] = E->get().owner;
- p_result_indices[rc] = E->get().subindex;
- rc++;
- if (rc >= p_max_results) {
- break;
- }
- }
- }
-
- return rc;
-}
-
-int BroadPhase3DBasic::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- int rc = 0;
-
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- const AABB aabb = E->get().aabb;
- if (aabb.intersects_segment(p_from, p_to)) {
- p_results[rc] = E->get().owner;
- p_result_indices[rc] = E->get().subindex;
- rc++;
- if (rc >= p_max_results) {
- break;
- }
- }
- }
-
- return rc;
-}
-
-int BroadPhase3DBasic::cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- int rc = 0;
-
- for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
- const AABB aabb = E->get().aabb;
- if (aabb.intersects(p_aabb)) {
- p_results[rc] = E->get().owner;
- p_result_indices[rc] = E->get().subindex;
- rc++;
- if (rc >= p_max_results) {
- break;
- }
- }
- }
-
- return rc;
-}
-
-void BroadPhase3DBasic::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
- pair_userdata = p_userdata;
- pair_callback = p_pair_callback;
-}
-
-void BroadPhase3DBasic::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
- unpair_userdata = p_userdata;
- unpair_callback = p_unpair_callback;
-}
-
-void BroadPhase3DBasic::update() {
- // recompute pairs
- for (Map<ID, Element>::Element *I = element_map.front(); I; I = I->next()) {
- for (Map<ID, Element>::Element *J = I->next(); J; J = J->next()) {
- Element *elem_A = &I->get();
- Element *elem_B = &J->get();
-
- if (elem_A->owner == elem_B->owner) {
- continue;
- }
-
- bool pair_ok = elem_A->aabb.intersects(elem_B->aabb) && (!elem_A->_static || !elem_B->_static);
-
- PairKey key(I->key(), J->key());
-
- Map<PairKey, void *>::Element *E = pair_map.find(key);
-
- if (!pair_ok && E) {
- if (unpair_callback) {
- unpair_callback(elem_A->owner, elem_A->subindex, elem_B->owner, elem_B->subindex, E->get(), unpair_userdata);
- }
- pair_map.erase(key);
- }
-
- if (pair_ok && !E) {
- void *data = nullptr;
- if (pair_callback) {
- data = pair_callback(elem_A->owner, elem_A->subindex, elem_B->owner, elem_B->subindex, unpair_userdata);
- if (data) {
- pair_map.insert(key, data);
- }
- }
- }
- }
- }
-}
-
-BroadPhase3DSW *BroadPhase3DBasic::_create() {
- return memnew(BroadPhase3DBasic);
-}
-
-BroadPhase3DBasic::BroadPhase3DBasic() {
- current = 1;
- unpair_callback = nullptr;
- unpair_userdata = nullptr;
- pair_callback = nullptr;
- pair_userdata = nullptr;
-}
diff --git a/servers/physics_3d/broad_phase_octree.cpp b/servers/physics_3d/broad_phase_3d_bvh.cpp
index 11324fa4e4..f9f64f786d 100644
--- a/servers/physics_3d/broad_phase_octree.cpp
+++ b/servers/physics_3d/broad_phase_3d_bvh.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_octree.cpp */
+/* broad_phase_3d_bvh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,55 +28,55 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "broad_phase_octree.h"
+#include "broad_phase_3d_bvh.h"
#include "collision_object_3d_sw.h"
-BroadPhase3DSW::ID BroadPhaseOctree::create(CollisionObject3DSW *p_object, int p_subindex) {
- ID oid = octree.create(p_object, AABB(), p_subindex, false, 1 << p_object->get_type(), 0);
- return oid;
+BroadPhase3DBVH::ID BroadPhase3DBVH::create(CollisionObject3DSW *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
+ ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care?
+ return oid + 1;
}
-void BroadPhaseOctree::move(ID p_id, const AABB &p_aabb) {
- octree.move(p_id, p_aabb);
+void BroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
+ bvh.move(p_id - 1, p_aabb);
}
-void BroadPhaseOctree::set_static(ID p_id, bool p_static) {
- CollisionObject3DSW *it = octree.get(p_id);
- octree.set_pairable(p_id, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF); //pair everything, don't care 1?
+void BroadPhase3DBVH::set_static(ID p_id, bool p_static) {
+ CollisionObject3DSW *it = bvh.get(p_id - 1);
+ bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care?
}
-void BroadPhaseOctree::remove(ID p_id) {
- octree.erase(p_id);
+void BroadPhase3DBVH::remove(ID p_id) {
+ bvh.erase(p_id - 1);
}
-CollisionObject3DSW *BroadPhaseOctree::get_object(ID p_id) const {
- CollisionObject3DSW *it = octree.get(p_id);
+CollisionObject3DSW *BroadPhase3DBVH::get_object(ID p_id) const {
+ CollisionObject3DSW *it = bvh.get(p_id - 1);
ERR_FAIL_COND_V(!it, nullptr);
return it;
}
-bool BroadPhaseOctree::is_static(ID p_id) const {
- return !octree.is_pairable(p_id);
+bool BroadPhase3DBVH::is_static(ID p_id) const {
+ return !bvh.is_pairable(p_id - 1);
}
-int BroadPhaseOctree::get_subindex(ID p_id) const {
- return octree.get_subindex(p_id);
+int BroadPhase3DBVH::get_subindex(ID p_id) const {
+ return bvh.get_subindex(p_id - 1);
}
-int BroadPhaseOctree::cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- return octree.cull_point(p_point, p_results, p_max_results, p_result_indices);
+int BroadPhase3DBVH::cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices);
}
-int BroadPhaseOctree::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- return octree.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
+int BroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
}
-int BroadPhaseOctree::cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
- return octree.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
+int BroadPhase3DBVH::cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
}
-void *BroadPhaseOctree::_pair_callback(void *self, OctreeElementID p_A, CollisionObject3DSW *p_object_A, int subindex_A, OctreeElementID p_B, CollisionObject3DSW *p_object_B, int subindex_B) {
- BroadPhaseOctree *bpo = (BroadPhaseOctree *)(self);
+void *BroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B) {
+ BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self);
if (!bpo->pair_callback) {
return nullptr;
}
@@ -84,8 +84,8 @@ void *BroadPhaseOctree::_pair_callback(void *self, OctreeElementID p_A, Collisio
return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
}
-void BroadPhaseOctree::_unpair_callback(void *self, OctreeElementID p_A, CollisionObject3DSW *p_object_A, int subindex_A, OctreeElementID p_B, CollisionObject3DSW *p_object_B, int subindex_B, void *pairdata) {
- BroadPhaseOctree *bpo = (BroadPhaseOctree *)(self);
+void BroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B, void *pairdata) {
+ BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self);
if (!bpo->unpair_callback) {
return;
}
@@ -93,27 +93,27 @@ void BroadPhaseOctree::_unpair_callback(void *self, OctreeElementID p_A, Collisi
bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
}
-void BroadPhaseOctree::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+void BroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
pair_callback = p_pair_callback;
pair_userdata = p_userdata;
}
-void BroadPhaseOctree::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+void BroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
unpair_callback = p_unpair_callback;
unpair_userdata = p_userdata;
}
-void BroadPhaseOctree::update() {
- // does.. not?
+void BroadPhase3DBVH::update() {
+ bvh.update();
}
-BroadPhase3DSW *BroadPhaseOctree::_create() {
- return memnew(BroadPhaseOctree);
+BroadPhase3DSW *BroadPhase3DBVH::_create() {
+ return memnew(BroadPhase3DBVH);
}
-BroadPhaseOctree::BroadPhaseOctree() {
- octree.set_pair_callback(_pair_callback, this);
- octree.set_unpair_callback(_unpair_callback, this);
+BroadPhase3DBVH::BroadPhase3DBVH() {
+ bvh.set_pair_callback(_pair_callback, this);
+ bvh.set_unpair_callback(_unpair_callback, this);
pair_callback = nullptr;
pair_userdata = nullptr;
unpair_userdata = nullptr;
diff --git a/servers/physics_3d/broad_phase_octree.h b/servers/physics_3d/broad_phase_3d_bvh.h
index ee681dda96..30b8b7f2aa 100644
--- a/servers/physics_3d/broad_phase_octree.h
+++ b/servers/physics_3d/broad_phase_3d_bvh.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_octree.h */
+/* broad_phase_3d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,17 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_OCTREE_H
-#define BROAD_PHASE_OCTREE_H
+#ifndef BROAD_PHASE_3D_BVH_H
+#define BROAD_PHASE_3D_BVH_H
#include "broad_phase_3d_sw.h"
-#include "core/math/octree.h"
+#include "core/math/bvh.h"
-class BroadPhaseOctree : public BroadPhase3DSW {
- Octree<CollisionObject3DSW, true> octree;
+class BroadPhase3DBVH : public BroadPhase3DSW {
+ BVH_Manager<CollisionObject3DSW, true, 128> bvh;
- static void *_pair_callback(void *, OctreeElementID, CollisionObject3DSW *, int, OctreeElementID, CollisionObject3DSW *, int);
- static void _unpair_callback(void *, OctreeElementID, CollisionObject3DSW *, int, OctreeElementID, CollisionObject3DSW *, int, void *);
+ static void *_pair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int);
+ static void _unpair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int, void *);
PairCallback pair_callback;
void *pair_userdata;
@@ -47,7 +47,7 @@ class BroadPhaseOctree : public BroadPhase3DSW {
public:
// 0 is an invalid ID
- virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0);
+ virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
virtual void move(ID p_id, const AABB &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
@@ -66,7 +66,7 @@ public:
virtual void update();
static BroadPhase3DSW *_create();
- BroadPhaseOctree();
+ BroadPhase3DBVH();
};
-#endif // BROAD_PHASE_OCTREE_H
+#endif // BROAD_PHASE_3D_BVH_H
diff --git a/servers/physics_3d/broad_phase_3d_sw.h b/servers/physics_3d/broad_phase_3d_sw.h
index 283c087b96..98313cb216 100644
--- a/servers/physics_3d/broad_phase_3d_sw.h
+++ b/servers/physics_3d/broad_phase_3d_sw.h
@@ -48,7 +48,7 @@ public:
typedef void (*UnpairCallback)(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_userdata);
// 0 is an invalid ID
- virtual ID create(CollisionObject3DSW *p_object_, int p_subindex = 0) = 0;
+ virtual ID create(CollisionObject3DSW *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0;
virtual void move(ID p_id, const AABB &p_aabb) = 0;
virtual void set_static(ID p_id, bool p_static) = 0;
virtual void remove(ID p_id) = 0;
diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/collision_object_3d_sw.cpp
index 293a7e6606..51e2432071 100644
--- a/servers/physics_3d/collision_object_3d_sw.cpp
+++ b/servers/physics_3d/collision_object_3d_sw.cpp
@@ -32,7 +32,7 @@
#include "servers/physics_3d/physics_server_3d_sw.h"
#include "space_3d_sw.h"
-void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform &p_transform, bool p_disabled) {
+void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform3D &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
@@ -62,7 +62,7 @@ void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
//_shapes_changed();
}
-void CollisionObject3DSW::set_shape_transform(int p_index, const Transform &p_transform) {
+void CollisionObject3DSW::set_shape_transform(int p_index, const Transform3D &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes.write[p_index].xform = p_transform;
@@ -146,22 +146,23 @@ void CollisionObject3DSW::_update_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
- if (s.bpid == 0) {
- s.bpid = space->get_broadphase()->create(this, i);
- space->get_broadphase()->set_static(s.bpid, _static);
- }
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
- Transform xform = transform * s.xform;
+ Transform3D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
+ shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
s.aabb_cache = shape_aabb;
- s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
Vector3 scale = xform.get_basis().get_scale();
s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
- space->get_broadphase()->move(s.bpid, s.aabb_cache);
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
+ space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
@@ -172,18 +173,19 @@ void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
- if (s.bpid == 0) {
- s.bpid = space->get_broadphase()->create(this, i);
- space->get_broadphase()->set_static(s.bpid, _static);
- }
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
- Transform xform = transform * s.xform;
+ Transform3D xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
- shape_aabb = shape_aabb.merge(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
+ shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/collision_object_3d_sw.h
index 85221b7746..5505fec3da 100644
--- a/servers/physics_3d/collision_object_3d_sw.h
+++ b/servers/physics_3d/collision_object_3d_sw.h
@@ -60,8 +60,8 @@ private:
uint32_t collision_mask;
struct Shape {
- Transform xform;
- Transform xform_inv;
+ Transform3D xform;
+ Transform3D xform_inv;
BroadPhase3DSW::ID bpid;
AABB aabb_cache; //for rayqueries
real_t area_cache;
@@ -73,8 +73,8 @@ private:
Vector<Shape> shapes;
Space3DSW *space;
- Transform transform;
- Transform inv_transform;
+ Transform3D transform;
+ Transform3D inv_transform;
bool _static;
SelfList<CollisionObject3DSW> pending_shape_update_list;
@@ -85,7 +85,7 @@ protected:
void _update_shapes_with_motion(const Vector3 &p_motion);
void _unregister_shapes();
- _FORCE_INLINE_ void _set_transform(const Transform &p_transform, bool p_update_shapes = true) {
+ _FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
@@ -96,7 +96,7 @@ protected:
_update_shapes();
}
}
- _FORCE_INLINE_ void _set_inv_transform(const Transform &p_transform) { inv_transform = p_transform; }
+ _FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
@@ -116,22 +116,22 @@ public:
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
- void add_shape(Shape3DSW *p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
+ void add_shape(Shape3DSW *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
void set_shape(int p_index, Shape3DSW *p_shape);
- void set_shape_transform(int p_index, const Transform &p_transform);
+ void set_shape_transform(int p_index, const Transform3D &p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ bool is_shape_disabled(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].disabled;
}
_FORCE_INLINE_ Shape3DSW *get_shape(int p_index) const { return shapes[p_index].shape; }
- _FORCE_INLINE_ const Transform &get_shape_transform(int p_index) const { return shapes[p_index].xform; }
- _FORCE_INLINE_ const Transform &get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
+ _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const { return shapes[p_index].xform; }
+ _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
_FORCE_INLINE_ real_t get_shape_area(int p_index) const { return shapes[p_index].area_cache; }
- _FORCE_INLINE_ const Transform &get_transform() const { return transform; }
- _FORCE_INLINE_ const Transform &get_inv_transform() const { return inv_transform; }
+ _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
+ _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space3DSW *get_space() const { return space; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 9d5448dbfa..b362f1ff17 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -608,8 +608,8 @@ template <class ShapeA, class ShapeB, bool withMargin = false>
class SeparatorAxisTest {
const ShapeA *shape_A;
const ShapeB *shape_B;
- const Transform *transform_A;
- const Transform *transform_B;
+ const Transform3D *transform_A;
+ const Transform3D *transform_B;
real_t best_depth;
Vector3 best_axis;
_CollectorCallback *callback;
@@ -690,7 +690,7 @@ public:
Vector3 axis = (p_point_B - p_point_A);
real_t depth = axis.length();
- // Filter out bogus directions with a treshold and re-testing axis.
+ // Filter out bogus directions with a threshold and re-testing axis.
if (separator->best_depth - depth > 0.001) {
separator->test_axis(axis / depth);
}
@@ -750,7 +750,7 @@ public:
callback->collided = true;
}
- _FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform &p_transform_A, const ShapeB *p_shape_B, const Transform &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) {
+ _FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform3D &p_transform_A, const ShapeB *p_shape_B, const Transform3D &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) {
best_depth = 1e15;
shape_A = p_shape_A;
shape_B = p_shape_B;
@@ -764,10 +764,10 @@ public:
/****** SAT TESTS *******/
-typedef void (*CollisionFunc)(const Shape3DSW *, const Transform &, const Shape3DSW *, const Transform &, _CollectorCallback *p_callback, real_t, real_t);
+typedef void (*CollisionFunc)(const Shape3DSW *, const Transform3D &, const Shape3DSW *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
template <bool withMargin>
-static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const SphereShape3DSW *sphere_B = static_cast<const SphereShape3DSW *>(p_b);
@@ -787,7 +787,7 @@ static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform &p_tr
}
template <bool withMargin>
-static void _collision_sphere_box(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b);
@@ -838,7 +838,7 @@ static void _collision_sphere_box(const Shape3DSW *p_a, const Transform &p_trans
}
template <bool withMargin>
-static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
@@ -880,7 +880,7 @@ static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform &p_t
}
template <bool withMargin>
-static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
@@ -939,7 +939,7 @@ static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform &p_
}
template <bool withMargin>
-static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
@@ -999,7 +999,7 @@ static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transfo
}
template <bool withMargin>
-static void _collision_sphere_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a);
const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
@@ -1044,7 +1044,7 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform &p_tran
}
template <bool withMargin>
-static void _collision_box_box(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_box_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b);
@@ -1142,7 +1142,7 @@ static void _collision_box_box(const Shape3DSW *p_a, const Transform &p_transfor
}
template <bool withMargin>
-static void _collision_box_capsule(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
@@ -1240,7 +1240,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform &p_tran
}
template <bool withMargin>
-static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
@@ -1353,7 +1353,7 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform &p_tra
}
template <bool withMargin>
-static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
@@ -1468,7 +1468,7 @@ static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform
}
template <bool withMargin>
-static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a);
const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
@@ -1591,7 +1591,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
}
template <bool withMargin>
-static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b);
@@ -1655,7 +1655,7 @@ static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform &p_
}
template <bool withMargin>
-static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
@@ -1717,7 +1717,7 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform &p
}
template <bool withMargin>
-static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
@@ -1781,7 +1781,7 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
}
template <bool withMargin>
-static void _collision_capsule_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a);
const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
@@ -1855,7 +1855,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform &p_tra
}
template <bool withMargin>
-static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b);
@@ -1909,7 +1909,7 @@ static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform &
}
template <bool withMargin>
-static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
@@ -1926,7 +1926,7 @@ static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Trans
}
template <bool withMargin>
-static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a);
const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
@@ -2031,7 +2031,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform &p_tr
}
template <bool withMargin>
-static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a);
const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b);
@@ -2140,7 +2140,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const
}
template <bool withMargin>
-static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a);
const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b);
@@ -2258,7 +2258,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
separator.generate_contacts();
}
-bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
+bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_PLANE, false);
@@ -2358,8 +2358,8 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_tr
const Shape3DSW *A = p_shape_A;
const Shape3DSW *B = p_shape_B;
- const Transform *transform_A = &p_transform_A;
- const Transform *transform_B = &p_transform_B;
+ const Transform3D *transform_A = &p_transform_A;
+ const Transform3D *transform_B = &p_transform_B;
real_t margin_A = p_margin_a;
real_t margin_B = p_margin_b;
diff --git a/servers/physics_3d/collision_solver_3d_sat.h b/servers/physics_3d/collision_solver_3d_sat.h
index 97454c0b4a..e50da7b101 100644
--- a/servers/physics_3d/collision_solver_3d_sat.h
+++ b/servers/physics_3d/collision_solver_3d_sat.h
@@ -33,6 +33,6 @@
#include "collision_solver_3d_sw.h"
-bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
+bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
#endif // COLLISION_SOLVER_SAT_H
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index f655c4626c..67330d497e 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -37,7 +37,7 @@
#define collision_solver sat_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
return false;
@@ -89,14 +89,14 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
return found;
}
-bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
const RayShape3DSW *ray = static_cast<const RayShape3DSW *>(p_shape_A);
Vector3 from = p_transform_A.origin;
Vector3 to = from + p_transform_A.basis.get_axis(2) * ray->get_length();
Vector3 support_A = to;
- Transform ai = p_transform_B.affine_inverse();
+ Transform3D ai = p_transform_B.affine_inverse();
from = ai.xform(from);
to = ai.xform(to);
@@ -146,8 +146,8 @@ struct _SoftBodyQueryInfo {
SoftBody3DSW *soft_body = nullptr;
const Shape3DSW *shape_A = nullptr;
const Shape3DSW *shape_B = nullptr;
- Transform transform_A;
- Transform node_transform;
+ Transform3D transform_A;
+ Transform3D node_transform;
_SoftBodyContactCollisionInfo contact_info;
#ifdef DEBUG_ENABLED
int node_query_count = 0;
@@ -160,7 +160,7 @@ bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *
Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
- Transform transform_B;
+ Transform3D transform_B;
transform_B.origin = query_cinfo.node_transform.xform(node_position);
query_cinfo.contact_info.node_index = p_node_index;
@@ -201,11 +201,11 @@ void CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW
#endif
}
-bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
const SoftBodyShape3DSW *soft_body_shape_B = static_cast<const SoftBodyShape3DSW *>(p_shape_B);
SoftBody3DSW *soft_body = soft_body_shape_B->get_soft_body();
- const Transform &world_to_local = soft_body->get_inv_transform();
+ const Transform3D &world_to_local = soft_body->get_inv_transform();
const real_t collision_margin = soft_body->get_collision_margin();
@@ -257,9 +257,9 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran
}
struct _ConcaveCollisionInfo {
- const Transform *transform_A;
+ const Transform3D *transform_A;
const Shape3DSW *shape_A;
- const Transform *transform_B;
+ const Transform3D *transform_B;
CollisionSolver3DSW::CallbackResult result_callback;
void *userdata;
bool swap_result;
@@ -285,7 +285,7 @@ void CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex
cinfo.collisions++;
}
-bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
+bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
const ConcaveShape3DSW *concave_B = static_cast<const ConcaveShape3DSW *>(p_shape_B);
_ConcaveCollisionInfo cinfo;
@@ -302,7 +302,7 @@ bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transf
cinfo.aabb_tests = 0;
- Transform rel_transform = p_transform_A;
+ Transform3D rel_transform = p_transform_A;
rel_transform.origin -= p_transform_B.origin;
//quickly compute a local AABB
@@ -329,7 +329,7 @@ bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transf
return cinfo.collided;
}
-bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
bool concave_A = p_shape_A->is_concave();
@@ -421,7 +421,7 @@ void CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW
cinfo.collisions++;
}
-bool CollisionSolver3DSW::solve_distance_plane(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
+bool CollisionSolver3DSW::solve_distance_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
return false;
@@ -473,7 +473,7 @@ bool CollisionSolver3DSW::solve_distance_plane(const Shape3DSW *p_shape_A, const
return collided;
}
-bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
+bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
if (p_shape_A->is_concave()) {
return false;
}
@@ -504,7 +504,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans
cinfo.aabb_tests = 0;
cinfo.tested = false;
- Transform rel_transform = p_transform_A;
+ Transform3D rel_transform = p_transform_A;
rel_transform.origin -= p_transform_B.origin;
//quickly compute a local AABB
diff --git a/servers/physics_3d/collision_solver_3d_sw.h b/servers/physics_3d/collision_solver_3d_sw.h
index 34ac2c6d3f..a5dd7d48eb 100644
--- a/servers/physics_3d/collision_solver_3d_sw.h
+++ b/servers/physics_3d/collision_solver_3d_sw.h
@@ -42,16 +42,16 @@ private:
static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
static void soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex);
static void concave_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_static_plane(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool solve_ray(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static bool solve_concave(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_static_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
static void concave_distance_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_distance_plane(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
+ static bool solve_distance_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
public:
- static bool solve_static(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
- static bool solve_distance(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
+ static bool solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
};
#endif // COLLISION_SOLVER__SW_H
diff --git a/servers/physics_3d/constraint_3d_sw.h b/servers/physics_3d/constraint_3d_sw.h
index 2571335c43..7b44726ef5 100644
--- a/servers/physics_3d/constraint_3d_sw.h
+++ b/servers/physics_3d/constraint_3d_sw.h
@@ -31,14 +31,13 @@
#ifndef CONSTRAINT_SW_H
#define CONSTRAINT_SW_H
-#include "body_3d_sw.h"
+class Body3DSW;
+class SoftBody3DSW;
class Constraint3DSW {
Body3DSW **_body_ptr;
int _body_count;
uint64_t island_step;
- Constraint3DSW *island_next;
- Constraint3DSW *island_list_next;
int priority;
bool disabled_collisions_between_bodies;
@@ -60,15 +59,12 @@ public:
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ Constraint3DSW *get_island_next() const { return island_next; }
- _FORCE_INLINE_ void set_island_next(Constraint3DSW *p_next) { island_next = p_next; }
-
- _FORCE_INLINE_ Constraint3DSW *get_island_list_next() const { return island_list_next; }
- _FORCE_INLINE_ void set_island_list_next(Constraint3DSW *p_next) { island_list_next = p_next; }
-
_FORCE_INLINE_ Body3DSW **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
+ virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const { return nullptr; }
+ virtual int get_soft_body_count() const { return 0; }
+
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
@@ -76,6 +72,7 @@ public:
_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
virtual ~Constraint3DSW() {}
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index 1a8c7f704f..2df991563d 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -107,16 +107,16 @@ typedef unsigned char U1;
struct MinkowskiDiff {
const Shape3DSW* m_shapes[2];
- Transform transform_A;
- Transform transform_B;
+ Transform3D transform_A;
+ Transform3D transform_B;
real_t margin_A = 0.0;
real_t margin_B = 0.0;
Vector3 (*get_support)(const Shape3DSW*, const Vector3&, real_t);
- void Initialize(const Shape3DSW* shape0, const Transform& wtrs0, const real_t margin0,
- const Shape3DSW* shape1, const Transform& wtrs1, const real_t margin1) {
+ void Initialize(const Shape3DSW* shape0, const Transform3D& wtrs0, const real_t margin0,
+ const Shape3DSW* shape1, const Transform3D& wtrs1, const real_t margin1) {
m_shapes[0] = shape0;
m_shapes[1] = shape1;
transform_A = wtrs0;
@@ -862,8 +862,8 @@ struct GJK
};
//
- static void Initialize( const Shape3DSW* shape0, const Transform& wtrs0, real_t margin0,
- const Shape3DSW* shape1, const Transform& wtrs1, real_t margin1,
+ static void Initialize( const Shape3DSW* shape0, const Transform3D& wtrs0, real_t margin0,
+ const Shape3DSW* shape1, const Transform3D& wtrs1, real_t margin1,
sResults& results,
tShape& shape)
{
@@ -885,10 +885,10 @@ struct GJK
//
bool Distance( const Shape3DSW* shape0,
- const Transform& wtrs0,
+ const Transform3D& wtrs0,
real_t margin0,
const Shape3DSW* shape1,
- const Transform& wtrs1,
+ const Transform3D& wtrs1,
real_t margin1,
const Vector3& guess,
sResults& results)
@@ -926,10 +926,10 @@ bool Distance( const Shape3DSW* shape0,
//
bool Penetration( const Shape3DSW* shape0,
- const Transform& wtrs0,
+ const Transform3D& wtrs0,
real_t margin0,
const Shape3DSW* shape1,
- const Transform& wtrs1,
+ const Transform3D& wtrs1,
real_t margin1,
const Vector3& guess,
sResults& results
@@ -993,7 +993,7 @@ bool Penetration( const Shape3DSW* shape0,
/* clang-format on */
-bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) {
+bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) {
GjkEpa2::sResults res;
if (GjkEpa2::Distance(p_shape_A, p_transform_A, 0.0, p_shape_B, p_transform_B, 0.0, p_transform_B.origin - p_transform_A.origin, res)) {
@@ -1005,7 +1005,7 @@ bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform &p_t
return false;
}
-bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) {
+bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) {
GjkEpa2::sResults res;
if (GjkEpa2::Penetration(p_shape_A, p_transform_A, p_margin_A, p_shape_B, p_transform_B, p_margin_B, p_transform_B.origin - p_transform_A.origin, res)) {
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index a7e2e1719e..69e85d2bc0 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -34,7 +34,7 @@
#include "collision_solver_3d_sw.h"
#include "shape_3d_sw.h"
-bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
-bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
+bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
+bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
#endif
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
index 9c4493f4a2..7315e9c709 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -84,7 +84,7 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
return (y < 0.0f) ? -angle : angle;
}
-ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &rbAFrame, const Transform &rbBFrame) :
+ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
Joint3DSW(_arr, 2) {
A = rbA;
B = rbB;
@@ -109,6 +109,13 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
}
bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
m_appliedImpulse = real_t(0.);
//set bias, sign, clear accumulator
@@ -204,7 +211,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
// Twist limits
if (m_twistSpan >= real_t(0.)) {
Vector3 b2Axis22 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_axis(1));
- Quat rotationArc = Quat(b2Axis1, b1Axis1);
+ Quaternion rotationArc = Quaternion(b2Axis1, b1Axis1);
Vector3 TwistRef = rotationArc.xform(b2Axis22);
real_t twist = atan2fast(TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2));
@@ -261,8 +268,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
real_t impulse = depth * tau / p_timestep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
}
}
@@ -283,8 +294,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
Vector3 impulse = m_swingAxis * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
// solve twist limit
@@ -299,8 +314,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
Vector3 impulse = m_twistAxis * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
}
}
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
index 4e4d4e7f0c..608847352c 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
@@ -73,8 +73,8 @@ public:
JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
real_t m_appliedImpulse;
- Transform m_rbAFrame;
- Transform m_rbBFrame;
+ Transform3D m_rbAFrame;
+ Transform3D m_rbBFrame;
real_t m_limitSoftness;
real_t m_biasFactor;
@@ -102,12 +102,12 @@ public:
bool m_solveSwingLimit;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
- virtual bool setup(real_t p_timestep);
- virtual void solve(real_t p_timestep);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
- ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &rbAFrame, const Transform &rbBFrame);
+ ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame);
void setAngularOnly(bool angularOnly) {
m_angularOnly = angularOnly;
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index 13b389251f..56aba24b42 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -82,7 +82,7 @@ int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) {
real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
- Body3DSW *body0, Body3DSW *body1) {
+ Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
if (!needApplyTorques()) {
return 0.0f;
}
@@ -138,8 +138,10 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
Vector3 motorImp = clippedMotorImpulse * axis;
- body0->apply_torque_impulse(motorImp);
- if (body1) {
+ if (p_body0_dynamic) {
+ body0->apply_torque_impulse(motorImp);
+ }
+ if (body1 && p_body1_dynamic) {
body1->apply_torque_impulse(-motorImp);
}
@@ -154,6 +156,7 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
real_t jacDiagABInv,
Body3DSW *body1, const Vector3 &pointInA,
Body3DSW *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
const Vector3 &anchorPos) {
@@ -205,14 +208,18 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
- body1->apply_impulse(impulse_vector, rel_pos1);
- body2->apply_impulse(-impulse_vector, rel_pos2);
+ if (p_body1_dynamic) {
+ body1->apply_impulse(impulse_vector, rel_pos1);
+ }
+ if (p_body2_dynamic) {
+ body2->apply_impulse(-impulse_vector, rel_pos2);
+ }
return normalImpulse;
}
//////////////////////////// G6DOFTranslationalLimitMotorSW ////////////////////////////////////
-Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB, bool useLinearReferenceFrameA) :
+Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
Joint3DSW(_arr, 2),
m_frameInA(frameInA),
m_frameInB(frameInB),
@@ -303,6 +310,13 @@ bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) {
}
bool Generic6DOFJoint3DSW::setup(real_t p_timestep) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
// Clear accumulated impulses for the next simulation step
m_linearLimits.m_accumulatedImpulse = Vector3(real_t(0.), real_t(0.), real_t(0.));
int i;
@@ -380,6 +394,7 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
jacDiagABInv,
A, pointInA,
B, pointInB,
+ dynamic_A, dynamic_B,
i, linear_axis, m_AnchorPos);
}
}
@@ -394,7 +409,7 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal();
- m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B);
+ m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B, dynamic_A, dynamic_B);
}
}
}
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
index d61a033231..d46437e782 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -81,7 +81,7 @@ public:
//! temp_variables
//!@{
- real_t m_currentLimitError; //! How much is violated this limit
+ real_t m_currentLimitError; //!< How much is violated this limit
int m_currentLimit; //!< 0=free, 1=at lo limit, 2=at hi limit
real_t m_accumulatedImpulse;
//!@}
@@ -113,14 +113,14 @@ public:
return (m_enableMotor || m_currentLimit != 0);
}
- //! calculates error
+ //! calculates error
/*!
calculates m_currentLimit and m_currentLimitError.
*/
int testLimitValue(real_t test_value);
//! apply the correction impulses for two bodies
- real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1);
+ real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic);
};
class G6DOFTranslationalLimitMotor3DSW {
@@ -166,6 +166,7 @@ public:
real_t jacDiagABInv,
Body3DSW *body1, const Vector3 &pointInA,
Body3DSW *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
const Vector3 &anchorPos);
@@ -184,8 +185,8 @@ protected:
//! relative_frames
//!@{
- Transform m_frameInA; //!< the constraint space w.r.t body A
- Transform m_frameInB; //!< the constraint space w.r.t body B
+ Transform3D m_frameInA; //!< the constraint space w.r.t body A
+ Transform3D m_frameInB; //!< the constraint space w.r.t body B
//!@}
//! Jacobians
@@ -208,8 +209,8 @@ protected:
//! temporal variables
//!@{
real_t m_timeStep;
- Transform m_calculatedTransformA;
- Transform m_calculatedTransformB;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
Vector3 m_calculatedAxisAngleDiff;
Vector3 m_calculatedAxis[3];
@@ -232,12 +233,12 @@ protected:
void calculateAngleInfo();
public:
- Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB, bool useLinearReferenceFrameA);
+ Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA);
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_6DOF; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; }
- virtual bool setup(real_t p_timestep);
- virtual void solve(real_t p_timestep);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
//! Calcs global transform of the offsets
/*!
@@ -250,7 +251,7 @@ public:
/*!
\sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo.
*/
- const Transform &getCalculatedTransformA() const {
+ const Transform3D &getCalculatedTransformA() const {
return m_calculatedTransformA;
}
@@ -258,23 +259,23 @@ public:
/*!
\sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo.
*/
- const Transform &getCalculatedTransformB() const {
+ const Transform3D &getCalculatedTransformB() const {
return m_calculatedTransformB;
}
- const Transform &getFrameOffsetA() const {
+ const Transform3D &getFrameOffsetA() const {
return m_frameInA;
}
- const Transform &getFrameOffsetB() const {
+ const Transform3D &getFrameOffsetB() const {
return m_frameInB;
}
- Transform &getFrameOffsetA() {
+ Transform3D &getFrameOffsetA() {
return m_frameInA;
}
- Transform &getFrameOffsetB() {
+ Transform3D &getFrameOffsetB() {
return m_frameInB;
}
@@ -326,7 +327,7 @@ public:
return &m_angularLimits[index];
}
- //! Retrieves the limit informacion
+ //! Retrieves the limit informacion
G6DOFTranslationalLimitMotor3DSW *getTranslationalLimitMotor() {
return &m_linearLimits;
}
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
index 2b9f0038b4..b928f18231 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -67,7 +67,7 @@ static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
}
}
-HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameA, const Transform &frameB) :
+HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB) :
Joint3DSW(_arr, 2) {
A = rbA;
B = rbB;
@@ -126,7 +126,7 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
rbAxisA1.y, rbAxisA2.y, axisInA.y,
rbAxisA1.z, rbAxisA2.z, axisInA.z);
- Quat rotationArc = Quat(axisInA, axisInB);
+ Quaternion rotationArc = Quaternion(axisInA, axisInB);
Vector3 rbAxisB1 = rotationArc.xform(rbAxisA1);
Vector3 rbAxisB2 = axisInB.cross(rbAxisB1);
@@ -155,6 +155,13 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
}
bool HingeJoint3DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
m_appliedImpulse = real_t(0.);
if (!m_angularOnly) {
@@ -275,8 +282,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
}
}
@@ -318,8 +329,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
angularError *= (real_t(1.) / denom2) * relaxation;
}
- A->apply_torque_impulse(-velrelOrthog + angularError);
- B->apply_torque_impulse(velrelOrthog - angularError);
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
// solve limit
if (m_solveLimit) {
@@ -333,8 +348,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
impulseMag = m_accLimitImpulse - temp;
Vector3 impulse = axisA * impulseMag * m_limitSign;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
}
@@ -355,8 +374,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse;
Vector3 motorImp = clippedMotorImpulse * axisA;
- A->apply_torque_impulse(motorImp + angularLimit);
- B->apply_torque_impulse(-motorImp - angularLimit);
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp + angularLimit);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp - angularLimit);
+ }
}
}
}
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index b6117aa0bc..22eb2f4660 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -66,8 +66,8 @@ class HingeJoint3DSW : public Joint3DSW {
JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
- Transform m_rbAFrame; // constraint axii. Assumes z is hinge axis.
- Transform m_rbBFrame;
+ Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis.
+ Transform3D m_rbBFrame;
real_t m_motorTargetVelocity;
real_t m_maxMotorImpulse;
@@ -96,10 +96,10 @@ class HingeJoint3DSW : public Joint3DSW {
real_t m_appliedImpulse;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_HINGE; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
real_t get_hinge_angle();
@@ -109,7 +109,7 @@ public:
void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
- HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameA, const Transform &frameB);
+ HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB);
HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
};
diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
index 2829a5caf7..6afa70c816 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
@@ -50,7 +50,7 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-#include "core/math/transform.h"
+#include "core/math/transform_3d.h"
class JacobianEntry3DSW {
public:
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index 9f708ce151..8eb84d1c2f 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -50,6 +50,13 @@ subject to the following restrictions:
#include "pin_joint_3d_sw.h"
bool PinJoint3DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
m_appliedImpulse = real_t(0.);
Vector3 normal(0, 0, 0);
@@ -119,8 +126,12 @@ void PinJoint3DSW::solve(real_t p_step) {
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
normal[i] = 0;
}
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 1875983527..3d91452850 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -74,10 +74,10 @@ class PinJoint3DSW : public Joint3DSW {
Vector3 m_pivotInB;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_PIN; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_PIN; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::PinJointParam p_param) const;
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
index 0adc471797..db9bdb2986 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -111,7 +111,7 @@ void SliderJoint3DSW::initParams() {
//-----------------------------------------------------------------------------
-SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB) :
+SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
Joint3DSW(_arr, 2),
m_frameInA(frameInA),
m_frameInB(frameInB) {
@@ -127,6 +127,13 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &
//-----------------------------------------------------------------------------
bool SliderJoint3DSW::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
//calculate transforms
m_calculatedTransformA = A->get_transform() * m_frameInA;
m_calculatedTransformB = B->get_transform() * m_frameInB;
@@ -196,8 +203,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
// calcutate and apply impulse
real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i];
Vector3 impulse_vector = normal * normalImpulse;
- A->apply_impulse(impulse_vector, m_relPosA);
- B->apply_impulse(-impulse_vector, m_relPosB);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
if (m_poweredLinMotor && (!i)) { // apply linear motor
if (m_accumulatedLinMotorImpulse < m_maxLinMotorForce) {
real_t desiredMotorVel = m_targetLinMotorVelocity;
@@ -217,8 +228,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
m_accumulatedLinMotorImpulse = new_acc;
// apply clamped impulse
impulse_vector = normal * normalImpulse;
- A->apply_impulse(impulse_vector, m_relPosA);
- B->apply_impulse(-impulse_vector, m_relPosB);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
}
}
}
@@ -252,8 +267,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
angularError *= (real_t(1.) / denom2) * m_restitutionOrthoAng * m_softnessOrthoAng;
}
// apply impulse
- A->apply_torque_impulse(-velrelOrthog + angularError);
- B->apply_torque_impulse(velrelOrthog - angularError);
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
real_t impulseMag;
//solve angular limits
if (m_solveAngLim) {
@@ -264,8 +283,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
impulseMag *= m_kAngle * m_softnessDirAng;
}
Vector3 impulse = axisA * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
//apply angular motor
if (m_poweredAngMotor) {
if (m_accumulatedAngMotorImpulse < m_maxAngMotorForce) {
@@ -290,8 +313,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
m_accumulatedAngMotorImpulse = new_acc;
// apply clamped impulse
Vector3 motorImp = angImpulse * axisA;
- A->apply_torque_impulse(motorImp);
- B->apply_torque_impulse(-motorImp);
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp);
+ }
}
}
} // SliderJointSW::solveConstraint()
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h
index f52f6ace27..f357bbd67a 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -76,8 +76,8 @@ protected:
Body3DSW *_arr[2];
};
- Transform m_frameInA;
- Transform m_frameInB;
+ Transform3D m_frameInA;
+ Transform3D m_frameInB;
// linear limits
real_t m_lowerLinLimit;
@@ -120,8 +120,8 @@ protected:
JacobianEntry3DSW m_jacAng[3];
real_t m_timeStep;
- Transform m_calculatedTransformA;
- Transform m_calculatedTransformB;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
Vector3 m_sliderAxis;
Vector3 m_realPivotAInW;
@@ -152,19 +152,19 @@ protected:
public:
// constructors
- SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB);
+ SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
//SliderJointSW();
// overrides
// access
const Body3DSW *getRigidBodyA() const { return A; }
const Body3DSW *getRigidBodyB() const { return B; }
- const Transform &getCalculatedTransformA() const { return m_calculatedTransformA; }
- const Transform &getCalculatedTransformB() const { return m_calculatedTransformB; }
- const Transform &getFrameOffsetA() const { return m_frameInA; }
- const Transform &getFrameOffsetB() const { return m_frameInB; }
- Transform &getFrameOffsetA() { return m_frameInA; }
- Transform &getFrameOffsetB() { return m_frameInB; }
+ const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; }
+ const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; }
+ const Transform3D &getFrameOffsetA() const { return m_frameInA; }
+ const Transform3D &getFrameOffsetB() const { return m_frameInB; }
+ Transform3D &getFrameOffsetA() { return m_frameInA; }
+ Transform3D &getFrameOffsetB() { return m_frameInB; }
real_t getLowerLinLimit() { return m_lowerLinLimit; }
void setLowerLinLimit(real_t lowerLimit) { m_lowerLinLimit = lowerLimit; }
real_t getUpperLinLimit() { return m_upperLinLimit; }
@@ -240,10 +240,10 @@ public:
void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
};
#endif // SLIDER_JOINT_SW_H
diff --git a/servers/physics_3d/joints_3d_sw.h b/servers/physics_3d/joints_3d_sw.h
index 225a71aca9..e2514674ea 100644
--- a/servers/physics_3d/joints_3d_sw.h
+++ b/servers/physics_3d/joints_3d_sw.h
@@ -35,9 +35,14 @@
#include "constraint_3d_sw.h"
class Joint3DSW : public Constraint3DSW {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
public:
- virtual bool setup(real_t p_step) { return false; }
- virtual void solve(real_t p_step) {}
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return true; }
+ virtual void solve(real_t p_step) override {}
void copy_settings_from(Joint3DSW *p_joint) {
set_self(p_joint->get_self());
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index 3d0063b0fa..7a95a8abc8 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -30,8 +30,7 @@
#include "physics_server_3d_sw.h"
-#include "broad_phase_3d_basic.h"
-#include "broad_phase_octree.h"
+#include "broad_phase_3d_bvh.h"
#include "core/debugger/engine_debugger.h"
#include "core/os/os.h"
#include "joints/cone_twist_joint_3d_sw.h"
@@ -263,7 +262,7 @@ PhysicsServer3D::AreaSpaceOverrideMode PhysicsServer3DSW::area_get_space_overrid
return area->get_space_override_mode();
}
-void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform &p_transform, bool p_disabled) {
+void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
Area3DSW *area = area_owner.getornull(p_area);
ERR_FAIL_COND(!area);
@@ -284,7 +283,7 @@ void PhysicsServer3DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape)
area->set_shape(p_shape_idx, shape);
}
-void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform) {
+void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
Area3DSW *area = area_owner.getornull(p_area);
ERR_FAIL_COND(!area);
@@ -308,9 +307,9 @@ RID PhysicsServer3DSW::area_get_shape(RID p_area, int p_shape_idx) const {
return shape->get_self();
}
-Transform PhysicsServer3DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
+Transform3D PhysicsServer3DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
Area3DSW *area = area_owner.getornull(p_area);
- ERR_FAIL_COND_V(!area, Transform());
+ ERR_FAIL_COND_V(!area, Transform3D());
return area->get_shape_transform(p_shape_idx);
}
@@ -369,7 +368,7 @@ void PhysicsServer3DSW::area_set_param(RID p_area, AreaParameter p_param, const
area->set_param(p_param, p_value);
};
-void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform &p_transform) {
+void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform3D &p_transform) {
Area3DSW *area = area_owner.getornull(p_area);
ERR_FAIL_COND(!area);
area->set_transform(p_transform);
@@ -386,9 +385,9 @@ Variant PhysicsServer3DSW::area_get_param(RID p_area, AreaParameter p_param) con
return area->get_param(p_param);
};
-Transform PhysicsServer3DSW::area_get_transform(RID p_area) const {
+Transform3D PhysicsServer3DSW::area_get_transform(RID p_area) const {
Area3DSW *area = area_owner.getornull(p_area);
- ERR_FAIL_COND_V(!area, Transform());
+ ERR_FAIL_COND_V(!area, Transform3D());
return area->get_transform();
};
@@ -488,7 +487,7 @@ PhysicsServer3D::BodyMode PhysicsServer3DSW::body_get_mode(RID p_body) const {
return body->get_mode();
};
-void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform &p_transform, bool p_disabled) {
+void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -508,8 +507,7 @@ void PhysicsServer3DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape)
body->set_shape(p_shape_idx, shape);
}
-
-void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform) {
+void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -542,9 +540,9 @@ void PhysicsServer3DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, boo
body->set_shape_as_disabled(p_shape_idx, p_disabled);
}
-Transform PhysicsServer3DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
+Transform3D PhysicsServer3DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, Transform());
+ ERR_FAIL_COND_V(!body, Transform3D());
return body->get_shape_transform(p_shape_idx);
}
@@ -658,19 +656,6 @@ real_t PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) cons
return body->get_param(p_param);
};
-void PhysicsServer3DSW::body_set_kinematic_safe_margin(RID p_body, real_t p_margin) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND(!body);
- body->set_kinematic_margin(p_margin);
-}
-
-real_t PhysicsServer3DSW::body_get_kinematic_safe_margin(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, 0);
-
- return body->get_kinematic_margin();
-}
-
void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -857,10 +842,10 @@ int PhysicsServer3DSW::body_get_max_contacts_reported(RID p_body) const {
return body->get_max_contacts_reported();
}
-void PhysicsServer3DSW::body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata) {
+void PhysicsServer3DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
- body->set_force_integration_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method, p_udata);
+ body->set_force_integration_callback(p_callable, p_udata);
}
void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
@@ -869,7 +854,7 @@ void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
body->set_ray_pickable(p_enable);
}
-bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result, bool p_exclude_raycast_shapes) {
+bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result, bool p_exclude_raycast_shapes) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -877,10 +862,10 @@ bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform &p_from, co
_update_shapes();
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result, p_exclude_raycast_shapes);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
-int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
+int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -1011,7 +996,7 @@ Variant PhysicsServer3DSW::soft_body_get_state(RID p_body, BodyState p_state) co
return soft_body->get_state(p_state);
}
-void PhysicsServer3DSW::soft_body_set_transform(RID p_body, const Transform &p_transform) {
+void PhysicsServer3DSW::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
SoftBody3DSW *soft_body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!soft_body);
@@ -1254,7 +1239,7 @@ Vector3 PhysicsServer3DSW::pin_joint_get_local_b(RID p_joint) const {
return pin_joint->get_position_b();
}
-void PhysicsServer3DSW::joint_make_hinge(RID p_joint, RID p_body_A, const Transform &p_frame_A, RID p_body_B, const Transform &p_frame_B) {
+void PhysicsServer3DSW::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) {
Body3DSW *body_A = body_owner.getornull(p_body_A);
ERR_FAIL_COND(!body_A);
@@ -1379,7 +1364,7 @@ PhysicsServer3DSW::JointType PhysicsServer3DSW::joint_get_type(RID p_joint) cons
return joint->get_type();
}
-void PhysicsServer3DSW::joint_make_slider(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
+void PhysicsServer3DSW::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
Body3DSW *body_A = body_owner.getornull(p_body_A);
ERR_FAIL_COND(!body_A);
@@ -1419,7 +1404,7 @@ real_t PhysicsServer3DSW::slider_joint_get_param(RID p_joint, SliderJointParam p
return slider_joint->get_param(p_param);
}
-void PhysicsServer3DSW::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
+void PhysicsServer3DSW::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
Body3DSW *body_A = body_owner.getornull(p_body_A);
ERR_FAIL_COND(!body_A);
@@ -1459,7 +1444,7 @@ real_t PhysicsServer3DSW::cone_twist_joint_get_param(RID p_joint, ConeTwistJoint
return cone_twist_joint->get_param(p_param);
}
-void PhysicsServer3DSW::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
+void PhysicsServer3DSW::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
Body3DSW *body_A = body_owner.getornull(p_body_A);
ERR_FAIL_COND(!body_A);
@@ -1755,7 +1740,8 @@ void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A,
PhysicsServer3DSW *PhysicsServer3DSW::singletonsw = nullptr;
PhysicsServer3DSW::PhysicsServer3DSW(bool p_using_threads) {
singletonsw = this;
- BroadPhase3DSW::create_func = BroadPhaseOctree::_create;
+ BroadPhase3DSW::create_func = BroadPhase3DBVH::_create;
+
island_count = 0;
active_objects = 0;
collision_pairs = 0;
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index f92652bfad..57b6385758 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -130,13 +130,13 @@ public:
virtual void area_set_space(RID p_area, RID p_space) override;
virtual RID area_get_space(RID p_area) const override;
- virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) override;
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override;
- virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform) override;
+ virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) override;
virtual int area_get_shape_count(RID p_area) const override;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const override;
- virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const override;
+ virtual Transform3D area_get_shape_transform(RID p_area, int p_shape_idx) const override;
virtual void area_remove_shape(RID p_area, int p_shape_idx) override;
virtual void area_clear_shapes(RID p_area) override;
@@ -147,10 +147,10 @@ public:
virtual ObjectID area_get_object_instance_id(RID p_area) const override;
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override;
- virtual void area_set_transform(RID p_area, const Transform &p_transform) override;
+ virtual void area_set_transform(RID p_area, const Transform3D &p_transform) override;
virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override;
- virtual Transform area_get_transform(RID p_area) const override;
+ virtual Transform3D area_get_transform(RID p_area) const override;
virtual void area_set_ray_pickable(RID p_area, bool p_enable) override;
@@ -173,13 +173,13 @@ public:
virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
virtual BodyMode body_get_mode(RID p_body) const override;
- virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) override;
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
- virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform) override;
+ virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) override;
virtual int body_get_shape_count(RID p_body) const override;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
- virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const override;
+ virtual Transform3D body_get_shape_transform(RID p_body, int p_shape_idx) const override;
virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
@@ -204,9 +204,6 @@ public:
virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) override;
virtual real_t body_get_param(RID p_body, BodyParameter p_param) const override;
- virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin) override;
- virtual real_t body_get_kinematic_safe_margin(RID p_body) const override;
-
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
@@ -241,12 +238,12 @@ public:
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
virtual int body_get_max_contacts_reported(RID p_body) const override;
- virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) override;
+ virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
- virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
- virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
+ virtual int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
@@ -273,7 +270,7 @@ public:
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const override;
- virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) override;
+ virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;
@@ -323,7 +320,7 @@ public:
virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) override;
virtual Vector3 pin_joint_get_local_b(RID p_joint) const override;
- virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform &p_frame_A, RID p_body_B, const Transform &p_frame_B) override;
+ virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) override;
virtual void joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) override;
virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) override;
@@ -332,17 +329,17 @@ public:
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) override;
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const override;
- virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override; //reference frame is A
+ virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) override;
virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const override;
- virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override; //reference frame is A
+ virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) override;
virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const override;
- virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override; //reference frame is A
+ virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) override;
virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const override;
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
index f73f67a756..0a89c1a9c9 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.cpp
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
@@ -56,7 +56,7 @@ void PhysicsServer3DWrapMT::thread_loop() {
step_thread_up = true;
while (!exit) {
// flush commands one by one, until exit is requested
- command_queue.wait_and_flush_one();
+ command_queue.wait_and_flush();
}
command_queue.flush_all(); // flush all
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h
index 49ae60db92..bda2e30dd1 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.h
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.h
@@ -142,14 +142,14 @@ public:
FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
- FUNC4(area_add_shape, RID, RID, const Transform &, bool);
+ FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
FUNC3(area_set_shape, RID, int, RID);
- FUNC3(area_set_shape_transform, RID, int, const Transform &);
+ FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
FUNC3(area_set_shape_disabled, RID, int, bool);
FUNC1RC(int, area_get_shape_count, RID);
FUNC2RC(RID, area_get_shape, RID, int);
- FUNC2RC(Transform, area_get_shape_transform, RID, int);
+ FUNC2RC(Transform3D, area_get_shape_transform, RID, int);
FUNC2(area_remove_shape, RID, int);
FUNC1(area_clear_shapes, RID);
@@ -157,10 +157,10 @@ public:
FUNC1RC(ObjectID, area_get_object_instance_id, RID);
FUNC3(area_set_param, RID, AreaParameter, const Variant &);
- FUNC2(area_set_transform, RID, const Transform &);
+ FUNC2(area_set_transform, RID, const Transform3D &);
FUNC2RC(Variant, area_get_param, RID, AreaParameter);
- FUNC1RC(Transform, area_get_transform, RID);
+ FUNC1RC(Transform3D, area_get_transform, RID);
FUNC2(area_set_collision_mask, RID, uint32_t);
FUNC2(area_set_collision_layer, RID, uint32_t);
@@ -182,12 +182,12 @@ public:
FUNC2(body_set_mode, RID, BodyMode);
FUNC1RC(BodyMode, body_get_mode, RID);
- FUNC4(body_add_shape, RID, RID, const Transform &, bool);
+ FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
FUNC3(body_set_shape, RID, int, RID);
- FUNC3(body_set_shape_transform, RID, int, const Transform &);
+ FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
FUNC1RC(int, body_get_shape_count, RID);
- FUNC2RC(Transform, body_get_shape_transform, RID, int);
+ FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
@@ -213,9 +213,6 @@ public:
FUNC3(body_set_param, RID, BodyParameter, real_t);
FUNC2RC(real_t, body_get_param, RID, BodyParameter);
- FUNC2(body_set_kinematic_safe_margin, RID, real_t);
- FUNC1RC(real_t, body_get_kinematic_safe_margin, RID);
-
FUNC3(body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, body_get_state, RID, BodyState);
@@ -249,16 +246,16 @@ public:
FUNC2(body_set_omit_force_integration, RID, bool);
FUNC1RC(bool, body_is_omitting_force_integration, RID);
- FUNC4(body_set_force_integration_callback, RID, Object *, const StringName &, const Variant &);
+ FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
FUNC2(body_set_ray_pickable, RID, bool);
- bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override {
+ bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, r_result, p_exclude_raycast_shapes);
+ return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
- int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override {
+ int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_3d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
}
@@ -293,7 +290,7 @@ public:
FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
- FUNC2(soft_body_set_transform, RID, const Transform &);
+ FUNC2(soft_body_set_transform, RID, const Transform3D &);
FUNC2(soft_body_set_simulation_precision, RID, int);
FUNC1RC(int, soft_body_get_simulation_precision, RID);
@@ -341,7 +338,7 @@ public:
FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
FUNC1RC(Vector3, pin_joint_get_local_b, RID)
- FUNC5(joint_make_hinge, RID, RID, const Transform &, RID, const Transform &)
+ FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &)
FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t)
@@ -350,17 +347,17 @@ public:
FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
- FUNC5(joint_make_slider, RID, RID, const Transform &, RID, const Transform &)
+ FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t)
FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam)
- FUNC5(joint_make_cone_twist, RID, RID, const Transform &, RID, const Transform &)
+ FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t)
FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam)
- FUNC5(joint_make_generic_6dof, RID, RID, const Transform &, RID, const Transform &)
+ FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t)
FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam)
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 687a7b288f..2ffab0c923 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -30,10 +30,28 @@
#include "shape_3d_sw.h"
+#include "core/io/image.h"
+#include "core/math/convex_hull.h"
#include "core/math/geometry_3d.h"
-#include "core/math/quick_hull.h"
#include "core/templates/sort_array.h"
+// HeightMapShape3DSW is based on Bullet btHeightfieldTerrainShape.
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002
#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998
@@ -96,7 +114,7 @@ Plane PlaneShape3DSW::get_plane() const {
return plane;
}
-void PlaneShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void PlaneShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// gibberish, a plane is infinity
r_min = -1e7;
r_max = 1e7;
@@ -156,7 +174,7 @@ bool RayShape3DSW::get_slips_on_slope() const {
return slips_on_slope;
}
-void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// don't think this will be even used
r_min = 0;
r_max = 1;
@@ -237,7 +255,7 @@ real_t SphereShape3DSW::get_radius() const {
return radius;
}
-void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
real_t d = p_normal.dot(p_transform.origin);
// figure out scale at point
@@ -299,7 +317,7 @@ SphereShape3DSW::SphereShape3DSW() {
/********** BOX *************/
-void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
@@ -489,7 +507,7 @@ BoxShape3DSW::BoxShape3DSW() {
/********** CAPSULE *************/
-void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
real_t h = (n.y > 0) ? height : -height;
@@ -627,7 +645,7 @@ Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(
(p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
(p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y));
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
void CapsuleShape3DSW::_setup(real_t p_height, real_t p_radius) {
@@ -656,7 +674,7 @@ CapsuleShape3DSW::CapsuleShape3DSW() {
/********** CYLINDER *************/
-void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 cylinder_axis = p_transform.basis.get_axis(1).normalized();
real_t axis_dot = cylinder_axis.dot(p_normal);
@@ -807,7 +825,7 @@ Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(
(p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
(p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y));
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
void CylinderShape3DSW::_setup(real_t p_height, real_t p_radius) {
@@ -836,7 +854,7 @@ CylinderShape3DSW::CylinderShape3DSW() {
/********** CONVEX POLYGON *************/
-void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
int vertex_count = mesh.vertices.size();
if (vertex_count == 0) {
return;
@@ -891,6 +909,9 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
const Vector3 *vertices = mesh.vertices.ptr();
int vc = mesh.vertices.size();
+ r_amount = 0;
+ ERR_FAIL_COND_MSG(vc == 0, "Convex polygon shape has no vertices.");
+
//find vertex first
real_t max = 0;
int vtx = 0;
@@ -1064,13 +1085,13 @@ Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(
(p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
(p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y));
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) {
- Error err = QuickHull::build(p_vertices, mesh);
+ Error err = ConvexHullComputer::convex_hull(p_vertices, mesh);
if (err != OK) {
- ERR_PRINT("Failed to build QuickHull");
+ ERR_PRINT("Failed to build convex hull");
}
AABB _aabb;
@@ -1099,7 +1120,7 @@ ConvexPolygonShape3DSW::ConvexPolygonShape3DSW() {
/********** FACE POLYGON *************/
-void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
for (int i = 0; i < 3; i++) {
Vector3 v = p_transform.xform(vertex[i]);
real_t d = p_normal.dot(v);
@@ -1229,7 +1250,7 @@ Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const {
return rfaces;
}
-void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
int count = vertices.size();
if (count == 0) {
r_min = 0;
@@ -1424,7 +1445,7 @@ Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(
(p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
(p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y));
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
struct _VolumeSW_BVH_Element {
@@ -1614,7 +1635,7 @@ ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() {
/* HEIGHT MAP SHAPE */
-Vector<real_t> HeightMapShape3DSW::get_heights() const {
+Vector<float> HeightMapShape3DSW::get_heights() const {
return heights;
}
@@ -1626,11 +1647,7 @@ int HeightMapShape3DSW::get_depth() const {
return depth;
}
-real_t HeightMapShape3DSW::get_cell_size() const {
- return cell_size;
-}
-
-void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
//not very useful, but not very used either
p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max);
}
@@ -1640,7 +1657,198 @@ Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const {
return get_aabb().get_support(p_normal);
}
+struct _HeightmapSegmentCullParams {
+ Vector3 from;
+ Vector3 to;
+ Vector3 dir;
+
+ Vector3 result;
+ Vector3 normal;
+
+ const HeightMapShape3DSW *heightmap = nullptr;
+ FaceShape3DSW *face = nullptr;
+};
+
+_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
+ Vector3 res;
+ Vector3 normal;
+ if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) {
+ p_params.result = res;
+ p_params.normal = normal;
+ return true;
+ }
+
+ return false;
+}
+
+_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, int p_x, int p_z) {
+ // First triangle.
+ p_params.heightmap->_get_point(p_x, p_z, p_params.face->vertex[0]);
+ p_params.heightmap->_get_point(p_x + 1, p_z, p_params.face->vertex[1]);
+ p_params.heightmap->_get_point(p_x, p_z + 1, p_params.face->vertex[2]);
+ p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
+ if (_heightmap_face_cull_segment(p_params)) {
+ return true;
+ }
+
+ // Second triangle.
+ p_params.face->vertex[0] = p_params.face->vertex[1];
+ p_params.heightmap->_get_point(p_x + 1, p_z + 1, p_params.face->vertex[1]);
+ p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
+ if (_heightmap_face_cull_segment(p_params)) {
+ return true;
+ }
+
+ return false;
+}
+
bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
+ if (heights.is_empty()) {
+ return false;
+ }
+
+ Vector3 local_begin = p_begin + local_origin;
+ Vector3 local_end = p_end + local_origin;
+
+ FaceShape3DSW face;
+ face.backface_collision = false;
+
+ _HeightmapSegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = (p_end - p_begin).normalized();
+ params.heightmap = this;
+ params.face = &face;
+
+ // Quantize the ray begin/end.
+ int begin_x = floor(local_begin.x);
+ int begin_z = floor(local_begin.z);
+ int end_x = floor(local_end.x);
+ int end_z = floor(local_end.z);
+
+ if ((begin_x == end_x) && (begin_z == end_z)) {
+ // Simple case for rays that don't traverse the grid horizontally.
+ // Just perform a test on the given cell.
+ int x = CLAMP(begin_x, 0, width - 2);
+ int z = CLAMP(begin_z, 0, depth - 2);
+ if (_heightmap_cell_cull_segment(params, x, z)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ } else {
+ // Perform grid query from projected ray.
+ Vector2 ray_dir_proj(local_end.x - local_begin.x, local_end.z - local_begin.z);
+ real_t ray_dist_proj = ray_dir_proj.length();
+
+ if (ray_dist_proj < CMP_EPSILON) {
+ ray_dir_proj = Vector2();
+ } else {
+ ray_dir_proj /= ray_dist_proj;
+ }
+
+ const int x_step = (ray_dir_proj.x > CMP_EPSILON) ? 1 : ((ray_dir_proj.x < -CMP_EPSILON) ? -1 : 0);
+ const int z_step = (ray_dir_proj.y > CMP_EPSILON) ? 1 : ((ray_dir_proj.y < -CMP_EPSILON) ? -1 : 0);
+
+ const real_t infinite = 1e20;
+ const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_proj.x) : infinite;
+ const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_proj.y) : infinite;
+
+ real_t cross_x; // At which value of `param` we will cross a x-axis lane?
+ real_t cross_z; // At which value of `param` we will cross a z-axis lane?
+
+ // X initialization.
+ if (x_step != 0) {
+ if (x_step == 1) {
+ cross_x = (ceil(local_begin.x) - local_begin.x) * delta_x;
+ } else {
+ cross_x = (local_begin.x - floor(local_begin.x)) * delta_x;
+ }
+ } else {
+ cross_x = infinite; // Will never cross on X.
+ }
+
+ // Z initialization.
+ if (z_step != 0) {
+ if (z_step == 1) {
+ cross_z = (ceil(local_begin.z) - local_begin.z) * delta_z;
+ } else {
+ cross_z = (local_begin.z - floor(local_begin.z)) * delta_z;
+ }
+ } else {
+ cross_z = infinite; // Will never cross on Z.
+ }
+
+ int x = floor(local_begin.x);
+ int z = floor(local_begin.z);
+
+ // Workaround cases where the ray starts at an integer position.
+ if (Math::abs(cross_x) < CMP_EPSILON) {
+ cross_x += delta_x;
+ // If going backwards, we should ignore the position we would get by the above flooring,
+ // because the ray is not heading in that direction.
+ if (x_step == -1) {
+ x -= 1;
+ }
+ }
+
+ if (Math::abs(cross_z) < CMP_EPSILON) {
+ cross_z += delta_z;
+ if (z_step == -1) {
+ z -= 1;
+ }
+ }
+
+ // Start inside the grid.
+ int x_start = CLAMP(x, 0, width - 2);
+ int z_start = CLAMP(z, 0, depth - 2);
+
+ // Adjust initial cross values.
+ cross_x += delta_x * x_step * (x_start - x);
+ cross_z += delta_z * z_step * (z_start - z);
+
+ x = x_start;
+ z = z_start;
+
+ if (_heightmap_cell_cull_segment(params, x, z)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+
+ real_t dist = 0.0;
+ while (true) {
+ if (cross_x < cross_z) {
+ // X lane.
+ x += x_step;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step.
+ dist = cross_x;
+ cross_x += delta_x;
+ } else {
+ // Z lane.
+ z += z_step;
+ dist = cross_z;
+ cross_z += delta_z;
+ }
+
+ // Stop when outside the grid.
+ if ((x < 0) || (z < 0) || (x >= width - 1) || (z >= depth - 1)) {
+ break;
+ }
+
+ if (_heightmap_cell_cull_segment(params, x, z)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+
+ if (dist > ray_dist_proj) {
+ break;
+ }
+ }
+ }
+
return false;
}
@@ -1652,7 +1860,66 @@ Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
+void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
+ const AABB &aabb = get_aabb();
+
+ Vector3 pos_local = aabb.position + local_origin;
+
+ Vector3 clamped_point(p_point);
+ clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + aabb.size.x);
+ clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + aabb.size.y);
+ clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + aabb.size.z);
+
+ r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
+ r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
+ r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5);
+}
+
void HeightMapShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
+ if (heights.is_empty()) {
+ return;
+ }
+
+ AABB local_aabb = p_local_aabb;
+ local_aabb.position += local_origin;
+
+ // Quantize the aabb, and adjust the start/end ranges.
+ int aabb_min[3];
+ int aabb_max[3];
+ _get_cell(local_aabb.position, aabb_min[0], aabb_min[1], aabb_min[2]);
+ _get_cell(local_aabb.position + local_aabb.size, aabb_max[0], aabb_max[1], aabb_max[2]);
+
+ // Expand the min/max quantized values.
+ // This is to catch the case where the input aabb falls between grid points.
+ for (int i = 0; i < 3; ++i) {
+ aabb_min[i]--;
+ aabb_max[i]++;
+ }
+
+ int start_x = MAX(0, aabb_min[0]);
+ int end_x = MIN(width - 1, aabb_max[0]);
+ int start_z = MAX(0, aabb_min[2]);
+ int end_z = MIN(depth - 1, aabb_max[2]);
+
+ FaceShape3DSW face;
+ face.backface_collision = true;
+
+ for (int z = start_z; z < end_z; z++) {
+ for (int x = start_x; x < end_x; x++) {
+ // First triangle.
+ _get_point(x, z, face.vertex[0]);
+ _get_point(x + 1, z, face.vertex[1]);
+ _get_point(x, z + 1, face.vertex[2]);
+ face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
+ p_callback(p_userdata, &face);
+
+ // Second triangle.
+ face.vertex[0] = face.vertex[1];
+ _get_point(x + 1, z + 1, face.vertex[1]);
+ face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
+ p_callback(p_userdata, &face);
+ }
+ }
}
Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
@@ -1662,61 +1929,105 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(
(p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
(p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y));
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void HeightMapShape3DSW::_setup(Vector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size) {
+void HeightMapShape3DSW::_setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
heights = p_heights;
width = p_width;
depth = p_depth;
- cell_size = p_cell_size;
-
- const real_t *r = heights.ptr();
+ // Initialize aabb.
AABB aabb;
+ aabb.position = Vector3(0.0, p_min_height, 0.0);
+ aabb.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
- for (int i = 0; i < depth; i++) {
- for (int j = 0; j < width; j++) {
- real_t h = r[i * width + j];
+ // Initialize origin as the aabb center.
+ local_origin = aabb.position + 0.5 * aabb.size;
+ local_origin.y = 0.0;
- Vector3 pos(j * cell_size, h, i * cell_size);
- if (i == 0 || j == 0) {
- aabb.position = pos;
- } else {
- aabb.expand_to(pos);
- }
- }
- }
+ aabb.position -= local_origin;
configure(aabb);
}
void HeightMapShape3DSW::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
+
Dictionary d = p_data;
ERR_FAIL_COND(!d.has("width"));
ERR_FAIL_COND(!d.has("depth"));
- ERR_FAIL_COND(!d.has("cell_size"));
ERR_FAIL_COND(!d.has("heights"));
int width = d["width"];
int depth = d["depth"];
- real_t cell_size = d["cell_size"];
- Vector<real_t> heights = d["heights"];
- ERR_FAIL_COND(width <= 0);
- ERR_FAIL_COND(depth <= 0);
- ERR_FAIL_COND(cell_size <= CMP_EPSILON);
- ERR_FAIL_COND(heights.size() != (width * depth));
- _setup(heights, width, depth, cell_size);
+ ERR_FAIL_COND(width <= 0.0);
+ ERR_FAIL_COND(depth <= 0.0);
+
+ Variant heights_variant = d["heights"];
+ Vector<float> heights_buffer;
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+ // Ready-to-use heights can be passed.
+ heights_buffer = heights_variant;
+ } else if (heights_variant.get_type() == Variant::OBJECT) {
+ // If an image is passed, we have to convert it.
+ // This would be expensive to do with a script, so it's nice to have it here.
+ Ref<Image> image = heights_variant;
+ ERR_FAIL_COND(image.is_null());
+ ERR_FAIL_COND(image->get_format() != Image::FORMAT_RF);
+
+ PackedByteArray im_data = image->get_data();
+ heights_buffer.resize(image->get_width() * image->get_height());
+
+ float *w = heights_buffer.ptrw();
+ float *rp = (float *)im_data.ptr();
+ for (int i = 0; i < heights_buffer.size(); ++i) {
+ w[i] = rp[i];
+ }
+ } else {
+ ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
+ }
+
+ // Compute min and max heights or use precomputed values.
+ real_t min_height = 0.0;
+ real_t max_height = 0.0;
+ if (d.has("min_height") && d.has("max_height")) {
+ min_height = d["min_height"];
+ max_height = d["max_height"];
+ } else {
+ int heights_size = heights.size();
+ for (int i = 0; i < heights_size; ++i) {
+ float h = heights[i];
+ if (h < min_height) {
+ min_height = h;
+ } else if (h > max_height) {
+ max_height = h;
+ }
+ }
+ }
+
+ ERR_FAIL_COND(min_height > max_height);
+
+ ERR_FAIL_COND(heights_buffer.size() != (width * depth));
+
+ // If specified, min and max height will be used as precomputed values.
+ _setup(heights_buffer, width, depth, min_height, max_height);
}
Variant HeightMapShape3DSW::get_data() const {
- ERR_FAIL_V(Variant());
+ Dictionary d;
+ d["width"] = width;
+ d["depth"] = depth;
+
+ const AABB &aabb = get_aabb();
+ d["min_height"] = aabb.position.y;
+ d["max_height"] = aabb.position.y + aabb.size.y;
+
+ d["heights"] = heights;
+
+ return d;
}
HeightMapShape3DSW::HeightMapShape3DSW() {
- width = 0;
- depth = 0;
- cell_size = 0;
}
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index 988e76c699..bc8bd3e695 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -81,12 +81,12 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const = 0;
- _FORCE_INLINE_ AABB get_aabb() const { return aabb; }
+ _FORCE_INLINE_ const AABB &get_aabb() const { return aabb; }
_FORCE_INLINE_ bool is_configured() const { return configured; }
virtual bool is_concave() const { return false; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const = 0;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const = 0;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0;
@@ -130,7 +130,7 @@ public:
virtual real_t get_area() const { return Math_INF; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_PLANE; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
@@ -157,7 +157,7 @@ public:
virtual real_t get_area() const { return 0.0; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_RAY; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
@@ -185,7 +185,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SPHERE; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -210,7 +210,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_BOX; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -239,7 +239,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CAPSULE; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -268,7 +268,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CYLINDER; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -293,7 +293,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -371,7 +371,7 @@ public:
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -389,25 +389,33 @@ public:
};
struct HeightMapShape3DSW : public ConcaveShape3DSW {
- Vector<real_t> heights;
- int width;
- int depth;
- real_t cell_size;
+ Vector<float> heights;
+ int width = 0;
+ int depth = 0;
+ Vector3 local_origin;
- //void _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
- //void _cull(int p_idx,_CullParams *p_params) const;
+ _FORCE_INLINE_ float _get_height(int p_x, int p_z) const {
+ return heights[(p_z * width) + p_x];
+ }
+
+ _FORCE_INLINE_ void _get_point(int p_x, int p_z, Vector3 &r_point) const {
+ r_point.x = p_x - 0.5 * (width - 1.0);
+ r_point.y = _get_height(p_x, p_z);
+ r_point.z = p_z - 0.5 * (depth - 1.0);
+ }
+
+ void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
- void _setup(Vector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size);
+ void _setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
public:
- Vector<real_t> get_heights() const;
+ Vector<float> get_heights() const;
int get_width() const;
int get_depth() const;
- real_t get_cell_size() const;
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
virtual Vector3 get_support(const Vector3 &p_normal) const;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
virtual bool intersect_point(const Vector3 &p_point) const;
@@ -433,7 +441,7 @@ struct FaceShape3DSW : public Shape3DSW {
const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; }
- void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
+ void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
Vector3 get_support(const Vector3 &p_normal) const;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
@@ -454,11 +462,11 @@ struct MotionShape3DSW : public Shape3DSW {
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
- void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+ void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 cast = p_transform.basis.xform(motion);
real_t mina, maxa;
real_t minb, maxb;
- Transform ofsb = p_transform;
+ Transform3D ofsb = p_transform;
ofsb.origin += cast;
shape->project_range(p_normal, p_transform, mina, maxa);
shape->project_range(p_normal, ofsb, minb, maxb);
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp
index f63a470cbe..63a0fe11ba 100644
--- a/servers/physics_3d/soft_body_3d_sw.cpp
+++ b/servers/physics_3d/soft_body_3d_sw.cpp
@@ -289,7 +289,7 @@ void SoftBody3DSW::update_link_constants() {
}
}
-void SoftBody3DSW::apply_nodes_transform(const Transform &p_transform) {
+void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
if (soft_mesh.is_null()) {
return;
}
@@ -684,7 +684,7 @@ void SoftBody3DSW::generate_bending_constraints(int p_distance) {
//
// This function takes in a list of interdependent Links and tries
// to maximize the distance between calculation
-// of dependent links. This increases the amount of parallelism that can
+// of dependent links. This increases the amount of parallelism that can
// be exploited by out-of-order instruction processors with large but
// (inevitably) finite instruction windows.
//
diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/soft_body_3d_sw.h
index 6c0451ff45..ac8bcbf0b9 100644
--- a/servers/physics_3d/soft_body_3d_sw.h
+++ b/servers/physics_3d/soft_body_3d_sw.h
@@ -106,6 +106,8 @@ class SoftBody3DSW : public CollisionObject3DSW {
VSet<RID> exceptions;
+ uint64_t island_step = 0;
+
public:
SoftBody3DSW();
@@ -124,6 +126,9 @@ public:
_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
virtual void set_space(Space3DSW *p_space);
void set_mesh(const Ref<Mesh> &p_mesh);
@@ -196,7 +201,7 @@ private:
void reset_link_rest_lengths();
void update_link_constants();
- void apply_nodes_transform(const Transform &p_transform);
+ void apply_nodes_transform(const Transform3D &p_transform);
void add_velocity(const Vector3 &p_velocity);
@@ -226,7 +231,7 @@ public:
SoftBody3DSW *get_soft_body() const { return soft_body; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
- virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 2df824b320..c1e09c9a22 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -59,7 +59,7 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe
int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
- //Transform ai = p_xform.affine_inverse();
+ //Transform3D ai = p_xform.affine_inverse();
for (int i = 0; i < amount; i++) {
if (cc >= p_result_max) {
@@ -79,7 +79,7 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
- Transform inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
inv_xform.affine_invert();
if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) {
@@ -136,7 +136,7 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
- Transform inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
+ Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
Vector3 local_from = inv_xform.xform(begin);
Vector3 local_to = inv_xform.xform(end);
@@ -146,7 +146,7 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
Vector3 shape_point, shape_normal;
if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
- Transform xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
shape_point = xform.xform(shape_point);
real_t ld = normal.dot(shape_point);
@@ -180,7 +180,7 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
return true;
}
-int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0) {
return 0;
}
@@ -194,7 +194,7 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans
int cc = 0;
- //Transform ai = p_xform.affine_inverse();
+ //Transform3D ai = p_xform.affine_inverse();
for (int i = 0; i < amount; i++) {
if (cc >= p_result_max) {
@@ -239,7 +239,7 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans
return cc;
}
-bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
+bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, false);
@@ -252,7 +252,7 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
real_t best_safe = 1;
real_t best_unsafe = 1;
- Transform xform_inv = p_xform.affine_inverse();
+ Transform3D xform_inv = p_xform.affine_inverse();
MotionShape3DSW mshape;
mshape.shape = shape;
mshape.motion = xform_inv.basis.xform(p_motion);
@@ -280,7 +280,7 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
Vector3 point_A, point_B;
Vector3 sep_axis = p_motion.normalized();
- Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
@@ -348,7 +348,7 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
return true;
}
-bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0) {
return false;
}
@@ -432,7 +432,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
rd->best_local_shape = rd->local_shape;
}
-bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
@@ -512,7 +512,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
continue;
}
- Transform shape_xform = obj->get_transform() * obj->get_shape_transform(i);
+ Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
Shape3DSW *shape = obj->get_shape(i);
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
@@ -573,7 +573,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
return amount;
}
-int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
+int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
AABB body_aabb;
bool shapes_found = false;
@@ -598,7 +598,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
body_aabb = body_aabb.grow(p_margin);
- Transform body_transform = p_transform;
+ Transform3D body_transform = p_transform;
for (int i = 0; i < p_result_max; i++) {
//reset results
@@ -636,7 +636,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
continue;
}
- Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
@@ -724,7 +724,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
return rays_found;
}
-bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
+bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -768,7 +768,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
real_t motion_length = p_motion.length();
Vector3 motion_normal = p_motion / motion_length;
- Transform body_transform = p_from;
+ Transform3D body_transform = p_from;
bool recovered = false;
@@ -797,7 +797,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
continue;
}
- Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
continue;
@@ -807,6 +807,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
collided = cbk.amount > 0;
}
@@ -868,14 +875,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
continue;
}
- Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
continue;
}
- Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
+ Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
MotionShape3DSW mshape;
mshape.shape = body_shape;
mshape.motion = body_shape_xform_inv.basis.xform(p_motion);
@@ -889,11 +896,18 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
//test initial overlap, does it collide if going all the way?
Vector3 point_A, point_B;
Vector3 sep_axis = motion_normal;
- Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
continue;
@@ -960,7 +974,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
}
//it collided, let's get the rest info in unsafe advance
- Transform ugt = body_transform;
+ Transform3D ugt = body_transform;
ugt.origin += p_motion * unsafe;
_RestCallbackData rcd;
@@ -979,7 +993,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
continue;
}
- Transform body_shape_xform = ugt * p_body->get_shape_transform(j);
+ Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
@@ -994,6 +1008,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
rcd.object = col_obj;
rcd.shape = shape_idx;
bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index 3a8f452e54..18e93c90cc 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -50,10 +50,10 @@ public:
virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
- virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
PhysicsDirectSpaceState3DSW();
@@ -203,8 +203,8 @@ public:
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- int test_body_ray_separation(Body3DSW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
- bool test_body_motion(Body3DSW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
+ int test_body_ray_separation(Body3DSW *p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
+ bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
Space3DSW();
~Space3DSW();
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/step_3d_sw.cpp
index 9a73e11562..ba18bac611 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/step_3d_sw.cpp
@@ -33,109 +33,150 @@
#include "core/os/os.h"
-void Step3DSW::_populate_island(Body3DSW *p_body, Body3DSW **p_island, Constraint3DSW **p_constraint_island) {
+#define BODY_ISLAND_COUNT_RESERVE 128
+#define BODY_ISLAND_SIZE_RESERVE 512
+#define ISLAND_COUNT_RESERVE 128
+#define ISLAND_SIZE_RESERVE 512
+#define CONSTRAINT_COUNT_RESERVE 1024
+
+void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
p_body->set_island_step(_step);
- p_body->set_island_next(*p_island);
- *p_island = p_body;
+
+ if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ // Only dynamic bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
for (Map<Constraint3DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
- Constraint3DSW *c = (Constraint3DSW *)E->key();
- if (c->get_island_step() == _step) {
- continue; //already processed
+ Constraint3DSW *constraint = (Constraint3DSW *)E->key();
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
}
- c->set_island_step(_step);
- c->set_island_next(*p_constraint_island);
- *p_constraint_island = c;
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
- for (int i = 0; i < c->get_body_count(); i++) {
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
if (i == E->get()) {
continue;
}
- Body3DSW *b = c->get_body_ptr()[i];
- if (b->get_island_step() == _step || b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- continue; //no go
+ Body3DSW *other_body = constraint->get_body_ptr()[i];
+ if (other_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
}
- _populate_island(c->get_body_ptr()[i], p_island, p_constraint_island);
+ _populate_island(other_body, p_body_island, p_constraint_island);
+ }
+
+ // Find connected soft bodies.
+ for (int i = 0; i < constraint->get_soft_body_count(); i++) {
+ SoftBody3DSW *soft_body = constraint->get_soft_body_ptr(i);
+ if (soft_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ _populate_island_soft_body(soft_body, p_body_island, p_constraint_island);
}
}
}
-void Step3DSW::_setup_island(Constraint3DSW *p_island, real_t p_delta) {
- Constraint3DSW *ci = p_island;
- while (ci) {
- ci->setup(p_delta);
- //todo remove from island if process fails
- ci = ci->get_island_next();
+void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
+ p_soft_body->set_island_step(_step);
+
+ for (Set<Constraint3DSW *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
+ Constraint3DSW *constraint = (Constraint3DSW *)E->get();
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ Body3DSW *body = constraint->get_body_ptr()[i];
+ if (body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(body, p_body_island, p_constraint_island);
+ }
+ }
+}
+
+void Step3DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ Constraint3DSW *constraint = all_constraints[p_constraint_index];
+ constraint->setup(delta);
+}
+
+void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const {
+ uint32_t constraint_count = p_constraint_island.size();
+ uint32_t valid_constraint_count = 0;
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ Constraint3DSW *constraint = p_constraint_island[constraint_index];
+ if (p_constraint_island[constraint_index]->pre_solve(delta)) {
+ // Keep this constraint for solving.
+ p_constraint_island[valid_constraint_count++] = constraint;
+ }
}
+ p_constraint_island.resize(valid_constraint_count);
}
-void Step3DSW::_solve_island(Constraint3DSW *p_island, int p_iterations, real_t p_delta) {
- int at_priority = 1;
+void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) {
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[p_island_index];
- while (p_island) {
- for (int i = 0; i < p_iterations; i++) {
- Constraint3DSW *ci = p_island;
- while (ci) {
- ci->solve(p_delta);
- ci = ci->get_island_next();
+ int current_priority = 1;
+
+ uint32_t constraint_count = constraint_island.size();
+ while (constraint_count > 0) {
+ for (int i = 0; i < iterations; i++) {
+ // Go through all iterations.
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ constraint_island[constraint_index]->solve(delta);
}
}
- at_priority++;
-
- {
- Constraint3DSW *ci = p_island;
- Constraint3DSW *prev = nullptr;
- while (ci) {
- if (ci->get_priority() < at_priority) {
- if (prev) {
- prev->set_island_next(ci->get_island_next()); //remove
- } else {
- p_island = ci->get_island_next();
- }
- } else {
- prev = ci;
- }
-
- ci = ci->get_island_next();
+ // Check priority to keep only higher priority constraints.
+ uint32_t priority_constraint_count = 0;
+ ++current_priority;
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ Constraint3DSW *constraint = constraint_island[constraint_index];
+ if (constraint->get_priority() >= current_priority) {
+ // Keep this constraint for the next iteration.
+ constraint_island[priority_constraint_count++] = constraint;
}
}
+ constraint_count = priority_constraint_count;
}
}
-void Step3DSW::_check_suspend(Body3DSW *p_island, real_t p_delta) {
+void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) const {
bool can_sleep = true;
- Body3DSW *b = p_island;
- while (b) {
- if (b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- b = b->get_island_next();
- continue; //ignore for static
- }
+ uint32_t body_count = p_body_island.size();
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ Body3DSW *body = p_body_island[body_index];
- if (!b->sleep_test(p_delta)) {
+ if (!body->sleep_test(delta)) {
can_sleep = false;
}
-
- b = b->get_island_next();
}
- //put all to sleep or wake up everyoen
-
- b = p_island;
- while (b) {
- if (b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- b = b->get_island_next();
- continue; //ignore for static
- }
+ // Put all to sleep or wake up everyone.
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ Body3DSW *body = p_body_island[body_index];
- bool active = b->is_active();
+ bool active = body->is_active();
if (active == can_sleep) {
- b->set_active(!can_sleep);
+ body->set_active(!can_sleep);
}
-
- b = b->get_island_next();
}
}
@@ -144,6 +185,9 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ iterations = p_iterations;
+ delta = p_delta;
+
const SelfList<Body3DSW>::List *body_list = &p_space->get_active_body_list();
const SelfList<SoftBody3DSW>::List *soft_body_list = &p_space->get_active_soft_body_list();
@@ -179,81 +223,121 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* GENERATE CONSTRAINT ISLANDS */
+ /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
+
+ uint32_t island_count = 0;
+
+ const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+
+ while (aml.first()) {
+ for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ Constraint3DSW *constraint = E->get();
+ if (constraint->get_island_step() == _step) {
+ continue;
+ }
+ constraint->set_island_step(_step);
+
+ // Each constraint can be on a separate island for areas as there's no solving phase.
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+
+ all_constraints.push_back(constraint);
+ constraint_island.push_back(constraint);
+ }
+ p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
- Body3DSW *island_list = nullptr;
- Constraint3DSW *constraint_island_list = nullptr;
b = body_list->first();
- int island_count = 0;
+ uint32_t body_island_count = 0;
while (b) {
Body3DSW *body = b->self();
if (body->get_island_step() != _step) {
- Body3DSW *island = nullptr;
- Constraint3DSW *constraint_island = nullptr;
- _populate_island(body, &island, &constraint_island);
-
- island->set_island_list_next(island_list);
- island_list = island;
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
+ }
+ LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
- if (constraint_island) {
- constraint_island->set_island_list_next(constraint_island_list);
- constraint_island_list = constraint_island;
- island_count++;
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
}
- }
- b = b->next();
- }
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
- p_space->set_island_count(island_count);
+ _populate_island(body, body_island, constraint_island);
- const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
- while (aml.first()) {
- for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *c = E->get();
- if (c->get_island_step() == _step) {
- continue;
+ if (constraint_island.is_empty()) {
+ --island_count;
}
- c->set_island_step(_step);
- c->set_island_next(nullptr);
- c->set_island_list_next(constraint_island_list);
- constraint_island_list = c;
}
- p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
+ b = b->next();
}
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */
+
sb = soft_body_list->first();
while (sb) {
- for (const Set<Constraint3DSW *>::Element *E = sb->self()->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *c = E->get();
- if (c->get_island_step() == _step)
- continue;
- c->set_island_step(_step);
- c->set_island_next(NULL);
- c->set_island_list_next(constraint_island_list);
- constraint_island_list = c;
+ SoftBody3DSW *soft_body = sb->self();
+
+ if (soft_body->get_island_step() != _step) {
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
+ }
+ LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
+
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
+
+ _populate_island_soft_body(soft_body, body_island, constraint_island);
+
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
+
+ if (constraint_island.is_empty()) {
+ --island_count;
+ }
}
sb = sb->next();
}
+ p_space->set_island_count((int)island_count);
+
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
- /* SETUP CONSTRAINT ISLANDS */
+ /* SETUP CONSTRAINTS / PROCESS COLLISIONS */
- {
- Constraint3DSW *ci = constraint_island_list;
- while (ci) {
- _setup_island(ci, p_delta);
- ci = ci->get_island_list_next();
- }
- }
+ uint32_t total_contraint_count = all_constraints.size();
+ work_pool.do_work(total_contraint_count, this, &Step3DSW::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -261,15 +345,21 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
+ /* PRE-SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
+ for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
+ _pre_solve_island(constraint_islands[island_index]);
+ }
+
/* SOLVE CONSTRAINT ISLANDS */
- {
- Constraint3DSW *ci = constraint_island_list;
- while (ci) {
- //iterating each island separatedly improves cache efficiency
- _solve_island(ci, p_iterations, p_delta);
- ci = ci->get_island_list_next();
- }
+ // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // their content is not reliable after these calls and shouldn't be used anymore.
+ if (island_count > 1) {
+ work_pool.do_work(island_count, this, &Step3DSW::_solve_island, nullptr);
+ } else if (island_count > 0) {
+ _solve_island(0);
}
{ //profile
@@ -289,12 +379,8 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
/* SLEEP / WAKE UP ISLANDS */
- {
- Body3DSW *bi = island_list;
- while (bi) {
- _check_suspend(bi, p_delta);
- bi = bi->get_island_list_next();
- }
+ for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
+ _check_suspend(body_islands[island_index]);
}
/* UPDATE SOFT BODY CONSTRAINTS */
@@ -311,6 +397,8 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
+ all_constraints.clear();
+
p_space->update();
p_space->unlock();
_step++;
@@ -318,4 +406,14 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
Step3DSW::Step3DSW() {
_step = 1;
+
+ body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
+ constraint_islands.reserve(ISLAND_COUNT_RESERVE);
+ all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
+
+ work_pool.init();
+}
+
+Step3DSW::~Step3DSW() {
+ work_pool.finish();
}
diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/step_3d_sw.h
index 55c48ec0eb..9c60004b24 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/step_3d_sw.h
@@ -33,17 +33,32 @@
#include "space_3d_sw.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/thread_work_pool.h"
+
class Step3DSW {
uint64_t _step;
- void _populate_island(Body3DSW *p_body, Body3DSW **p_island, Constraint3DSW **p_constraint_island);
- void _setup_island(Constraint3DSW *p_island, real_t p_delta);
- void _solve_island(Constraint3DSW *p_island, int p_iterations, real_t p_delta);
- void _check_suspend(Body3DSW *p_island, real_t p_delta);
+ int iterations = 0;
+ real_t delta = 0.0;
+
+ ThreadWorkPool work_pool;
+
+ LocalVector<LocalVector<Body3DSW *>> body_islands;
+ LocalVector<LocalVector<Constraint3DSW *>> constraint_islands;
+ LocalVector<Constraint3DSW *> all_constraints;
+
+ void _populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
+ void _populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
+ void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const;
+ void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
+ void _check_suspend(const LocalVector<Body3DSW *> &p_body_island) const;
public:
void step(Space3DSW *p_space, real_t p_delta, int p_iterations);
Step3DSW();
+ ~Step3DSW();
};
#endif // STEP__SW_H
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 83ebc0c55b..faab4f43b8 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -176,11 +176,11 @@ real_t PhysicsShapeQueryParameters2D::get_margin() const {
return margin;
}
-void PhysicsShapeQueryParameters2D::set_collision_mask(int p_collision_mask) {
+void PhysicsShapeQueryParameters2D::set_collision_mask(uint32_t p_collision_mask) {
collision_mask = p_collision_mask;
}
-int PhysicsShapeQueryParameters2D::get_collision_mask() const {
+uint32_t PhysicsShapeQueryParameters2D::get_collision_mask() const {
return collision_mask;
}
@@ -509,12 +509,6 @@ void PhysicsTestMotionResult2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
}
-PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
- colliding = false;
-
- result.collider_shape = 0;
-}
-
///////////////////////////////////////
bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
@@ -647,7 +641,7 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_omit_force_integration", "body", "enable"), &PhysicsServer2D::body_set_omit_force_integration);
ClassDB::bind_method(D_METHOD("body_is_omitting_force_integration", "body"), &PhysicsServer2D::body_is_omitting_force_integration);
- ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "receiver", "method", "userdata"), &PhysicsServer2D::body_set_force_integration_callback, DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer2D::body_set_force_integration_callback, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
@@ -675,6 +669,8 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer2D::set_active);
+ ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer2D::set_collision_iterations);
+
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer2D::get_process_info);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
@@ -713,8 +709,8 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_MODE_STATIC);
BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC);
- BIND_ENUM_CONSTANT(BODY_MODE_RIGID);
- BIND_ENUM_CONSTANT(BODY_MODE_CHARACTER);
+ BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC);
+ BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 28f22ce06b..df39d6ae50 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -33,7 +33,7 @@
#include "core/io/resource.h"
#include "core/object/class_db.h"
-#include "core/object/reference.h"
+#include "core/object/ref_counted.h"
class PhysicsDirectSpaceState2D;
@@ -95,8 +95,8 @@ public:
class PhysicsShapeQueryResult2D;
//used for script
-class PhysicsShapeQueryParameters2D : public Reference {
- GDCLASS(PhysicsShapeQueryParameters2D, Reference);
+class PhysicsShapeQueryParameters2D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryParameters2D, RefCounted);
friend class PhysicsDirectSpaceState2D;
RES shape_ref;
@@ -128,8 +128,8 @@ public:
void set_margin(real_t p_margin);
real_t get_margin() const;
- void set_collision_mask(int p_collision_mask);
- int get_collision_mask() const;
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
void set_collide_with_bodies(bool p_enable);
bool is_collide_with_bodies_enabled() const;
@@ -164,8 +164,8 @@ public:
Vector2 normal;
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
+ Object *collider = nullptr;
+ int shape = 0;
Variant metadata;
};
@@ -174,8 +174,8 @@ public:
struct ShapeResult {
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
+ Object *collider = nullptr;
+ int shape = 0;
Variant metadata;
};
@@ -193,7 +193,7 @@ public:
Vector2 normal;
RID rid;
ObjectID collider_id;
- int shape;
+ int shape = 0;
Vector2 linear_velocity; //velocity at contact point
Variant metadata;
};
@@ -203,8 +203,8 @@ public:
PhysicsDirectSpaceState2D();
};
-class PhysicsShapeQueryResult2D : public Reference {
- GDCLASS(PhysicsShapeQueryResult2D, Reference);
+class PhysicsShapeQueryResult2D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryResult2D, RefCounted);
Vector<PhysicsDirectSpaceState2D::ShapeResult> result;
@@ -370,8 +370,8 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_RIGID,
- BODY_MODE_CHARACTER
+ BODY_MODE_DYNAMIC,
+ BODY_MODE_DYNAMIC_LOCKED,
};
virtual RID body_create() = 0;
@@ -477,7 +477,7 @@ public:
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
- virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) = 0;
+ virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0;
virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;
@@ -493,17 +493,11 @@ public:
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
- int collision_local_shape;
+ int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
- int collider_shape;
+ int collider_shape = 0;
Variant collider_metadata;
-
- MotionResult() {
- collision_local_shape = 0;
- collider_shape = 0;
- collider_id = ObjectID();
- }
};
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
@@ -589,6 +583,8 @@ public:
virtual bool is_flushing_queries() const = 0;
+ virtual void set_collision_iterations(int iterations) = 0;
+
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
@@ -601,11 +597,10 @@ public:
~PhysicsServer2D();
};
-class PhysicsTestMotionResult2D : public Reference {
- GDCLASS(PhysicsTestMotionResult2D, Reference);
+class PhysicsTestMotionResult2D : public RefCounted {
+ GDCLASS(PhysicsTestMotionResult2D, RefCounted);
PhysicsServer2D::MotionResult result;
- bool colliding;
friend class PhysicsServer2D;
protected:
@@ -614,7 +609,6 @@ protected:
public:
PhysicsServer2D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer2D::MotionResult *>(&result); }
- //bool is_colliding() const;
Vector2 get_motion() const;
Vector2 get_motion_remainder() const;
@@ -625,8 +619,6 @@ public:
RID get_collider_rid() const;
Object *get_collider() const;
int get_collider_shape() const;
-
- PhysicsTestMotionResult2D();
};
typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 586845de99..1634169e8a 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -128,7 +128,7 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
}
PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
@@ -156,11 +156,11 @@ RID PhysicsShapeQueryParameters3D::get_shape_rid() const {
return shape;
}
-void PhysicsShapeQueryParameters3D::set_transform(const Transform &p_transform) {
+void PhysicsShapeQueryParameters3D::set_transform(const Transform3D &p_transform) {
transform = p_transform;
}
-Transform PhysicsShapeQueryParameters3D::get_transform() const {
+Transform3D PhysicsShapeQueryParameters3D::get_transform() const {
return transform;
}
@@ -172,11 +172,11 @@ real_t PhysicsShapeQueryParameters3D::get_margin() const {
return margin;
}
-void PhysicsShapeQueryParameters3D::set_collision_mask(int p_collision_mask) {
+void PhysicsShapeQueryParameters3D::set_collision_mask(uint32_t p_collision_mask) {
collision_mask = p_collision_mask;
}
-int PhysicsShapeQueryParameters3D::get_collision_mask() const {
+uint32_t PhysicsShapeQueryParameters3D::get_collision_mask() const {
return collision_mask;
}
@@ -242,7 +242,7 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
@@ -458,7 +458,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_set_space_override_mode", "area", "mode"), &PhysicsServer3D::area_set_space_override_mode);
ClassDB::bind_method(D_METHOD("area_get_space_override_mode", "area"), &PhysicsServer3D::area_get_space_override_mode);
- ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform()), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform3D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer3D::area_set_shape);
ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer3D::area_set_shape_transform);
ClassDB::bind_method(D_METHOD("area_set_shape_disabled", "area", "shape_idx", "disabled"), &PhysicsServer3D::area_set_shape_disabled);
@@ -502,7 +502,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_collision_mask", "body", "mask"), &PhysicsServer3D::body_set_collision_mask);
ClassDB::bind_method(D_METHOD("body_get_collision_mask", "body"), &PhysicsServer3D::body_get_collision_mask);
- ClassDB::bind_method(D_METHOD("body_add_shape", "body", "shape", "transform", "disabled"), &PhysicsServer3D::body_add_shape, DEFVAL(Transform()), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("body_add_shape", "body", "shape", "transform", "disabled"), &PhysicsServer3D::body_add_shape, DEFVAL(Transform3D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("body_set_shape", "body", "shape_idx", "shape"), &PhysicsServer3D::body_set_shape);
ClassDB::bind_method(D_METHOD("body_set_shape_transform", "body", "shape_idx", "transform"), &PhysicsServer3D::body_set_shape_transform);
ClassDB::bind_method(D_METHOD("body_set_shape_disabled", "body", "shape_idx", "disabled"), &PhysicsServer3D::body_set_shape_disabled);
@@ -523,9 +523,6 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_param", "body", "param", "value"), &PhysicsServer3D::body_set_param);
ClassDB::bind_method(D_METHOD("body_get_param", "body", "param"), &PhysicsServer3D::body_get_param);
- ClassDB::bind_method(D_METHOD("body_set_kinematic_safe_margin", "body", "margin"), &PhysicsServer3D::body_set_kinematic_safe_margin);
- ClassDB::bind_method(D_METHOD("body_get_kinematic_safe_margin", "body"), &PhysicsServer3D::body_get_kinematic_safe_margin);
-
ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state);
ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state);
@@ -550,7 +547,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_omit_force_integration", "body", "enable"), &PhysicsServer3D::body_set_omit_force_integration);
ClassDB::bind_method(D_METHOD("body_is_omitting_force_integration", "body"), &PhysicsServer3D::body_is_omitting_force_integration);
- ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "receiver", "method", "userdata"), &PhysicsServer3D::body_set_force_integration_callback, DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer3D::body_set_force_integration_callback, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
@@ -717,8 +714,8 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_MODE_STATIC);
BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC);
- BIND_ENUM_CONSTANT(BODY_MODE_RIGID);
- BIND_ENUM_CONSTANT(BODY_MODE_CHARACTER);
+ BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC);
+ BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 69f5c1c0ad..d9b805de87 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -59,8 +59,8 @@ public:
virtual void set_angular_velocity(const Vector3 &p_velocity) = 0;
virtual Vector3 get_angular_velocity() const = 0;
- virtual void set_transform(const Transform &p_transform) = 0;
- virtual Transform get_transform() const = 0;
+ virtual void set_transform(const Transform3D &p_transform) = 0;
+ virtual Transform3D get_transform() const = 0;
virtual void add_central_force(const Vector3 &p_force) = 0;
virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
@@ -96,13 +96,13 @@ public:
class PhysicsShapeQueryResult3D;
-class PhysicsShapeQueryParameters3D : public Reference {
- GDCLASS(PhysicsShapeQueryParameters3D, Reference);
+class PhysicsShapeQueryParameters3D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryParameters3D, RefCounted);
friend class PhysicsDirectSpaceState3D;
RES shape_ref;
RID shape;
- Transform transform;
+ Transform3D transform;
real_t margin;
Set<RID> exclude;
uint32_t collision_mask;
@@ -119,14 +119,14 @@ public:
void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const;
- void set_transform(const Transform &p_transform);
- Transform get_transform() const;
+ void set_transform(const Transform3D &p_transform);
+ Transform3D get_transform() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
- void set_collision_mask(int p_collision_mask);
- int get_collision_mask() const;
+ void set_collision_mask(uint32_t p_collision_mask);
+ uint32_t get_collision_mask() const;
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
@@ -157,8 +157,8 @@ public:
struct ShapeResult {
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
+ Object *collider = nullptr;
+ int shape = 0;
};
virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
@@ -168,36 +168,36 @@ public:
Vector3 normal;
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
+ Object *collider = nullptr;
+ int shape = 0;
};
virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector3 point;
Vector3 normal;
RID rid;
ObjectID collider_id;
- int shape;
+ int shape = 0;
Vector3 linear_velocity; //velocity at contact point
};
- virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
- virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
PhysicsDirectSpaceState3D();
};
-class PhysicsShapeQueryResult3D : public Reference {
- GDCLASS(PhysicsShapeQueryResult3D, Reference);
+class PhysicsShapeQueryResult3D : public RefCounted {
+ GDCLASS(PhysicsShapeQueryResult3D, RefCounted);
Vector<PhysicsDirectSpaceState3D::ShapeResult> result;
@@ -335,13 +335,13 @@ public:
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
- virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) = 0;
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) = 0;
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
- virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform) = 0;
+ virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) = 0;
virtual int area_get_shape_count(RID p_area) const = 0;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
- virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;
+ virtual Transform3D area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;
virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
virtual void area_clear_shapes(RID p_area) = 0;
@@ -352,10 +352,10 @@ public:
virtual ObjectID area_get_object_instance_id(RID p_area) const = 0;
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
- virtual void area_set_transform(RID p_area, const Transform &p_transform) = 0;
+ virtual void area_set_transform(RID p_area, const Transform3D &p_transform) = 0;
virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
- virtual Transform area_get_transform(RID p_area) const = 0;
+ virtual Transform3D area_get_transform(RID p_area) const = 0;
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 0;
@@ -374,8 +374,8 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_RIGID,
- BODY_MODE_CHARACTER
+ BODY_MODE_DYNAMIC,
+ BODY_MODE_DYNAMIC_LOCKED,
};
virtual RID body_create() = 0;
@@ -386,13 +386,13 @@ public:
virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
virtual BodyMode body_get_mode(RID p_body) const = 0;
- virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) = 0;
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) = 0;
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
- virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform) = 0;
+ virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) = 0;
virtual int body_get_shape_count(RID p_body) const = 0;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
- virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
+ virtual Transform3D body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
virtual void body_clear_shapes(RID p_body) = 0;
@@ -428,9 +428,6 @@ public:
virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) = 0;
virtual real_t body_get_param(RID p_body, BodyParameter p_param) const = 0;
- virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin) = 0;
- virtual real_t body_get_kinematic_safe_margin(RID p_body) const = 0;
-
//state
enum BodyState {
BODY_STATE_TRANSFORM,
@@ -486,7 +483,7 @@ public:
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
- virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) = 0;
+ virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0;
virtual void body_set_ray_pickable(RID p_body, bool p_enable) = 0;
@@ -500,19 +497,14 @@ public:
Vector3 collision_point;
Vector3 collision_normal;
Vector3 collider_velocity;
- int collision_local_shape;
+ int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
- int collider_shape;
+ int collider_shape = 0;
Variant collider_metadata;
- MotionResult() {
- collision_local_shape = 0;
- collider_id = ObjectID();
- collider_shape = 0;
- }
};
- virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
struct SeparationResult {
real_t collision_depth;
@@ -526,7 +518,7 @@ public:
Variant collider_metadata;
};
- virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
+ virtual int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
/* SOFT BODY */
@@ -554,7 +546,7 @@ public:
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const = 0;
- virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) = 0;
+ virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) = 0;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;
@@ -642,7 +634,7 @@ public:
HINGE_JOINT_FLAG_MAX
};
- virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B) = 0;
+ virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_hinge_A, RID p_body_B, const Transform3D &p_hinge_B) = 0;
virtual void joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) = 0;
virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) = 0;
@@ -679,7 +671,7 @@ public:
};
- virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+ virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) = 0;
virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
@@ -693,7 +685,7 @@ public:
CONE_TWIST_MAX
};
- virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+ virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) = 0;
virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
@@ -734,7 +726,7 @@ public:
G6DOF_JOINT_FLAG_MAX
};
- virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+ virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) = 0; //reference frame is A
virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) = 0;
virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const = 0;
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
new file mode 100644
index 0000000000..96c9137c6e
--- /dev/null
+++ b/servers/rendering/rasterizer_dummy.h
@@ -0,0 +1,787 @@
+/*************************************************************************/
+/* rasterizer_dummy.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RASTERIZER_DUMMY_H
+#define RASTERIZER_DUMMY_H
+
+#include "core/math/camera_matrix.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "scene/resources/mesh.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering_server.h"
+
+class RasterizerSceneDummy : public RendererSceneRender {
+public:
+ GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; }
+ void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {}
+ void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {}
+ void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {}
+ void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {}
+ void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {}
+ void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override {}
+ void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override {}
+ void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override {}
+ void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override {}
+ void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override {}
+ void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {}
+ void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {}
+ void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {}
+
+ uint32_t geometry_instance_get_pair_mask() override { return 0; }
+ void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {}
+ void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
+ void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
+ void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
+
+ void geometry_instance_free(GeometryInstance *p_geometry_instance) override {}
+
+ /* SHADOW ATLAS API */
+
+ RID shadow_atlas_create() override { return RID(); }
+ void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override {}
+ void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override {}
+ bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override { return false; }
+
+ void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override {}
+ int get_directional_light_shadow_size(RID p_light_intance) override { return 0; }
+ void set_directional_shadow_count(int p_count) override {}
+
+ /* SDFGI UPDATE */
+
+ void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
+ int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
+ AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
+ uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
+
+ /* SKY API */
+
+ RID sky_allocate() override { return RID(); }
+ void sky_initialize(RID p_rid) override {}
+ void sky_set_radiance_size(RID p_sky, int p_radiance_size) override {}
+ void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override {}
+ void sky_set_material(RID p_sky, RID p_material) override {}
+ Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
+
+ /* ENVIRONMENT API */
+
+ RID environment_allocate() override { return RID(); }
+ void environment_initialize(RID p_rid) override {}
+ void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override {}
+ void environment_set_sky(RID p_env, RID p_sky) override {}
+ void environment_set_sky_custom_fov(RID p_env, float p_scale) override {}
+ void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override {}
+ void environment_set_bg_color(RID p_env, const Color &p_color) override {}
+ void environment_set_bg_energy(RID p_env, float p_energy) override {}
+ void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override {}
+ void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override {}
+
+ void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override {}
+ void environment_glow_set_use_bicubic_upscale(bool p_enable) override {}
+ void environment_glow_set_use_high_quality(bool p_enable) override {}
+
+ void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override {}
+ void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
+ void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
+ void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
+
+ void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}
+
+ void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {}
+ void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {}
+ void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override {}
+
+ void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override {}
+
+ void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
+
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override {}
+ void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
+ void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
+
+ Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }
+
+ bool is_environment(RID p_env) const override { return false; }
+ RS::EnvironmentBG environment_get_background(RID p_env) const override { return RS::ENV_BG_KEEP; }
+ int environment_get_canvas_max_layer(RID p_env) const override { return 0; }
+
+ RID camera_effects_allocate() override { return RID(); }
+ void camera_effects_initialize(RID p_rid) override {}
+ void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override {}
+ void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override {}
+
+ void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {}
+ void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {}
+
+ void shadows_quality_set(RS::ShadowQuality p_quality) override {}
+ void directional_shadow_quality_set(RS::ShadowQuality p_quality) override {}
+
+ 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_mark_visible(RID p_light_instance) override {}
+
+ RID reflection_atlas_create() override { return RID(); }
+ int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; }
+ void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {}
+
+ RID reflection_probe_instance_create(RID p_probe) override { return RID(); }
+ void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override {}
+ void reflection_probe_release_atlas_index(RID p_instance) override {}
+ bool reflection_probe_instance_needs_redraw(RID p_instance) override { return false; }
+ bool reflection_probe_instance_has_reflection(RID p_instance) override { return false; }
+ bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override { return false; }
+ bool reflection_probe_instance_postprocess_step(RID p_instance) override { return true; }
+
+ RID decal_instance_create(RID p_decal) override { return RID(); }
+ void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {}
+
+ RID lightmap_instance_create(RID p_lightmap) override { return RID(); }
+ void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override {}
+
+ RID voxel_gi_instance_create(RID p_voxel_gi) override { return RID(); }
+ void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override {}
+ bool voxel_gi_needs_update(RID p_probe) const override { return false; }
+ void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override {}
+
+ void voxel_gi_set_quality(RS::VoxelGIQuality) override {}
+
+ void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr) override {}
+ void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
+ 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 {}
+ void set_time(double p_time, double p_step) override {}
+ void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {}
+
+ RID render_buffers_create() override { return RID(); }
+ void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) override {}
+ void gi_set_use_half_resolution(bool p_enable) override {}
+
+ void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {}
+ bool screen_space_roughness_limiter_is_active() const override { return false; }
+
+ void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {}
+ void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {}
+
+ TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override { return TypedArray<Image>(); }
+
+ bool free(RID p_rid) override { return true; }
+ void update() override {}
+ void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
+
+ RasterizerSceneDummy() {}
+ ~RasterizerSceneDummy() {}
+};
+
+class RasterizerStorageDummy : public RendererStorage {
+public:
+ bool can_create_resources_async() const override { return false; }
+
+ /* TEXTURE API */
+ struct DummyTexture {
+ Ref<Image> image;
+ };
+ mutable RID_PtrOwner<DummyTexture> texture_owner;
+
+ RID texture_allocate() override {
+ DummyTexture *texture = memnew(DummyTexture);
+ ERR_FAIL_COND_V(!texture, RID());
+ return texture_owner.make_rid(texture);
+ }
+ void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override {
+ DummyTexture *t = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND(!t);
+ t->image = p_image->duplicate();
+ }
+
+ void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override {}
+ void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
+ void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
+ void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override {}
+ void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
+ void texture_proxy_initialize(RID p_texture, RID p_base) override {}
+ void texture_proxy_update(RID p_proxy, RID p_base) override {}
+
+ void texture_2d_placeholder_initialize(RID p_texture) override {}
+ void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override {}
+ void texture_3d_placeholder_initialize(RID p_texture) override {}
+
+ Ref<Image> texture_2d_get(RID p_texture) const override {
+ DummyTexture *t = texture_owner.getornull(p_texture);
+ ERR_FAIL_COND_V(!t, Ref<Image>());
+ return t->image;
+ }
+
+ Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
+ Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
+
+ void texture_replace(RID p_texture, RID p_by_texture) override {}
+ void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
+
+ void texture_set_path(RID p_texture, const String &p_path) override {}
+ String texture_get_path(RID p_texture) const override { return String(); }
+
+ void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
+ void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
+ void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
+
+ void texture_debug_usage(List<RS::TextureInfo> *r_info) override {}
+ void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override {}
+ Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); }
+
+ void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+ void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+
+ /* CANVAS TEXTURE API */
+
+ RID canvas_texture_allocate() override { return RID(); }
+ void canvas_texture_initialize(RID p_rid) override {}
+ void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {}
+ void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {}
+
+ void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
+ void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {}
+
+ /* SHADER API */
+
+ RID shader_allocate() override { return RID(); }
+ void shader_initialize(RID p_rid) override {}
+ void shader_set_code(RID p_shader, const String &p_code) override {}
+ String shader_get_code(RID p_shader) const override { return ""; }
+ void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
+
+ void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override {}
+ RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override { return RID(); }
+ Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+
+ RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
+
+ /* COMMON MATERIAL API */
+
+ RID material_allocate() override { return RID(); }
+ void material_initialize(RID p_rid) override {}
+ void material_set_render_priority(RID p_material, int priority) override {}
+ void material_set_shader(RID p_shader_material, RID p_shader) override {}
+
+ void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override {}
+ Variant material_get_param(RID p_material, const StringName &p_param) const override { return Variant(); }
+
+ void material_set_next_pass(RID p_material, RID p_next_material) override {}
+
+ bool material_is_animated(RID p_material) override { return false; }
+ bool material_casts_shadows(RID p_material) override { return false; }
+ void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
+ void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
+
+ /* MESH API */
+
+ RID mesh_allocate() override { return RID(); }
+ void mesh_initialize(RID p_rid) override {}
+ void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override {}
+ bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override { return false; }
+ RID mesh_instance_create(RID p_base) override { return RID(); }
+ void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override {}
+ void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {}
+ void mesh_instance_check_for_update(RID p_mesh_instance) override {}
+ void update_mesh_instances() override {}
+ void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) override {}
+ float reflection_probe_get_lod_threshold(RID p_probe) const override { return 0.0; }
+
+ void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {}
+
+ int mesh_get_blend_shape_count(RID p_mesh) const override { return 0; }
+
+ void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override {}
+ RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override { return RS::BLEND_SHAPE_MODE_NORMALIZED; }
+
+ void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+
+ void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override {}
+ RID mesh_surface_get_material(RID p_mesh, int p_surface) const override { return RID(); }
+
+ RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override { return RS::SurfaceData(); }
+ int mesh_get_surface_count(RID p_mesh) const override { return 0; }
+
+ void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override {}
+ AABB mesh_get_custom_aabb(RID p_mesh) const override { return AABB(); }
+
+ AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override { return AABB(); }
+ void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override {}
+ void mesh_clear(RID p_mesh) override {}
+
+ /* MULTIMESH API */
+
+ RID multimesh_allocate() override { return RID(); }
+ void multimesh_initialize(RID p_rid) override {}
+ void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override {}
+ int multimesh_get_instance_count(RID p_multimesh) const override { return 0; }
+
+ void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override {}
+ void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override {}
+ void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override {}
+ void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override {}
+ void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override {}
+
+ RID multimesh_get_mesh(RID p_multimesh) const override { return RID(); }
+ AABB multimesh_get_aabb(RID p_multimesh) const override { return AABB(); }
+
+ Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override { return Transform3D(); }
+ Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override { return Transform2D(); }
+ Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override { return Color(); }
+ Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override { return Color(); }
+ void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override {}
+ Vector<float> multimesh_get_buffer(RID p_multimesh) const override { return Vector<float>(); }
+
+ void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {}
+ int multimesh_get_visible_instances(RID p_multimesh) const override { return 0; }
+
+ /* IMMEDIATE API */
+
+ RID immediate_allocate() override { return RID(); }
+ void immediate_initialize(RID p_rid) override {}
+ void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) override {}
+ void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) override {}
+ void immediate_normal(RID p_immediate, const Vector3 &p_normal) override {}
+ void immediate_tangent(RID p_immediate, const Plane &p_tangent) override {}
+ void immediate_color(RID p_immediate, const Color &p_color) override {}
+ void immediate_uv(RID p_immediate, const Vector2 &tex_uv) override {}
+ void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) override {}
+ void immediate_end(RID p_immediate) override {}
+ void immediate_clear(RID p_immediate) override {}
+ void immediate_set_material(RID p_immediate, RID p_material) override {}
+ RID immediate_get_material(RID p_immediate) const override { return RID(); }
+ AABB immediate_get_aabb(RID p_immediate) const override { return AABB(); }
+
+ /* SKELETON API */
+
+ RID skeleton_allocate() override { return RID(); }
+ void skeleton_initialize(RID p_rid) override {}
+ void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override {}
+ void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override {}
+ int skeleton_get_bone_count(RID p_skeleton) const override { return 0; }
+ void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override {}
+ Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override { return Transform3D(); }
+ void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override {}
+ Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override { return Transform2D(); }
+
+ /* Light API */
+
+ RID directional_light_allocate() override { return RID(); }
+ void directional_light_initialize(RID p_rid) override {}
+ RID omni_light_allocate() override { return RID(); }
+ void omni_light_initialize(RID p_rid) override {}
+ RID spot_light_allocate() override { return RID(); }
+ void spot_light_initialize(RID p_rid) override {}
+ RID reflection_probe_allocate() override { return RID(); }
+ void reflection_probe_initialize(RID p_rid) override {}
+
+ void light_set_color(RID p_light, const Color &p_color) override {}
+ void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override {}
+ void light_set_shadow(RID p_light, bool p_enabled) override {}
+ void light_set_shadow_color(RID p_light, const Color &p_color) override {}
+ void light_set_projector(RID p_light, RID p_texture) override {}
+ void light_set_negative(RID p_light, bool p_enable) override {}
+ void light_set_cull_mask(RID p_light, uint32_t p_mask) override {}
+ void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override {}
+ void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override {}
+ void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
+
+ void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override {}
+
+ void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
+ void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
+ bool light_directional_get_blend_splits(RID p_light) const override { return false; }
+ void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) override {}
+ void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {}
+ bool light_directional_is_sky_only(RID p_light) const override { return false; }
+ RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
+
+ RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
+ RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
+
+ bool light_has_shadow(RID p_light) const override { return false; }
+
+ RS::LightType light_get_type(RID p_light) const override { return RS::LIGHT_OMNI; }
+ AABB light_get_aabb(RID p_light) const override { return AABB(); }
+ float light_get_param(RID p_light, RS::LightParam p_param) override { return 0.0; }
+ Color light_get_color(RID p_light) override { return Color(); }
+ RS::LightBakeMode light_get_bake_mode(RID p_light) override { return RS::LIGHT_BAKE_DISABLED; }
+ uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
+ uint64_t light_get_version(RID p_light) const override { return 0; }
+
+ /* PROBE API */
+
+ void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override {}
+ void reflection_probe_set_intensity(RID p_probe, float p_intensity) override {}
+ void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override {}
+ void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override {}
+ void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override {}
+ void reflection_probe_set_max_distance(RID p_probe, float p_distance) override {}
+ void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override {}
+ void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override {}
+ void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override {}
+ void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override {}
+ void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override {}
+ void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override {}
+ void reflection_probe_set_resolution(RID p_probe, int p_resolution) override {}
+
+ AABB reflection_probe_get_aabb(RID p_probe) const override { return AABB(); }
+ RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; }
+ uint32_t reflection_probe_get_cull_mask(RID p_probe) const override { return 0; }
+ Vector3 reflection_probe_get_extents(RID p_probe) const override { return Vector3(); }
+ Vector3 reflection_probe_get_origin_offset(RID p_probe) const override { return Vector3(); }
+ float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
+ bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }
+
+ void base_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
+ void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
+
+ /* DECAL API */
+
+ RID decal_allocate() override { return RID(); }
+ void decal_initialize(RID p_rid) override {}
+ void decal_set_extents(RID p_decal, const Vector3 &p_extents) override {}
+ void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {}
+ void decal_set_emission_energy(RID p_decal, float p_energy) override {}
+ void decal_set_albedo_mix(RID p_decal, float p_mix) override {}
+ void decal_set_modulate(RID p_decal, const Color &p_modulate) override {}
+ void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override {}
+ void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override {}
+ void decal_set_fade(RID p_decal, float p_above, float p_below) override {}
+ void decal_set_normal_fade(RID p_decal, float p_fade) override {}
+
+ AABB decal_get_aabb(RID p_decal) const override { return AABB(); }
+
+ /* VOXEL GI API */
+
+ RID voxel_gi_allocate() override { return RID(); }
+ void voxel_gi_initialize(RID p_rid) override {}
+ void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override {}
+
+ AABB voxel_gi_get_bounds(RID p_voxel_gi) const override { return AABB(); }
+ Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override { return Vector3i(); }
+ Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
+ Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
+ Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
+
+ Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override { return Vector<int>(); }
+ Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override { return Transform3D(); }
+
+ void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override {}
+ float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override { return 0; }
+
+ void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override {}
+ float voxel_gi_get_propagation(RID p_voxel_gi) const override { return 0; }
+
+ void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
+ float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }
+
+ void voxel_gi_set_ao(RID p_voxel_gi, float p_ao) override {}
+ float voxel_gi_get_ao(RID p_voxel_gi) const override { return 0; }
+
+ void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) override {}
+ float voxel_gi_get_ao_size(RID p_voxel_gi) const override { return 0; }
+
+ void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
+ float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }
+
+ void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override {}
+ float voxel_gi_get_normal_bias(RID p_voxel_gi) const override { return 0.0; }
+
+ void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override {}
+ bool voxel_gi_is_interior(RID p_voxel_gi) const override { return false; }
+
+ void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override {}
+ bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override { return false; }
+
+ void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override {}
+ float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override { return 0; }
+
+ uint32_t voxel_gi_get_version(RID p_voxel_gi) override { return 0; }
+
+ /* LIGHTMAP CAPTURE */
+ RID lightmap_allocate() override { return RID(); }
+ void lightmap_initialize(RID p_rid) override {}
+ void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override {}
+ void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
+ void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override {}
+ void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override {}
+ PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override { return PackedVector3Array(); }
+ PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override { return PackedColorArray(); }
+ PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override { return PackedInt32Array(); }
+ PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override { return PackedInt32Array(); }
+ AABB lightmap_get_aabb(RID p_lightmap) const override { return AABB(); }
+ void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override {}
+ bool lightmap_is_interior(RID p_lightmap) const override { return false; }
+ void lightmap_set_probe_capture_update_speed(float p_speed) override {}
+ float lightmap_get_probe_capture_update_speed() const override { return 0; }
+
+ /* OCCLUDER */
+
+ void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {}
+
+ /* PARTICLES */
+
+ RID particles_allocate() override { return RID(); }
+ void particles_initialize(RID p_rid) override {}
+ void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override {}
+ void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
+ void particles_set_emitting(RID p_particles, bool p_emitting) override {}
+ void particles_set_amount(RID p_particles, int p_amount) override {}
+ void particles_set_lifetime(RID p_particles, float p_lifetime) override {}
+ void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
+ void particles_set_pre_process_time(RID p_particles, float p_time) override {}
+ void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) override {}
+ void particles_set_randomness_ratio(RID p_particles, float p_ratio) override {}
+ void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
+ void particles_set_speed_scale(RID p_particles, float p_scale) override {}
+ void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
+ void particles_set_process_material(RID p_particles, RID p_material) override {}
+ void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
+ void particles_set_interpolate(RID p_particles, bool p_enable) override {}
+ void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
+ void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
+ void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override {}
+ void particles_set_collision_base_size(RID p_particles, float p_size) override {}
+
+ void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override {}
+
+ void particles_set_trails(RID p_particles, bool p_enable, float p_length) override {}
+ void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override {}
+
+ void particles_restart(RID p_particles) override {}
+
+ void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override {}
+
+ void particles_set_draw_passes(RID p_particles, int p_count) override {}
+ void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override {}
+
+ void particles_request_process(RID p_particles) override {}
+ AABB particles_get_current_aabb(RID p_particles) override { return AABB(); }
+ AABB particles_get_aabb(RID p_particles) const override { return AABB(); }
+
+ void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override {}
+
+ bool particles_get_emitting(RID p_particles) override { return false; }
+ int particles_get_draw_passes(RID p_particles) const override { return 0; }
+ RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
+
+ void particles_add_collision(RID p_particles, RID p_instance) override {}
+ void particles_remove_collision(RID p_particles, RID p_instance) override {}
+
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override {}
+
+ void update_particles() override {}
+
+ /* PARTICLES COLLISION */
+
+ RID particles_collision_allocate() override { return RID(); }
+ void particles_collision_initialize(RID p_rid) override {}
+ void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
+ void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
+ void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) override {}
+ void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
+ void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) override {}
+ void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) override {}
+ void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) override {}
+ void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
+ void particles_collision_height_field_update(RID p_particles_collision) override {}
+ void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
+ AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
+ bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }
+
+ RID particles_collision_instance_create(RID p_collision) override { return RID(); };
+ void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override{};
+ void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override{};
+
+ /* GLOBAL VARIABLES */
+
+ void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override {}
+ void global_variable_remove(const StringName &p_name) override {}
+ Vector<StringName> global_variable_get_list() const override { return Vector<StringName>(); }
+
+ void global_variable_set(const StringName &p_name, const Variant &p_value) override {}
+ void global_variable_set_override(const StringName &p_name, const Variant &p_value) override {}
+ Variant global_variable_get(const StringName &p_name) const override { return Variant(); }
+ RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override { return RS::GLOBAL_VAR_TYPE_MAX; }
+
+ void global_variables_load_settings(bool p_load_textures = true) override {}
+ void global_variables_clear() override {}
+
+ int32_t global_variables_instance_allocate(RID p_instance) override { return 0; }
+ void global_variables_instance_free(RID p_instance) override {}
+ void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override {}
+
+ bool particles_is_inactive(RID p_particles) const override { return false; }
+
+ /* RENDER TARGET */
+
+ RID render_target_create() override { return RID(); }
+ void render_target_set_position(RID p_render_target, int p_x, int p_y) override {}
+ void render_target_set_size(RID p_render_target, int p_width, int p_height) override {}
+ RID render_target_get_texture(RID p_render_target) override { return RID(); }
+ void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override {}
+ void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override {}
+ bool render_target_was_used(RID p_render_target) override { return false; }
+ void render_target_set_as_unused(RID p_render_target) override {}
+
+ void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override {}
+ bool render_target_is_clear_requested(RID p_render_target) override { return false; }
+ Color render_target_get_clear_request_color(RID p_render_target) override { return Color(); }
+ void render_target_disable_clear_request(RID p_render_target) override {}
+ void render_target_do_clear_request(RID p_render_target) override {}
+
+ void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override {}
+ Rect2i render_target_get_sdf_rect(RID p_render_target) const override { return Rect2i(); }
+ void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override {}
+
+ RS::InstanceType get_base_type(RID p_rid) const override { return RS::INSTANCE_NONE; }
+ bool free(RID p_rid) override {
+ if (texture_owner.owns(p_rid)) {
+ // delete the texture
+ DummyTexture *texture = texture_owner.getornull(p_rid);
+ texture_owner.free(p_rid);
+ memdelete(texture);
+ }
+ return true;
+ }
+
+ bool has_os_feature(const String &p_feature) const override { return false; }
+
+ void update_dirty_resources() override {}
+
+ void set_debug_generate_wireframes(bool p_generate) override {}
+
+ void render_info_begin_capture() override {}
+ void render_info_end_capture() override {}
+ int get_captured_render_info(RS::RenderInfo p_info) override { return 0; }
+
+ uint64_t get_render_info(RS::RenderInfo p_info) override { return 0; }
+ String get_video_adapter_name() const override { return String(); }
+ String get_video_adapter_vendor() const override { return String(); }
+
+ static RendererStorage *base_singleton;
+
+ void capture_timestamps_begin() override {}
+ void capture_timestamp(const String &p_name) override {}
+ uint32_t get_captured_timestamps_count() const override { return 0; }
+ uint64_t get_captured_timestamps_frame() const override { return 0; }
+ uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override { return 0; }
+ uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override { return 0; }
+ String get_captured_timestamp_name(uint32_t p_index) const override { return String(); }
+
+ RasterizerStorageDummy() {}
+ ~RasterizerStorageDummy() {}
+};
+
+class RasterizerCanvasDummy : public RendererCanvasRender {
+public:
+ PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override { return 0; }
+ void free_polygon(PolygonID p_polygon) override {}
+
+ void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override {}
+ void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}
+
+ RID light_create() override { return RID(); }
+ void light_set_texture(RID p_rid, RID p_texture) override {}
+ void light_set_use_shadow(RID p_rid, bool p_enable) override {}
+ void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
+ void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override {}
+
+ void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override {}
+ RID occluder_polygon_create() override { return RID(); }
+ void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override {}
+ void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
+ void set_shadow_texture_size(int p_size) override {}
+
+ void draw_window_margins(int *p_margins, RID *p_margin_textures) override {}
+
+ bool free(RID p_rid) override { return true; }
+ void update() override {}
+
+ RasterizerCanvasDummy() {}
+ ~RasterizerCanvasDummy() {}
+};
+
+class RasterizerDummy : public RendererCompositor {
+private:
+ uint64_t frame = 1;
+ float delta = 0;
+
+protected:
+ RasterizerCanvasDummy canvas;
+ RasterizerStorageDummy storage;
+ RasterizerSceneDummy scene;
+
+public:
+ RendererStorage *get_storage() override { return &storage; }
+ RendererCanvasRender *get_canvas() override { return &canvas; }
+ RendererSceneRender *get_scene() override { return &scene; }
+
+ void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override {}
+
+ void initialize() override {}
+ void begin_frame(double frame_step) override {
+ frame++;
+ delta = frame_step;
+ }
+
+ void prepare_for_blitting_render_targets() override {}
+ void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) override {}
+
+ void end_frame(bool p_swap_buffers) override {
+ if (p_swap_buffers) {
+ DisplayServer::get_singleton()->swap_buffers();
+ }
+ }
+
+ void finalize() override {}
+
+ static RendererCompositor *_create_current() {
+ return memnew(RasterizerDummy);
+ }
+
+ static void make_current() {
+ _create_func = _create_current;
+ }
+
+ bool is_low_end() const override { return true; }
+ uint64_t get_frame_number() const override { return frame; }
+ float get_frame_delta_time() const override { return delta; }
+
+ RasterizerDummy() {}
+ ~RasterizerDummy() {}
+};
+
+#endif // RASTERIZER_DUMMY_H
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 7f3fc2f8f4..6e126ea77e 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -44,10 +44,10 @@ void RendererCanvasCull::_render_canvas_item_tree(RID p_to_render_target, Canvas
memset(z_last_list, 0, z_range * sizeof(RendererCanvasRender::Item *));
for (int i = 0; i < p_child_item_count; i++) {
- _cull_canvas_item(p_child_items[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
+ _cull_canvas_item(p_child_items[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr, true);
}
if (p_canvas_item) {
- _cull_canvas_item(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
+ _cull_canvas_item(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr, true);
}
RendererCanvasRender::Item *list = nullptr;
@@ -104,98 +104,7 @@ void _mark_ysort_dirty(RendererCanvasCull::Item *ysort_owner, RID_PtrOwner<Rende
} while (ysort_owner && ysort_owner->sort_y);
}
-void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner) {
- Item *ci = p_canvas_item;
-
- if (!ci->visible) {
- return;
- }
-
- if (ci->children_order_dirty) {
- ci->child_items.sort_custom<ItemIndexSort>();
- ci->children_order_dirty = false;
- }
-
- Rect2 rect = ci->get_rect();
- Transform2D xform = ci->xform;
- if (snapping_2d_transforms_to_pixel) {
- xform.elements[2] = xform.elements[2].floor();
- }
- xform = p_transform * xform;
-
- Rect2 global_rect = xform.xform(rect);
- global_rect.position += p_clip_rect.position;
-
- if (ci->use_parent_material && p_material_owner) {
- ci->material_owner = p_material_owner;
- } else {
- p_material_owner = ci;
- ci->material_owner = nullptr;
- }
-
- Color modulate(ci->modulate.r * p_modulate.r, ci->modulate.g * p_modulate.g, ci->modulate.b * p_modulate.b, ci->modulate.a * p_modulate.a);
-
- if (modulate.a < 0.007) {
- return;
- }
-
- int child_item_count = ci->child_items.size();
- Item **child_items = ci->child_items.ptrw();
-
- if (ci->clip) {
- if (p_canvas_clip != nullptr) {
- ci->final_clip_rect = p_canvas_clip->final_clip_rect.intersection(global_rect);
- } else {
- ci->final_clip_rect = global_rect;
- }
- ci->final_clip_rect.position = ci->final_clip_rect.position.round();
- ci->final_clip_rect.size = ci->final_clip_rect.size.round();
- ci->final_clip_owner = ci;
-
- } else {
- ci->final_clip_owner = p_canvas_clip;
- }
-
- if (ci->sort_y) {
- if (ci->ysort_children_count == -1) {
- ci->ysort_children_count = 0;
- _collect_ysort_children(ci, Transform2D(), p_material_owner, nullptr, ci->ysort_children_count);
- }
-
- child_item_count = ci->ysort_children_count;
- child_items = (Item **)alloca(child_item_count * sizeof(Item *));
-
- int i = 0;
- _collect_ysort_children(ci, Transform2D(), p_material_owner, child_items, i);
-
- SortArray<Item *, ItemPtrSort> sorter;
- sorter.sort(child_items, child_item_count);
- }
-
- if (ci->z_relative) {
- p_z = CLAMP(p_z + ci->z_index, RS::CANVAS_ITEM_Z_MIN, RS::CANVAS_ITEM_Z_MAX);
- } else {
- p_z = ci->z_index;
- }
-
- RendererCanvasRender::Item *canvas_group_from = nullptr;
- bool use_canvas_group = ci->canvas_group != nullptr && (ci->canvas_group->fit_empty || ci->commands != nullptr);
- if (use_canvas_group) {
- int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
- canvas_group_from = z_last_list[zidx];
- }
-
- for (int i = 0; i < child_item_count; i++) {
- if ((!child_items[i]->behind && !use_canvas_group) || (ci->sort_y && child_items[i]->sort_y)) {
- continue;
- }
- if (ci->sort_y) {
- _cull_canvas_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
- } else {
- _cull_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
- }
- }
-
+void _attach_canvas_item_for_draw(RendererCanvasCull::Item *ci, RendererCanvasCull::Item *p_canvas_clip, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, const Transform2D &xform, const Rect2 &p_clip_rect, Rect2 global_rect, const Color &modulate, int p_z, RendererCanvasCull::Item *p_material_owner, bool use_canvas_group, RendererCanvasRender::Item *canvas_group_from) {
if (ci->copy_back_buffer) {
ci->copy_back_buffer->screen_rect = xform.xform(ci->copy_back_buffer->rect).intersection(p_clip_rect);
}
@@ -229,7 +138,7 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
// We have two choices now, if user has drawn something, we must assume users wants to draw the "mask", so compute the size based on this.
// If nothing has been drawn, we just take it over and draw it ourselves.
if (ci->canvas_group->fit_empty && (ci->commands == nullptr ||
- (ci->commands->next == nullptr && ci->commands->type == Item::Command::TYPE_RECT && (static_cast<Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) {
+ (ci->commands->next == nullptr && ci->commands->type == RendererCanvasCull::Item::Command::TYPE_RECT && (static_cast<RendererCanvasCull::Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) {
// No commands, or sole command is the one used to draw, so we (re)create the draw command.
ci->clear();
@@ -291,15 +200,117 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
ci->next = nullptr;
}
+}
- for (int i = 0; i < child_item_count; i++) {
- if (child_items[i]->behind || use_canvas_group || (ci->sort_y && child_items[i]->sort_y)) {
- continue;
+void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool allow_y_sort) {
+ Item *ci = p_canvas_item;
+
+ if (!ci->visible) {
+ return;
+ }
+
+ if (ci->children_order_dirty) {
+ ci->child_items.sort_custom<ItemIndexSort>();
+ ci->children_order_dirty = false;
+ }
+
+ Rect2 rect = ci->get_rect();
+ Transform2D xform = ci->xform;
+ if (snapping_2d_transforms_to_pixel) {
+ xform.elements[2] = xform.elements[2].floor();
+ }
+ xform = p_transform * xform;
+
+ Rect2 global_rect = xform.xform(rect);
+ global_rect.position += p_clip_rect.position;
+
+ if (ci->use_parent_material && p_material_owner) {
+ ci->material_owner = p_material_owner;
+ } else {
+ p_material_owner = ci;
+ ci->material_owner = nullptr;
+ }
+
+ Color modulate(ci->modulate.r * p_modulate.r, ci->modulate.g * p_modulate.g, ci->modulate.b * p_modulate.b, ci->modulate.a * p_modulate.a);
+
+ if (modulate.a < 0.007) {
+ return;
+ }
+
+ int child_item_count = ci->child_items.size();
+ Item **child_items = ci->child_items.ptrw();
+
+ if (ci->clip) {
+ if (p_canvas_clip != nullptr) {
+ ci->final_clip_rect = p_canvas_clip->final_clip_rect.intersection(global_rect);
+ } else {
+ ci->final_clip_rect = global_rect;
}
- if (ci->sort_y) {
- _cull_canvas_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
+ ci->final_clip_rect.position = ci->final_clip_rect.position.round();
+ ci->final_clip_rect.size = ci->final_clip_rect.size.round();
+ ci->final_clip_owner = ci;
+
+ } else {
+ ci->final_clip_owner = p_canvas_clip;
+ }
+
+ if (ci->z_relative) {
+ p_z = CLAMP(p_z + ci->z_index, RS::CANVAS_ITEM_Z_MIN, RS::CANVAS_ITEM_Z_MAX);
+ } else {
+ p_z = ci->z_index;
+ }
+
+ if (ci->sort_y) {
+ if (allow_y_sort) {
+ if (ci->ysort_children_count == -1) {
+ ci->ysort_children_count = 0;
+ _collect_ysort_children(ci, Transform2D(), p_material_owner, nullptr, ci->ysort_children_count);
+ }
+
+ child_item_count = ci->ysort_children_count + 1;
+ child_items = (Item **)alloca(child_item_count * sizeof(Item *));
+
+ child_items[0] = ci;
+ int i = 1;
+ _collect_ysort_children(ci, Transform2D(), p_material_owner, child_items, i);
+ ci->ysort_xform = ci->xform.affine_inverse();
+
+ SortArray<Item *, ItemPtrSort> sorter;
+ sorter.sort(child_items, child_item_count);
+
+ for (i = 0; i < child_item_count; i++) {
+ _cull_canvas_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner, false);
+ }
} else {
- _cull_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
+ RendererCanvasRender::Item *canvas_group_from = nullptr;
+ bool use_canvas_group = ci->canvas_group != nullptr && (ci->canvas_group->fit_empty || ci->commands != nullptr);
+ if (use_canvas_group) {
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+ canvas_group_from = z_last_list[zidx];
+ }
+
+ _attach_canvas_item_for_draw(ci, p_canvas_clip, z_list, z_last_list, xform, p_clip_rect, global_rect, modulate, p_z, p_material_owner, use_canvas_group, canvas_group_from);
+ }
+ } else {
+ RendererCanvasRender::Item *canvas_group_from = nullptr;
+ bool use_canvas_group = ci->canvas_group != nullptr && (ci->canvas_group->fit_empty || ci->commands != nullptr);
+ if (use_canvas_group) {
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+ canvas_group_from = z_last_list[zidx];
+ }
+
+ for (int i = 0; i < child_item_count; i++) {
+ if (!child_items[i]->behind && !use_canvas_group) {
+ continue;
+ }
+ _cull_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner, true);
+ }
+ _attach_canvas_item_for_draw(ci, p_canvas_clip, z_list, z_last_list, xform, p_clip_rect, global_rect, modulate, p_z, p_material_owner, use_canvas_group, canvas_group_from);
+ for (int i = 0; i < child_item_count; i++) {
+ if (child_items[i]->behind || use_canvas_group) {
+ continue;
+ }
+ _cull_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner, true);
}
}
}
@@ -923,10 +934,15 @@ void RendererCanvasCull::canvas_item_add_set_transform(RID p_item, const Transfo
void RendererCanvasCull::canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform, const Color &p_modulate, RID p_texture) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
+ ERR_FAIL_COND(!p_mesh.is_valid());
Item::CommandMesh *m = canvas_item->alloc_command<Item::CommandMesh>();
ERR_FAIL_COND(!m);
m->mesh = p_mesh;
+ if (canvas_item->skeleton.is_valid()) {
+ m->mesh_instance = RSG::storage->mesh_instance_create(p_mesh);
+ RSG::storage->mesh_instance_set_skeleton(m->mesh_instance, canvas_item->skeleton);
+ }
m->texture = p_texture;
@@ -996,8 +1012,30 @@ void RendererCanvasCull::canvas_item_set_z_as_relative_to_parent(RID p_item, boo
void RendererCanvasCull::canvas_item_attach_skeleton(RID p_item, RID p_skeleton) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
-
+ if (canvas_item->skeleton == p_skeleton) {
+ return;
+ }
canvas_item->skeleton = p_skeleton;
+
+ Item::Command *c = canvas_item->commands;
+
+ while (c) {
+ if (c->type == Item::Command::TYPE_MESH) {
+ Item::CommandMesh *cm = static_cast<Item::CommandMesh *>(c);
+ if (canvas_item->skeleton.is_valid()) {
+ if (cm->mesh_instance.is_null()) {
+ cm->mesh_instance = RSG::storage->mesh_instance_create(cm->mesh);
+ }
+ RSG::storage->mesh_instance_set_skeleton(cm->mesh_instance, canvas_item->skeleton);
+ } else {
+ if (cm->mesh_instance.is_valid()) {
+ RSG::storage->free(cm->mesh_instance);
+ cm->mesh_instance = RID();
+ }
+ }
+ }
+ c = c->next;
+ }
}
void RendererCanvasCull::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index b71f8e5a9a..37391d7c0e 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -158,7 +158,7 @@ public:
private:
void _render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel);
- void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
+ void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool allow_y_sort);
RendererCanvasRender::Item **z_list;
RendererCanvasRender::Item **z_last_list;
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
index f08986b021..0266e137c0 100644
--- a/servers/rendering/renderer_canvas_render.h
+++ b/servers/rendering/renderer_canvas_render.h
@@ -246,10 +246,16 @@ public:
RID mesh;
Transform2D transform;
Color modulate;
+ RID mesh_instance;
RID texture;
CommandMesh() { type = TYPE_MESH; }
+ ~CommandMesh() {
+ if (mesh_instance.is_valid()) {
+ RendererStorage::base_singleton->free(mesh_instance);
+ }
+ }
};
struct CommandMultiMesh : public Command {
@@ -262,7 +268,6 @@ public:
struct CommandParticles : public Command {
RID particles;
-
RID texture;
CommandParticles() { type = TYPE_PARTICLES; }
@@ -415,7 +420,6 @@ public:
if (found_xform) {
r = xf.xform(r);
- found_xform = false;
}
if (first) {
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index 919ae2c6da..41aaba0f4c 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -59,7 +59,22 @@ public:
struct BlitToScreen {
RID render_target;
Rect2i rect;
- //lens distorted parameters for VR should go here
+
+ struct {
+ bool use_layer = false;
+ uint32_t layer = 0;
+ } multi_view;
+
+ struct {
+ //lens distorted parameters for VR
+ bool apply = false;
+ Vector2 eye_center;
+ float k1 = 0.0;
+ float k2 = 0.0;
+
+ float upscale = 1.0;
+ float aspect_ratio = 1.0;
+ } lens_distortion;
};
virtual void prepare_for_blitting_render_targets() = 0;
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub
index 6a2e682c67..64e613ab91 100644
--- a/servers/rendering/renderer_rd/SCsub
+++ b/servers/rendering/renderer_rd/SCsub
@@ -4,4 +4,6 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
+SConscript("forward_clustered/SCsub")
+SConscript("forward_mobile/SCsub")
SConscript("shaders/SCsub")
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index 0fdd864d47..b952ecbff0 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -86,13 +86,13 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
Vector<uint8_t> vertex_data;
vertex_data.resize(sizeof(float) * icosphere_vertex_count * 3);
- copymem(vertex_data.ptrw(), icosphere_vertices, vertex_data.size());
+ memcpy(vertex_data.ptrw(), icosphere_vertices, vertex_data.size());
sphere_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
Vector<uint8_t> index_data;
index_data.resize(sizeof(uint32_t) * icosphere_triangle_count * 3);
- copymem(index_data.ptrw(), icosphere_triangle_indices, index_data.size());
+ memcpy(index_data.ptrw(), icosphere_triangle_indices, index_data.size());
sphere_index_buffer = RD::get_singleton()->index_buffer_create(icosphere_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
@@ -130,13 +130,13 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
Vector<uint8_t> vertex_data;
vertex_data.resize(sizeof(float) * cone_vertex_count * 3);
- copymem(vertex_data.ptrw(), cone_vertices, vertex_data.size());
+ memcpy(vertex_data.ptrw(), cone_vertices, vertex_data.size());
cone_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
Vector<uint8_t> index_data;
index_data.resize(sizeof(uint32_t) * cone_triangle_count * 3);
- copymem(index_data.ptrw(), cone_triangle_indices, index_data.size());
+ memcpy(index_data.ptrw(), cone_triangle_indices, index_data.size());
cone_index_buffer = RD::get_singleton()->index_buffer_create(cone_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
@@ -184,13 +184,13 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
Vector<uint8_t> vertex_data;
vertex_data.resize(sizeof(float) * box_vertex_count * 3);
- copymem(vertex_data.ptrw(), box_vertices, vertex_data.size());
+ memcpy(vertex_data.ptrw(), box_vertices, vertex_data.size());
box_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data);
Vector<uint8_t> index_data;
index_data.resize(sizeof(uint32_t) * box_triangle_count * 3);
- copymem(index_data.ptrw(), box_triangle_indices, index_data.size());
+ memcpy(index_data.ptrw(), box_triangle_indices, index_data.size());
box_index_buffer = RD::get_singleton()->index_buffer_create(box_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data);
@@ -374,7 +374,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
}
}
-void ClusterBuilderRD::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
+void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y) {
view_xform = p_view_transform.affine_inverse();
projection = p_cam_projection;
z_near = projection.get_z_near();
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index dc1707b534..ebb81abdad 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -167,7 +167,7 @@ private:
uint32_t render_element_count = 0;
uint32_t render_element_max = 0;
- Transform view_xform;
+ Transform3D view_xform;
CameraMatrix adjusted_projection;
CameraMatrix projection;
float z_far = 0;
@@ -220,9 +220,9 @@ 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 Transform &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+ void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
- _FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
+ _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) {
return; //max number elements reached
}
@@ -232,7 +232,7 @@ public:
RenderElementData &e = render_elements[render_element_count];
- Transform xform = view_xform * p_transform;
+ Transform3D xform = view_xform * p_transform;
float radius = xform.basis.get_uniform_scale();
if (radius > 0.98 || radius < 1.02) {
@@ -317,7 +317,7 @@ public:
render_element_count++;
}
- _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform &p_transform, const Vector3 &p_half_extents) {
+ _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_extents) {
if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
return; //max number elements reached
}
@@ -326,7 +326,7 @@ public:
}
RenderElementData &e = render_elements[render_element_count];
- Transform xform = view_xform * p_transform;
+ Transform3D xform = view_xform * p_transform;
//extract scale and scale the matrix by it, makes things simpler
Vector3 scale = p_half_extents;
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index bc304aedd8..872f7b5beb 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -226,7 +226,7 @@ RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_te
}
void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
- zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
copy_to_fb.push_constant.use_section = true;
copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
@@ -247,7 +247,7 @@ void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer
}
void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary) {
- zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
if (p_flip_y) {
copy_to_fb.push_constant.flip_y = true;
@@ -275,7 +275,7 @@ void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer,
}
void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
if (p_flip_y) {
copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}
@@ -309,7 +309,7 @@ void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const
}
void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
copy.push_constant.section[0] = 0;
copy.push_constant.section[1] = 0;
@@ -329,7 +329,7 @@ void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama,
}
void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
if (p_flip_y) {
copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}
@@ -353,7 +353,7 @@ void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_
}
void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
if (p_flip_y) {
copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}
@@ -375,7 +375,7 @@ void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture,
}
void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
copy.push_constant.section[0] = 0;
copy.push_constant.section[1] = 0;
@@ -397,7 +397,7 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i
}
void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
uint32_t base_flags = 0;
copy.push_constant.section[0] = p_region.position.x;
@@ -430,7 +430,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back
}
void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
uint32_t base_flags = 0;
@@ -657,7 +657,7 @@ void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_bas
}
void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
copy.push_constant.section[0] = 0;
copy.push_constant.section[1] = 0;
@@ -694,7 +694,7 @@ void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffe
}
void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
- zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant));
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
tonemap.push_constant.use_bcs = p_settings.use_bcs;
tonemap.push_constant.bcs[0] = p_settings.brightness;
@@ -1294,7 +1294,7 @@ void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size
}
void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
- zeromem(&roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
roughness.push_constant.roughness = p_roughness;
@@ -1368,7 +1368,7 @@ void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap,
void EffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
SkyPushConstant sky_push_constant;
- zeromem(&sky_push_constant, sizeof(SkyPushConstant));
+ memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
sky_push_constant.proj[0] = p_camera.matrix[2][0];
sky_push_constant.proj[1] = p_camera.matrix[0][0];
@@ -1401,19 +1401,19 @@ void EffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
ResolvePushConstant push_constant;
push_constant.screen_size[0] = p_screen_size.x;
push_constant.screen_size[1] = p_screen_size.y;
push_constant.samples = p_samples;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_giprobe.is_valid() ? RESOLVE_MODE_GI_GIPROBE : RESOLVE_MODE_GI]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1);
- if (p_source_giprobe.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_giprobe), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_giprobe), 3);
+ if (p_source_voxel_gi.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
@@ -1510,7 +1510,7 @@ EffectsRD::EffectsRD() {
copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
copy.shader.initialize(copy_modes);
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
copy.shader_version = copy.shader.version_create();
for (int i = 0; i < COPY_MODE_MAX; i++) {
@@ -1907,7 +1907,7 @@ EffectsRD::EffectsRD() {
{
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
- resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define GIPROBE_RESOLVE\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
resolve.shader.initialize(resolve_modes);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 1ba25e301b..ab0100f8f9 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -585,7 +585,7 @@ class EffectsRD {
enum ResolveMode {
RESOLVE_MODE_GI,
- RESOLVE_MODE_GI_GIPROBE,
+ RESOLVE_MODE_GI_VOXEL_GI,
RESOLVE_MODE_MAX
};
@@ -750,7 +750,7 @@ public:
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
- void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void sort_buffer(RID p_uniform_set, int p_size);
diff --git a/servers/rendering/renderer_rd/forward_clustered/SCsub b/servers/rendering/renderer_rd/forward_clustered/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 7a19495f48..e1c2836f6c 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_render_forward_clustered.cpp */
+/* render_forward_clustered.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,508 +28,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "renderer_scene_render_forward_clustered.h"
+#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
-/* SCENE SHADER */
-void RendererSceneRenderForwardClustered::ShaderData::set_code(const String &p_code) {
- //compile
+using namespace RendererSceneRenderImplementation;
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
- uses_screen_texture = false;
-
- if (code == String()) {
- return; //just invalid, but no error
- }
-
- ShaderCompilerRD::GeneratedCode gen_code;
-
- int blend_mode = BLEND_MODE_MIX;
- int depth_testi = DEPTH_TEST_ENABLED;
- int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
- int cull = CULL_BACK;
-
- uses_point_size = false;
- uses_alpha = false;
- uses_blend_alpha = false;
- uses_depth_pre_pass = false;
- uses_discard = false;
- uses_roughness = false;
- uses_normal = false;
- bool wireframe = false;
-
- unshaded = false;
- uses_vertex = false;
- uses_sss = false;
- uses_transmittance = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
- uses_time = false;
- writes_modelview_or_projection = false;
- uses_world_coordinates = false;
-
- int depth_drawi = DEPTH_DRAW_OPAQUE;
-
- ShaderCompilerRD::IdentifierActions actions;
-
- actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
- actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
- actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
- actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
-
- actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
- actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
-
- actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
- actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
- actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
-
- actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
-
- actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
- actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
- actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
-
- actions.render_mode_flags["unshaded"] = &unshaded;
- actions.render_mode_flags["wireframe"] = &wireframe;
-
- actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
- actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
-
- actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
- actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
-
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
- actions.usage_flag_pointers["DISCARD"] = &uses_discard;
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
- actions.usage_flag_pointers["NORMAL"] = &uses_normal;
- actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
-
- actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
- actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
-
- actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
- actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
- actions.write_flag_pointers["VERTEX"] = &uses_vertex;
-
- actions.uniforms = &uniforms;
-
- RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
-
- Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
-
- if (version.is_null()) {
- version = scene_singleton->shader.scene_shader.version_create();
- }
-
- depth_draw = DepthDraw(depth_drawi);
- depth_test = DepthTest(depth_testi);
-
-#if 0
- print_line("**compiling shader:");
- print_line("**defines:\n");
- for (int i = 0; i < gen_code.defines.size(); i++) {
- print_line(gen_code.defines[i]);
- }
- print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
-#endif
- scene_singleton->shader.scene_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
- ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- //blend modes
-
- // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
- if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
- blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
- }
-
- RD::PipelineColorBlendState::Attachment blend_attachment;
-
- switch (blend_mode) {
- case BLEND_MODE_MIX: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
-
- } break;
- case BLEND_MODE_ADD: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- uses_blend_alpha = true; //force alpha used because of blend
-
- } break;
- case BLEND_MODE_SUB: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
- blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- uses_blend_alpha = true; //force alpha used because of blend
-
- } break;
- case BLEND_MODE_MUL: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- uses_blend_alpha = true; //force alpha used because of blend
- } break;
- case BLEND_MODE_ALPHA_TO_COVERAGE: {
- blend_attachment.enable_blend = true;
- blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
- blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- }
- }
-
- RD::PipelineColorBlendState blend_state_blend;
- blend_state_blend.attachments.push_back(blend_attachment);
- RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
- RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
- RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
- RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
-
- //update pipelines
-
- RD::PipelineDepthStencilState depth_stencil_state;
-
- if (depth_test != DEPTH_TEST_DISABLED) {
- depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
- }
-
- for (int i = 0; i < CULL_VARIANT_MAX; i++) {
- RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
- { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
- };
-
- RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
-
- for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
- RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
- RD::RENDER_PRIMITIVE_POINTS,
- RD::RENDER_PRIMITIVE_LINES,
- RD::RENDER_PRIMITIVE_LINESTRIPS,
- RD::RENDER_PRIMITIVE_TRIANGLES,
- RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
- };
-
- RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
-
- for (int k = 0; k < SHADER_VERSION_MAX; k++) {
- if (!static_cast<RendererSceneRenderForwardClustered *>(singleton)->shader.scene_shader.is_variant_enabled(k)) {
- continue;
- }
- RD::PipelineRasterizationState raster_state;
- raster_state.cull_mode = cull_mode_rd;
- raster_state.wireframe = wireframe;
-
- RD::PipelineColorBlendState blend_state;
- RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
- RD::PipelineMultisampleState multisample_state;
-
- if (uses_alpha || uses_blend_alpha) {
- // only allow these flags to go through if we have some form of msaa
- if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
- multisample_state.enable_alpha_to_coverage = true;
- } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
- multisample_state.enable_alpha_to_coverage = true;
- multisample_state.enable_alpha_to_one = true;
- }
-
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_blend;
- if (depth_draw == DEPTH_DRAW_OPAQUE) {
- depth_stencil.enable_depth_write = false; //alpha does not draw depth
- }
- } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
- if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, blend state contains nothing
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
- blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
- } else {
- blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
- }
- } else {
- pipelines[i][j][k].clear();
- continue; // do not use this version (will error if using it is attempted)
- }
- } else {
- if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
- blend_state = blend_state_opaque;
- } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
- //none, leave empty
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
- blend_state = blend_state_depth_normal_roughness;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
- blend_state = blend_state_depth_normal_roughness_giprobe;
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
- blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
- } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
- blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
- } else {
- //specular write
- blend_state = blend_state_opaque_specular;
- depth_stencil.enable_depth_test = false;
- depth_stencil.enable_depth_write = false;
- }
- }
-
- RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
- pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
- }
- }
- }
-
- valid = true;
-}
-
-void RendererSceneRenderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
- if (!p_texture.is_valid()) {
- default_texture_params.erase(p_name);
- } else {
- default_texture_params[p_name] = p_texture;
- }
-}
-
-void RendererSceneRenderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
- continue;
- }
-
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
- p_param_list->push_back(pi);
- }
-}
-
-void RendererSceneRenderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- RendererStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E->get());
- p.info.name = E->key(); //supply name
- p.index = E->get().instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
- p_param_list->push_back(p);
- }
-}
-
-bool RendererSceneRenderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RendererSceneRenderForwardClustered::ShaderData::is_animated() const {
- return false;
-}
-
-bool RendererSceneRenderForwardClustered::ShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RendererSceneRenderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- return Variant();
-}
-
-RS::ShaderNativeSourceCode RendererSceneRenderForwardClustered::ShaderData::get_native_source_code() const {
- RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
-
- return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
-}
-
-RendererSceneRenderForwardClustered::ShaderData::ShaderData() {
- valid = false;
- uses_screen_texture = false;
-}
-
-RendererSceneRenderForwardClustered::ShaderData::~ShaderData() {
- RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->shader.scene_shader.version_free(version);
- }
-}
-
-RendererStorageRD::ShaderData *RendererSceneRenderForwardClustered::_create_shader_func() {
- ShaderData *shader_data = memnew(ShaderData);
- return shader_data;
-}
-
-void RendererSceneRenderForwardClustered::MaterialData::set_render_priority(int p_priority) {
- priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
-}
-
-void RendererSceneRenderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
- next_pass = p_pass;
-}
-
-void RendererSceneRenderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RendererSceneRenderForwardClustered *scene_singleton = (RendererSceneRenderForwardClustered *)RendererSceneRenderForwardClustered::singleton;
-
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
- }
-
- if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
-}
-
-RendererSceneRenderForwardClustered::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
-}
-
-RendererStorageRD::MaterialData *RendererSceneRenderForwardClustered::_create_material_func(ShaderData *p_shader) {
- MaterialData *material_data = memnew(MaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-
-RendererSceneRenderForwardClustered::RenderBufferDataForward::~RenderBufferDataForward() {
+RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() {
clear();
}
-void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specular() {
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() {
if (!specular.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
@@ -583,8 +93,8 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_specul
}
}
-void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprobe() {
- if (!giprobe_buffer.is_valid()) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
+ if (!voxelgi_buffer.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8_UINT;
tf.width = width;
@@ -595,41 +105,41 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::ensure_giprob
RD::TextureFormat tf_aa = tf;
tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
tf_aa.samples = texture_samples;
- giprobe_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
+ voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
} else {
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
- giprobe_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
fb.push_back(depth_msaa);
fb.push_back(normal_roughness_buffer_msaa);
- fb.push_back(giprobe_buffer_msaa);
+ fb.push_back(voxelgi_buffer_msaa);
} else {
fb.push_back(depth);
fb.push_back(normal_roughness_buffer);
- fb.push_back(giprobe_buffer);
+ fb.push_back(voxelgi_buffer);
}
- depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
+ depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
-void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() {
- if (giprobe_buffer != RID()) {
- RD::get_singleton()->free(giprobe_buffer);
- giprobe_buffer = RID();
+void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
+ if (voxelgi_buffer != RID()) {
+ RD::get_singleton()->free(voxelgi_buffer);
+ voxelgi_buffer = RID();
- if (giprobe_buffer_msaa.is_valid()) {
- RD::get_singleton()->free(giprobe_buffer_msaa);
- giprobe_buffer_msaa = RID();
+ if (voxelgi_buffer_msaa.is_valid()) {
+ RD::get_singleton()->free(voxelgi_buffer_msaa);
+ voxelgi_buffer_msaa = RID();
}
- depth_normal_roughness_giprobe_fb = RID();
+ depth_normal_roughness_voxelgi_fb = RID();
}
if (color_msaa.is_valid()) {
@@ -673,7 +183,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::clear() {
}
}
-void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
clear();
msaa = p_msaa;
@@ -740,7 +250,7 @@ void RendererSceneRenderForwardClustered::RenderBufferDataForward::configure(RID
}
}
-void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) {
+void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) {
if (rb->normal_roughness_buffer.is_valid()) {
return;
}
@@ -774,15 +284,13 @@ void RendererSceneRenderForwardClustered::_allocate_normal_roughness_texture(Ren
fb.push_back(rb->normal_roughness_buffer_msaa);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
}
-
- _render_buffers_clear_uniform_set(rb);
}
-RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForwardClustered::_create_render_buffer_data() {
- return memnew(RenderBufferDataForward);
+RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForwardClustered);
}
-bool RendererSceneRenderForwardClustered::free(RID p_rid) {
+bool RenderForwardClustered::free(RID p_rid) {
if (RendererSceneRenderRD::free(p_rid)) {
return true;
}
@@ -791,15 +299,15 @@ bool RendererSceneRenderForwardClustered::free(RID p_rid) {
/// RENDERING ///
-template <RendererSceneRenderForwardClustered::PassMode p_pass_mode>
-void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+template <RenderForwardClustered::PassMode p_pass_mode>
+void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
//global scope bindings
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
RID prev_material_uniform_set;
@@ -826,7 +334,7 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice:
push_constant.base_index = i + p_params->element_offset;
RID material_uniform_set;
- ShaderData *shader;
+ SceneShaderForwardClustered::ShaderData *shader;
void *mesh_surface;
if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
@@ -845,59 +353,59 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice:
}
//find cull variant
- ShaderData::CullVariant cull_variant;
+ SceneShaderForwardClustered::ShaderData::CullVariant cull_variant;
if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
- cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ cull_variant = SceneShaderForwardClustered::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
} else {
bool mirror = surf->owner->mirror;
if (p_params->reverse_cull) {
mirror = !mirror;
}
- cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
+ cull_variant = mirror ? SceneShaderForwardClustered::ShaderData::CULL_VARIANT_REVERSED : SceneShaderForwardClustered::ShaderData::CULL_VARIANT_NORMAL;
}
RS::PrimitiveType primitive = surf->primitive;
RID xforms_uniform_set = surf->owner->transforms_uniform_set;
- ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+ SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
switch (p_params->pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
if (element_info.uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
} else if (element_info.uses_forward_gi) {
- shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
- shader_version = SHADER_VERSION_COLOR_PASS;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
if (element_info.uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
- shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
}
} break;
case PASS_MODE_SHADOW:
case PASS_MODE_DEPTH: {
- shader_version = SHADER_VERSION_DEPTH_PASS;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS;
} break;
case PASS_MODE_SHADOW_DP: {
- shader_version = SHADER_VERSION_DEPTH_PASS_DP;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP;
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
} break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
} break;
case PASS_MODE_DEPTH_MATERIAL: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
} break;
case PASS_MODE_SDF: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF;
} break;
}
@@ -956,12 +464,16 @@ void RendererSceneRenderForwardClustered::_render_list_template(RenderingDevice:
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant));
uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS) {
+ instance_count /= surf->owner->trail_steps;
+ }
+
RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
i += element_info.repeat - 1; //skip equal elements
}
}
-void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
//use template for faster performance (pass mode comparisons are inlined)
switch (p_params->pass_mode) {
@@ -986,8 +498,8 @@ void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawList
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
} break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
- _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
} break;
case PASS_MODE_DEPTH_MATERIAL: {
_render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
@@ -998,7 +510,7 @@ void RendererSceneRenderForwardClustered::_render_list(RenderingDevice::DrawList
}
}
-void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
uint32_t render_total = p_params->element_count;
uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
uint32_t render_from = p_thread * render_total / total_threads;
@@ -1006,7 +518,7 @@ void RendererSceneRenderForwardClustered::_render_list_thread_function(uint32_t
_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
}
-void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
p_params->framebuffer_format = fb_format;
@@ -1014,7 +526,7 @@ void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListPa
//multi threaded
thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
- RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForwardClustered::_render_list_thread_function, p_params);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardClustered::_render_list_thread_function, p_params);
RD::get_singleton()->draw_list_end(p_params->barrier);
} else {
//single threaded
@@ -1024,21 +536,21 @@ void RendererSceneRenderForwardClustered::_render_list_with_threads(RenderListPa
}
}
-void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
- //CameraMatrix projection = p_cam_projection;
+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.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction;
correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_cam_projection;
+ CameraMatrix projection = correction * p_render_data->cam_projection;
//store camera into ubo
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
- RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
- scene_state.ubo.z_far = p_zfar;
- scene_state.ubo.z_near = p_znear;
+ scene_state.ubo.z_far = p_render_data->z_far;
+ scene_state.ubo.z_near = p_render_data->z_near;
scene_state.ubo.pancake_shadows = p_pancake_shadows;
@@ -1056,17 +568,17 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
- scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
- scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
+ scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_render_data->cluster_size);
+ scene_state.ubo.max_cluster_element_count_div_32 = p_render_data->cluster_max_elements / 32;
{
- uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
- uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
+ uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_render_data->cluster_size + 1;
+ uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_render_data->cluster_size + 1;
scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
scene_state.ubo.cluster_width = cluster_screen_width;
}
- if (p_shadow_atlas.is_valid()) {
- Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
+ if (p_render_data->shadow_atlas.is_valid()) {
+ Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas);
scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
}
@@ -1082,22 +594,22 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
scene_state.ubo.volumetric_fog_enabled = false;
scene_state.ubo.fog_enabled = false;
- if (p_render_buffers.is_valid()) {
- RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
+ if (p_render_data->render_buffers.is_valid()) {
+ RenderBufferDataForwardClustered *render_buffers = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
scene_state.ubo.gi_upscale_for_msaa = true;
}
- if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers);
if (fog_end > 0.0) {
scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
} else {
scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
- float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup
if (fog_detail_spread > 0.0) {
scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
@@ -1106,26 +618,26 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
}
}
#if 0
- if (p_render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
- scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_buffers);
- scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_buffers);
+ if (p_render_data->render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
+ scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_data->render_buffers);
scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
- float csize = render_buffers_get_sdfgi_cascade_size(p_render_buffers);
+ float csize = render_buffers_get_sdfgi_cascade_size(p_render_data->render_buffers);
scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occ_bias = 0.0;
scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
- scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_buffers);
- scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_buffers);
+ scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_data->render_buffers);
float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
- scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
+ scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_data->render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
@@ -1146,14 +658,14 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
- Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
- pos -= p_cam_transform.origin; //make pos local to camera, to reduce numerical error
+ Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_data->render_buffers, i);
+ pos -= p_render_data->cam_transform.origin; //make pos local to camera, to reduce numerical error
c.position[0] = pos.x;
c.position[1] = pos.y;
c.position[2] = pos.z;
- c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_buffers, i);
+ c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_data->render_buffers, i);
- Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
+ Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_data->render_buffers, i);
c.probe_world_offset[0] = probe_ofs.x;
c.probe_world_offset[1] = probe_ofs.y;
c.probe_world_offset[2] = probe_ofs.z;
@@ -1170,18 +682,18 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
scene_state.ubo.use_reflection_cubemap = false;
scene_state.ubo.ssao_enabled = false;
- } else if (is_environment(p_environment)) {
- RS::EnvironmentBG env_bg = environment_get_background(p_environment);
- RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
+ } else if (is_environment(p_render_data->environment)) {
+ RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
+ RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
- float bg_energy = environment_get_bg_energy(p_environment);
+ float bg_energy = environment_get_bg_energy(p_render_data->environment);
scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
- scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
+ scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
//ambient
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
- Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
+ Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
color = color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
@@ -1190,15 +702,15 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
- float energy = environment_get_ambient_light_energy(p_environment);
- Color color = environment_get_ambient_light_color(p_environment);
+ float energy = environment_get_ambient_light_energy(p_render_data->environment);
+ Color color = environment_get_ambient_light_color(p_render_data->environment);
color = color.to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
- Basis sky_transform = environment_get_sky_orientation(p_environment);
- sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
+ sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
@@ -1206,43 +718,43 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
}
//specular
- RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
+ RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
scene_state.ubo.use_reflection_cubemap = true;
} else {
scene_state.ubo.use_reflection_cubemap = false;
}
- scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
- scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
- scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
+ scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
- Color ao_color = environment_get_ao_color(p_environment).to_linear();
+ Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear();
scene_state.ubo.ao_color[0] = ao_color.r;
scene_state.ubo.ao_color[1] = ao_color.g;
scene_state.ubo.ao_color[2] = ao_color.b;
scene_state.ubo.ao_color[3] = ao_color.a;
- scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
- scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
- scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
- scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
+ scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
+ scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
+ scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
+ scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
- scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
- Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
- float fog_energy = environment_get_fog_light_energy(p_environment);
+ Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
- scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+ scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
- if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
@@ -1274,7 +786,7 @@ void RendererSceneRenderForwardClustered::_setup_environment(RID p_environment,
RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
-void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
+void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
if (scene_state.instance_data[p_render_list].size() > 0) {
if (scene_state.instance_buffer[p_render_list] == RID() || scene_state.instance_buffer_size[p_render_list] < scene_state.instance_data[p_render_list].size()) {
if (scene_state.instance_buffer[p_render_list] != RID()) {
@@ -1287,7 +799,7 @@ void RendererSceneRenderForwardClustered::_update_instance_data_buffer(RenderLis
RD::get_singleton()->buffer_update(scene_state.instance_buffer[p_render_list], 0, sizeof(SceneState::InstanceData) * scene_state.instance_data[p_render_list].size(), scene_state.instance_data[p_render_list].ptr(), RD::BARRIER_MASK_RASTER);
}
}
-void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
RenderList *rl = &render_list[p_render_list];
uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
@@ -1305,7 +817,7 @@ void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_r
if (inst->store_transform_cache) {
RendererStorageRD::store_transform(inst->transform, instance_data.transform);
} else {
- RendererStorageRD::store_transform(Transform(), instance_data.transform);
+ RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
}
instance_data.flags = inst->flags_cache;
@@ -1355,7 +867,7 @@ void RendererSceneRenderForwardClustered::_fill_instance_data(RenderListType p_r
}
}
-void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) {
+void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) {
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
@@ -1364,9 +876,9 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
}
uint32_t lightmap_captures_used = 0;
- Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
- near_plane.d += p_cam_projection.get_z_near();
- float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+ Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_render_data->cam_projection.get_z_near();
+ float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
RenderList *rl = &render_list[p_render_list];
_update_dirty_geometry_instances();
@@ -1380,8 +892,8 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
//fill list
- for (int i = 0; i < (int)p_instances.size(); i++) {
- GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>(p_instances[i]);
+ for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
+ GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>((*p_render_data->instances)[i]);
Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
inst->depth = near_plane.distance_to(support_min);
@@ -1431,19 +943,19 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
uses_lightmap = true;
}
- } else if (!low_end) {
+ } else {
if (p_using_opaque_gi) {
flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
}
- if (inst->gi_probes[0].is_valid()) {
+ if (inst->voxel_gi_instances[0].is_valid()) {
uint32_t probe0_index = 0xFFFF;
uint32_t probe1_index = 0xFFFF;
- for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
- if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
+ for (uint32_t j = 0; j < scene_state.voxelgis_used; j++) {
+ if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[0]) {
probe0_index = j;
- } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
+ } else if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[1]) {
probe1_index = j;
}
}
@@ -1454,7 +966,7 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
}
inst->gi_offset_cache = probe0_index | (probe1_index << 16);
- flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
+ flags |= INSTANCE_DATA_FLAG_USE_VOXEL_GI;
uses_gi = true;
} else {
if (p_using_sdfgi && inst->can_sdfgi) {
@@ -1475,13 +987,13 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
// LOD
- if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
//lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal);
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
- float distance_min = p_lod_plane.distance_to(lod_support_min);
- float distance_max = p_lod_plane.distance_to(lod_support_max);
+ float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
+ float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
float distance = 0.0;
@@ -1494,7 +1006,7 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
distance = -distance_max;
}
- surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
} else {
surf->sort.lod_index = 0;
}
@@ -1549,14 +1061,14 @@ void RendererSceneRenderForwardClustered::_fill_render_list(RenderListType p_ren
}
}
-void RendererSceneRenderForwardClustered::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
- scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
- for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
- scene_state.giprobe_ids[i] = p_giprobes[i];
+void RenderForwardClustered::_setup_voxelgis(const PagedArray<RID> &p_voxelgis) {
+ scene_state.voxelgis_used = MIN(p_voxelgis.size(), uint32_t(MAX_VOXEL_GI_INSTANCESS));
+ for (uint32_t i = 0; i < scene_state.voxelgis_used; i++) {
+ scene_state.voxelgi_ids[i] = p_voxelgis[i];
}
}
-void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
+void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
@@ -1578,28 +1090,21 @@ void RendererSceneRenderForwardClustered::_setup_lightmaps(const PagedArray<RID>
}
}
-void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
- RenderBufferDataForward *render_buffer = nullptr;
- if (p_render_buffer.is_valid()) {
- render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
+void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
+ RenderBufferDataForwardClustered *render_buffer = nullptr;
+ if (p_render_data->render_buffers.is_valid()) {
+ render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
}
- RendererSceneEnvironmentRD *env = get_environment(p_environment);
+ RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
//first of all, make a new render pass
//fill up ubo
RENDER_TIMESTAMP("Setup 3D Scene");
- float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
- Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
-
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- p_screen_lod_threshold = 0.0;
- }
-
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+ Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
@@ -1615,7 +1120,8 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
bool using_separate_specular = false;
bool using_ssr = false;
bool using_sdfgi = false;
- bool using_giprobe = false;
+ bool using_voxelgi = false;
+ bool reverse_cull = false;
if (render_buffer) {
screen_size.x = render_buffer->width;
@@ -1623,29 +1129,29 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
opaque_framebuffer = render_buffer->color_fb;
- if (!low_end && p_gi_probes.size() > 0) {
- using_giprobe = true;
+ if (p_render_data->voxel_gi_instances->size() > 0) {
+ using_voxelgi = true;
}
- if (!p_environment.is_valid() && using_giprobe) {
- depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
+ if (!p_render_data->environment.is_valid() && using_voxelgi) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
- } else if (p_environment.is_valid() && (environment_is_ssr_enabled(p_environment) || environment_is_sdfgi_enabled(p_environment) || using_giprobe)) {
- if (environment_is_sdfgi_enabled(p_environment)) {
- depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also giprobe
+ } else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
+ if (environment_is_sdfgi_enabled(p_render_data->environment)) {
+ depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi
using_sdfgi = true;
} else {
- depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
+ depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
- if (environment_is_ssr_enabled(p_environment)) {
+ if (environment_is_ssr_enabled(p_render_data->environment)) {
render_buffer->ensure_specular();
using_separate_specular = true;
using_ssr = true;
opaque_specular_framebuffer = render_buffer->color_specular_fb;
}
- } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
+ } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@@ -1658,10 +1164,10 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
depth_framebuffer = render_buffer->depth_normal_roughness_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
} break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
_allocate_normal_roughness_texture(render_buffer);
- render_buffer->ensure_giprobe();
- depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_fb;
+ render_buffer->ensure_voxelgi();
+ depth_framebuffer = render_buffer->depth_normal_roughness_voxelgi_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
depth_pass_clear.push_back(Color(0, 0, 0, 0));
} break;
@@ -1670,31 +1176,34 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
}
alpha_framebuffer = opaque_framebuffer;
- } else if (p_reflection_probe.is_valid()) {
- uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
+ } else if (p_render_data->reflection_probe.is_valid()) {
+ uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe);
screen_size.x = resolution;
screen_size.y = resolution;
- opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
- depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass);
+ opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+ depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
alpha_framebuffer = opaque_framebuffer;
- if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
- p_environment = RID(); //no environment on interiors
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ p_render_data->environment = RID(); //no environment on interiors
+ env = nullptr;
}
+
+ reverse_cull = true; // for some reason our views are inverted
} else {
ERR_FAIL(); //bug?
}
RD::get_singleton()->draw_command_begin_label("Render Setup");
- _setup_lightmaps(p_lightmaps, p_cam_transform);
- _setup_giprobes(p_gi_probes);
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+ _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_voxelgis(*p_render_data->voxel_gi_instances);
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
render_list[RENDER_LIST_ALPHA].sort_by_depth();
_fill_instance_data(RENDER_LIST_OPAQUE);
@@ -1702,7 +1211,7 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
RD::get_singleton()->draw_command_end_label();
- bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
+ bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
if (using_sss) {
using_separate_specular = true;
@@ -1719,26 +1228,26 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
- } else if (is_environment(p_environment)) {
- RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
- float bg_energy = environment_get_bg_energy(p_environment);
+ } else if (is_environment(p_render_data->environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
+ float bg_energy = environment_get_bg_energy(p_render_data->environment);
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color = p_default_bg_color;
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
- if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
} break;
case RS::ENV_BG_COLOR: {
- clear_color = environment_get_bg_color(p_environment);
+ clear_color = environment_get_bg_color(p_render_data->environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
- if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
draw_sky_fog_only = true;
storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
}
@@ -1758,21 +1267,21 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
}
}
// setup sky if used for ambient, reflections, or background
- if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ 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_cam_projection;
- if (p_reflection_probe.is_valid()) {
+ CameraMatrix projection = p_render_data->cam_projection;
+ if (p_render_data->reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
+ projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
+ sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
- sky.update(env, projection, p_cam_transform, time);
+ sky.update(env, projection, p_render_data->cam_transform, time);
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -1784,15 +1293,15 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
clear_color = p_default_bg_color;
}
- bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
+ bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
- bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
+ bool depth_pre_pass = depth_framebuffer.is_valid();
- bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
+ bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment);
bool continue_depth = false;
if (depth_pre_pass) { //depth pre pass
- bool needs_pre_resolve = _needs_post_prepass_render(using_sdfgi || using_giprobe);
+ bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
if (needs_pre_resolve) {
RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
} else {
@@ -1803,32 +1312,32 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
RD::get_singleton()->draw_list_end();
//start compute processes here, so they run at the same time as depth pre-pass
- _post_prepass_render(using_sdfgi || using_giprobe);
+ _post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
}
RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass");
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
- bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
if (needs_pre_resolve) {
- _pre_resolve_render(using_sdfgi || using_giprobe);
+ _pre_resolve_render(p_render_data, using_sdfgi || using_voxelgi);
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
- if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
+ if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) {
if (needs_pre_resolve) {
RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
}
static int texture_samples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 };
- storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_giprobe ? render_buffer->giprobe_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_giprobe ? render_buffer->giprobe_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
+ storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_samples[render_buffer->msaa]);
} else if (finish_depth) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
}
@@ -1838,24 +1347,24 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
continue_depth = !finish_depth;
}
- _pre_opaque_render(using_ssao, using_sdfgi || using_giprobe, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->giprobe_buffer : RID());
+ _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
- scene_state.ubo.directional_light_count = _get_render_state_directional_light_count();
+ scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
RENDER_TIMESTAMP("Render Opaque Pass");
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
- bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
- bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_giprobes || debug_sdfgi_probes);
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
//regular forward for now
Vector<Color> c;
@@ -1869,7 +1378,7 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
@@ -1880,34 +1389,34 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
RD::get_singleton()->draw_command_end_label();
- if (debug_giprobes) {
- //debug giprobes
+ if (debug_voxelgis) {
+ //debug voxelgis
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;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
+ CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- RD::get_singleton()->draw_command_begin_label("Debug GIProbes");
- for (int i = 0; i < (int)p_gi_probes.size(); i++) {
- gi.debug_giprobe(p_gi_probes[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
+ RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs");
+ for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) {
+ gi.debug_voxel_gi((*p_render_data->voxel_gi_instances)[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, 1.0);
}
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
if (debug_sdfgi_probes) {
- //debug giprobes
+ //debug voxelgis
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;
dc.set_depth_correction(true);
- CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
+ CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
- _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
+ _debug_sdfgi_probes(p_render_data->render_buffers, draw_list, opaque_framebuffer, cm);
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_list_end();
}
@@ -1915,14 +1424,14 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
if (draw_sky || draw_sky_fog_only) {
RENDER_TIMESTAMP("Render Sky");
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
+ CameraMatrix projection = p_render_data->cam_projection;
+ if (p_render_data->reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
+ projection = correction * p_render_data->cam_projection;
}
RD::get_singleton()->draw_command_begin_label("Draw Sky");
- sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
+ sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_render_data->cam_transform, time);
RD::get_singleton()->draw_command_end_label();
}
@@ -1941,14 +1450,14 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
if (using_sss) {
RENDER_TIMESTAMP("Sub Surface Scattering");
RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
- _process_sss(p_render_buffer, p_cam_projection);
+ _process_sss(p_render_data->render_buffers, p_render_data->cam_projection);
RD::get_singleton()->draw_command_end_label();
}
if (using_ssr) {
RENDER_TIMESTAMP("Screen Space Reflection");
RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
- _process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ _process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
RD::get_singleton()->draw_command_end_label();
} else {
//just mix specular back
@@ -1961,12 +1470,12 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
- rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_cluster_buffer, p_gi_probes, p_lightmaps, true);
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_cluster_size, p_max_cluster_elements, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
@@ -1981,7 +1490,7 @@ void RendererSceneRenderForwardClustered::_render_scene(RID p_render_buffer, con
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_shadow_begin() {
+void RenderForwardClustered::_render_shadow_begin() {
scene_state.shadow_passes.clear();
RD::get_singleton()->draw_command_begin_label("Shadow Setup");
_update_render_base_uniform_set();
@@ -1989,23 +1498,37 @@ void RendererSceneRenderForwardClustered::_render_shadow_begin() {
render_list[RENDER_LIST_SECONDARY].clear();
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
+ RenderDataRD render_data;
+ render_data.cam_projection = p_projection;
+ render_data.cam_transform = p_transform;
+ render_data.z_far = p_zfar;
+ render_data.z_near = 0.0;
+ render_data.cluster_size = 1;
+ render_data.cluster_max_elements = 32;
+ render_data.instances = &p_instances;
+ render_data.lod_camera_plane = p_camera_plane;
+ render_data.lod_distance_multiplier = p_lod_distance_multiplier;
+
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index);
+ _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- p_screen_lod_threshold = 0.0;
+ render_data.screen_lod_threshold = 0.0;
+ } else {
+ render_data.screen_lod_threshold = p_screen_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
- _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, false, false, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, true);
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, false, false, true);
uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
_fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
@@ -2024,8 +1547,8 @@ void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffe
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = p_screen_lod_threshold;
- shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier;
+ shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
@@ -2036,19 +1559,19 @@ void RendererSceneRenderForwardClustered::_render_shadow_append(RID p_framebuffe
}
}
-void RendererSceneRenderForwardClustered::_render_shadow_process() {
+void RenderForwardClustered::_render_shadow_process() {
_update_instance_data_buffer(RENDER_LIST_SECONDARY);
//render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
//render passes need to be configured after instance buffer is done, since they need the latest version
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>(), false, i);
+ shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), false, i);
}
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
+void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_begin_label("Shadow Render");
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
@@ -2063,23 +1586,32 @@ void RendererSceneRenderForwardClustered::_render_shadow_end(uint32_t p_barrier)
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup Render Collider Heightfield");
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+ RenderDataRD render_data;
+ render_data.cam_projection = p_cam_projection;
+ render_data.cam_transform = p_cam_transform;
+ render_data.z_near = 0.0;
+ render_data.z_far = p_cam_projection.get_z_far();
+ render_data.cluster_size = 1;
+ render_data.cluster_max_elements = 32;
+ render_data.instances = &p_instances;
+
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
- _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+ _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
PassMode pass_mode = PASS_MODE_SHADOW;
- _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
_fill_instance_data(RENDER_LIST_SECONDARY);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
RENDER_TIMESTAMP("Render Collider Heightfield");
@@ -2091,24 +1623,31 @@ void RendererSceneRenderForwardClustered::_render_particle_collider_heightfield(
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering Material");
RD::get_singleton()->draw_command_begin_label("Render Material");
+ RenderDataRD render_data;
+ render_data.cam_projection = p_cam_projection;
+ render_data.cam_transform = p_cam_transform;
+ render_data.cluster_size = 1;
+ render_data.cluster_max_elements = 32;
+ render_data.instances = &p_instances;
+
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
- _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
_fill_instance_data(RENDER_LIST_SECONDARY);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
RENDER_TIMESTAMP("Render Material");
@@ -2129,24 +1668,29 @@ void RendererSceneRenderForwardClustered::_render_material(const Transform &p_ca
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
RD::get_singleton()->draw_command_begin_label("Render UV2");
+ RenderDataRD render_data;
+ render_data.cluster_size = 1;
+ render_data.cluster_max_elements = 32;
+ render_data.instances = &p_instances;
+
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
- _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
_fill_instance_data(RENDER_LIST_SECONDARY);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
RENDER_TIMESTAMP("Render Material");
@@ -2183,6 +1727,7 @@ void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryI
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
}
render_list_params.uv_offset = Vector2();
+ render_list_params.force_wireframe = false;
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
RD::get_singleton()->draw_list_end();
@@ -2191,18 +1736,23 @@ void RendererSceneRenderForwardClustered::_render_uv2(const PagedArray<GeometryI
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
RENDER_TIMESTAMP("Render SDFGI");
RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel");
+ RenderDataRD render_data;
+ render_data.cluster_size = 1;
+ render_data.cluster_max_elements = 32;
+ render_data.instances = &p_instances;
+
_update_render_base_uniform_set();
- RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
+ RenderBufferDataForwardClustered *render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
ERR_FAIL_COND(!render_buffer);
PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
_fill_instance_data(RENDER_LIST_SECONDARY);
@@ -2234,28 +1784,26 @@ void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, co
fb_size.x = p_size[right_axis];
fb_size.y = p_size[up_axis];
- Transform cam_xform;
- cam_xform.origin = center + axis * half_extents;
- cam_xform.basis.set_axis(0, right);
- cam_xform.basis.set_axis(1, up);
- cam_xform.basis.set_axis(2, axis);
+ render_data.cam_transform.origin = center + axis * half_extents;
+ render_data.cam_transform.basis.set_axis(0, right);
+ render_data.cam_transform.basis.set_axis(1, up);
+ render_data.cam_transform.basis.set_axis(2, axis);
- //print_line("pass: " + itos(i) + " xform " + cam_xform);
+ //print_line("pass: " + itos(i) + " xform " + render_data.cam_transform);
float h_size = half_extents[right_axis];
float v_size = half_extents[up_axis];
float d_size = half_extents[i] * 2.0;
- CameraMatrix camera_proj;
- camera_proj.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
+ render_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size);
//print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
- Transform to_bounds;
+ Transform3D to_bounds;
to_bounds.origin = p_bounds.position;
to_bounds.basis.scale(p_bounds.size);
- RendererStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
+ RendererStorageRD::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
- _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), 1, 32, RID(), false, Color(), 0, 0);
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
@@ -2272,14 +1820,14 @@ void RendererSceneRenderForwardClustered::_render_sdfgi(RID p_render_buffers, co
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneRenderForwardClustered::_base_uniforms_changed() {
+void RenderForwardClustered::_base_uniforms_changed() {
if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
render_base_uniform_set = RID();
}
-void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
+void RenderForwardClustered::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
@@ -2314,7 +1862,7 @@ void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(shadow_sampler);
+ u.ids.push_back(scene_shader.shadow_sampler);
uniforms.push_back(u);
}
@@ -2393,7 +1941,7 @@ void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
- if (!low_end) {
+ {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 13;
@@ -2401,17 +1949,17 @@ void RendererSceneRenderForwardClustered::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
- render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
+ render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
}
}
-RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) {
+RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
//there should always be enough uniform buffers for render passes, otherwise bugs
ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
- RenderBufferDataForward *rb = nullptr;
- if (p_render_buffers.is_valid()) {
- rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
+ RenderBufferDataForwardClustered *rb = nullptr;
+ if (p_render_data && p_render_data->render_buffers.is_valid()) {
+ rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
}
//default render buffer and scene state uniform set
@@ -2431,7 +1979,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
RID instance_buffer = scene_state.instance_buffer[p_render_list];
if (instance_buffer == RID()) {
- instance_buffer = default_vec4_xform_buffer; // any buffer will do since its not used
+ instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used
}
u.ids.push_back(instance_buffer);
uniforms.push_back(u);
@@ -2451,7 +1999,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
}
{
- RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
+ RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID();
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
@@ -2468,8 +2016,8 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
- if (p_shadow_atlas.is_valid()) {
- texture = shadow_atlas_get_texture(p_shadow_atlas);
+ if (p_render_data && p_render_data->shadow_atlas.is_valid()) {
+ texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
@@ -2495,8 +2043,8 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
u.ids.resize(scene_state.max_lightmaps);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
- if (i < p_lightmaps.size()) {
- RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
+ if (p_render_data && i < p_render_data->lightmaps->size()) {
+ RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
RID texture = storage->lightmap_get_texture(base);
RID rd_texture = storage->texture_get_rd_texture(texture);
u.ids.write[i] = rd_texture;
@@ -2511,11 +2059,11 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(MAX_GI_PROBES);
+ u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- for (int i = 0; i < MAX_GI_PROBES; i++) {
- if (i < (int)p_gi_probes.size()) {
- RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]);
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
+ if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) {
+ RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]);
if (!tex.is_valid()) {
tex = default_tex;
}
@@ -2532,7 +2080,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
+ RID cb = (p_render_data && p_render_data->cluster_buffer.is_valid()) ? p_render_data->cluster_buffer : scene_shader.default_vec4_xform_buffer;
u.ids.push_back(cb);
uniforms.push_back(u);
}
@@ -2549,13 +2097,13 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
+ RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
- if (!low_end) {
+ {
{
RD::Uniform u;
u.binding = 11;
@@ -2569,7 +2117,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
+ RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
@@ -2579,7 +2127,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID ambient_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_ambient_texture(p_render_buffers) : RID();
+ RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID();
RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
@@ -2589,7 +2137,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID reflection_buffer = p_render_buffers.is_valid() ? render_buffers_get_gi_reflection_texture(p_render_buffers) : RID();
+ RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID();
RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
@@ -2599,8 +2147,8 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
- if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
- t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
+ if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
+ t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers);
} else {
t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
@@ -2611,8 +2159,8 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
- u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
+ if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
+ u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
} else {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
}
@@ -2622,7 +2170,7 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::Uniform u;
u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
+ u.ids.push_back(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer());
uniforms.push_back(u);
}
{
@@ -2630,8 +2178,8 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
u.binding = 18;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
- if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
- vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
+ if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
+ vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers);
if (vfog.is_null()) {
vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
@@ -2651,11 +2199,11 @@ RID RendererSceneRenderForwardClustered::_setup_render_pass_uniform_set(RenderLi
RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
}
- render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET);
return render_pass_uniform_sets[p_index];
}
-RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
+RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) {
if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) {
RD::get_singleton()->free(sdfgi_pass_uniform_set);
}
@@ -2731,13 +2279,13 @@ RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RI
}
{
- // No GIProbes
+ // No VoxelGIs
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.resize(MAX_GI_PROBES);
+ u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- for (int i = 0; i < MAX_GI_PROBES; i++) {
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
u.ids.write[i] = default_tex;
}
@@ -2748,7 +2296,7 @@ RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RI
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- RID cb = default_vec4_xform_buffer;
+ RID cb = scene_shader.default_vec4_xform_buffer;
u.ids.push_back(cb);
uniforms.push_back(u);
}
@@ -2784,28 +2332,19 @@ RID RendererSceneRenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RI
uniforms.push_back(u);
}
- sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
+ sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
return sdfgi_pass_uniform_set;
}
-void RendererSceneRenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) {
-}
-
-void RendererSceneRenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
-
- _render_buffers_clear_uniform_set(rb);
-}
-
-RID RendererSceneRenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
- RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers);
+RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
+ RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
return rb->normal_roughness_buffer;
}
-RendererSceneRenderForwardClustered *RendererSceneRenderForwardClustered::singleton = nullptr;
+RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
-void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->dirty_list_element.in_list()) {
return;
@@ -2825,7 +2364,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_mark_dirty(Geometry
geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
}
-void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+void RenderForwardClustered::_geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
@@ -2853,10 +2392,10 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
}
- if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
- if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) {
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
@@ -2866,11 +2405,15 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma
flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
}
- MaterialData *material_shadow = nullptr;
+ if (p_material->shader_data->uses_particle_trails) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS;
+ }
+
+ SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
- material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
@@ -2921,15 +2464,15 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface_with_ma
sdcache->sort.priority = p_material->priority;
}
-void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
RID m_src;
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
- MaterialData *material = nullptr;
+ SceneShaderForwardClustered::MaterialData *material = nullptr;
if (m_src.is_valid()) {
- material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -2940,8 +2483,8 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr
storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
- material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- m_src = default_material;
+ material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = scene_shader.default_material;
}
ERR_FAIL_COND(!material);
@@ -2950,7 +2493,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr
while (material->next_pass.is_valid()) {
RID next_pass = material->next_pass;
- material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
break;
}
@@ -2961,7 +2504,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_add_surface(Geometr
}
}
-void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -3022,8 +2565,9 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst
for (int j = 0; j < draw_passes; j++) {
RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
- if (!mesh.is_valid())
+ if (!mesh.is_valid()) {
continue;
+ }
const RID *materials = nullptr;
uint32_t surface_count;
@@ -3036,7 +2580,7 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst
}
}
- ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
} break;
@@ -3050,52 +2594,35 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
}
if (storage->multimesh_uses_colors(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
}
if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
}
- ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
- ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (false) { // 2D particles
- ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
-
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
- ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+ //for particles, stride is the trail size
+ ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
- ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
- ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
- ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
if (ginstance->data->dirty_dependencies) {
storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
}
@@ -3105,8 +2632,8 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst
ginstance->store_transform_cache = store_transform;
ginstance->can_sdfgi = false;
- if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) {
- if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
+ if (!lightmap_instance_is_valid(ginstance->lightmap_instance)) {
+ if (ginstance->voxel_gi_instances[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
ginstance->can_sdfgi = true;
}
}
@@ -3119,24 +2646,25 @@ void RendererSceneRenderForwardClustered::_geometry_instance_update(GeometryInst
ginstance->dirty_list_element.remove_from_list();
}
-void RendererSceneRenderForwardClustered::_update_dirty_geometry_instances() {
+void RenderForwardClustered::_update_dirty_geometry_instances() {
while (geometry_instance_dirty_list.first()) {
_geometry_instance_update(geometry_instance_dirty_list.first()->self());
}
}
-void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RenderForwardClustered::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
switch (p_notification) {
case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
- static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
} break;
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
- ginstance->instance_count = static_cast<RendererSceneRenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ ginstance->instance_count = static_cast<RenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
default: {
@@ -3144,11 +2672,11 @@ void RendererSceneRenderForwardClustered::_geometry_instance_dependency_changed(
} break;
}
}
-void RendererSceneRenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
- static_cast<RendererSceneRenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
}
-RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geometry_instance_create(RID p_base) {
+RendererSceneRender::GeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
RS::InstanceType type = storage->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
@@ -3165,34 +2693,34 @@ RendererSceneRender::GeometryInstance *RendererSceneRenderForwardClustered::geom
return ginstance;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->skeleton = p_skeleton;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->material_override = p_override;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->surface_materials = p_materials;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->mesh_instance = p_mesh_instance;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->transform = p_transform;
@@ -3209,24 +2737,24 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_transform(Geomet
ginstance->lod_model_scale = max_scale;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->lod_bias = p_lod_bias;
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->use_baked_light = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->use_dynamic_gi = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->lightmap_instance = p_lightmap_instance;
@@ -3234,7 +2762,7 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_use_lightmap(Geo
ginstance->lightmap_slice_index = p_lightmap_slice_index;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (p_sh9) {
@@ -3242,7 +2770,7 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture
ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
}
- copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
if (ginstance->lightmap_sh != nullptr) {
geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
@@ -3251,13 +2779,13 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_lightmap_capture
}
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+void RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->shader_parameters_offset = p_offset;
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
@@ -3265,13 +2793,13 @@ void RendererSceneRenderForwardClustered::geometry_instance_set_cast_double_side
_geometry_instance_mark_dirty(ginstance);
}
-void RendererSceneRenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->layer_mask = p_layer_mask;
}
-void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
if (ginstance->lightmap_sh != nullptr) {
@@ -3287,56 +2815,52 @@ void RendererSceneRenderForwardClustered::geometry_instance_free(GeometryInstanc
geometry_instance_alloc.free(ginstance);
}
-uint32_t RendererSceneRenderForwardClustered::geometry_instance_get_pair_mask() {
- return (1 << RS::INSTANCE_GI_PROBE);
+uint32_t RenderForwardClustered::geometry_instance_get_pair_mask() {
+ return (1 << RS::INSTANCE_VOXEL_GI);
}
-void RendererSceneRenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
}
-void RendererSceneRenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
}
-void RendererSceneRenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
}
-Transform RendererSceneRenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
+Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
- ERR_FAIL_COND_V(!ginstance, Transform());
+ ERR_FAIL_COND_V(!ginstance, Transform3D());
return ginstance->transform;
}
-AABB RendererSceneRenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+
+AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
ERR_FAIL_COND_V(!ginstance, AABB());
return ginstance->data->aabb;
}
-void RendererSceneRenderForwardClustered::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
- if (p_gi_probe_instance_count > 0) {
- ginstance->gi_probes[0] = p_gi_probe_instances[0];
+ if (p_voxel_gi_instance_count > 0) {
+ ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0];
} else {
- ginstance->gi_probes[0] = RID();
+ ginstance->voxel_gi_instances[0] = RID();
}
- if (p_gi_probe_instance_count > 1) {
- ginstance->gi_probes[1] = p_gi_probe_instances[1];
+ if (p_voxel_gi_instance_count > 1) {
+ ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1];
} else {
- ginstance->gi_probes[1] = RID();
+ ginstance->voxel_gi_instances[1] = RID();
}
}
-RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(RendererStorageRD *p_storage) :
+RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
- low_end = is_low_end();
/* SCENE SHADER */
{
String defines;
- if (low_end) {
- defines += "\n#define LOW_END_MODE \n";
- }
-
defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
if (is_using_radiance_cubemap_array()) {
defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
@@ -3346,7 +2870,7 @@ RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(Rendere
{
//lightmaps
- scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
+ scene_state.max_lightmaps = MAX_LIGHTMAPS;
defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
@@ -3362,267 +2886,13 @@ RendererSceneRenderForwardClustered::RendererSceneRenderForwardClustered(Rendere
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
- Vector<String> shader_versions;
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
- shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
- shader_versions.push_back("");
- shader_versions.push_back("\n#define USE_FORWARD_GI\n");
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
- shader_versions.push_back("\n#define USE_LIGHTMAP\n");
- shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
- shader.scene_shader.initialize(shader_versions, defines);
-
- if (is_low_end()) {
- //disable the high end versions
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
- shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
- }
- }
-
- storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
- storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
-
- {
- //shader compiler
- ShaderCompilerRD::DefaultIdentifierActions actions;
-
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
- actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
- actions.renames["MODELVIEW_MATRIX"] = "modelview";
- actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
-
- actions.renames["VERTEX"] = "vertex";
- actions.renames["NORMAL"] = "normal";
- actions.renames["TANGENT"] = "tangent";
- actions.renames["BINORMAL"] = "binormal";
- actions.renames["POSITION"] = "position";
- actions.renames["UV"] = "uv_interp";
- actions.renames["UV2"] = "uv2_interp";
- actions.renames["COLOR"] = "color_interp";
- actions.renames["POINT_SIZE"] = "gl_PointSize";
- actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
-
- actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
- actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
- actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
- actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
-
- //builtins
-
- actions.renames["TIME"] = "scene_data.time";
- actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
-
- actions.renames["FRAGCOORD"] = "gl_FragCoord";
- actions.renames["FRONT_FACING"] = "gl_FrontFacing";
- actions.renames["NORMAL_MAP"] = "normal_map";
- actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
- actions.renames["ALBEDO"] = "albedo";
- actions.renames["ALPHA"] = "alpha";
- actions.renames["METALLIC"] = "metallic";
- actions.renames["SPECULAR"] = "specular";
- actions.renames["ROUGHNESS"] = "roughness";
- actions.renames["RIM"] = "rim";
- actions.renames["RIM_TINT"] = "rim_tint";
- actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
- actions.renames["ANISOTROPY"] = "anisotropy";
- actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- actions.renames["SSS_STRENGTH"] = "sss_strength";
- actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
- actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
- actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
- actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
- actions.renames["BACKLIGHT"] = "backlight";
- actions.renames["AO"] = "ao";
- actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
- actions.renames["EMISSION"] = "emission";
- actions.renames["POINT_COORD"] = "gl_PointCoord";
- actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
- actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "color_buffer";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
- actions.renames["DEPTH"] = "gl_FragDepth";
- actions.renames["OUTPUT_IS_SRGB"] = "true";
- actions.renames["FOG"] = "custom_fog";
- actions.renames["RADIANCE"] = "custom_radiance";
- actions.renames["IRRADIANCE"] = "custom_irradiance";
- actions.renames["BONE_INDICES"] = "bone_attrib";
- actions.renames["BONE_WEIGHTS"] = "weight_attrib";
- actions.renames["CUSTOM0"] = "custom0_attrib";
- actions.renames["CUSTOM1"] = "custom1_attrib";
- actions.renames["CUSTOM2"] = "custom2_attrib";
- actions.renames["CUSTOM3"] = "custom3_attrib";
-
- //for light
- actions.renames["VIEW"] = "view";
- actions.renames["LIGHT_COLOR"] = "light_color";
- actions.renames["LIGHT"] = "light";
- actions.renames["ATTENUATION"] = "attenuation";
- actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
- actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
- actions.renames["SPECULAR_LIGHT"] = "specular_light";
-
- actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
- actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
- actions.usage_defines["BINORMAL"] = "@TANGENT";
- actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
- actions.usage_defines["RIM_TINT"] = "@RIM";
- actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
- actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
- actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
- actions.usage_defines["AO"] = "#define AO_USED\n";
- actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
- actions.usage_defines["UV"] = "#define UV_USED\n";
- actions.usage_defines["UV2"] = "#define UV2_USED\n";
- actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
- actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
- actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
- actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
- actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
- actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
- actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
- actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
- actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
- actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
-
- actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
- actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
- actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
- actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
-
- actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
- actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
- actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-
- actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
- actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
- actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
- actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
-
- actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
- actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
- actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
- actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
-
- bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
-
- if (!force_lambert) {
- actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
- }
-
- actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
- actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
- actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
-
- actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
-
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
-
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
- actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
- actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
- actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
- actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
- actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
- actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
-
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = MATERIAL_UNIFORM_SET;
- actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
-
- actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
- actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
- actions.global_buffer_array_variable = "global_variables.data";
- actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
-
- shader.compiler.initialize(actions);
- }
-
- {
- //default material and shader
- default_shader = storage->shader_allocate();
- storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
- default_material = storage->material_allocate();
- storage->material_initialize(default_material);
- storage->material_set_shader(default_material, default_shader);
-
- MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
- if (!low_end) {
- default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
- }
- }
-
- {
- overdraw_material_shader = storage->shader_allocate();
- storage->shader_initialize(overdraw_material_shader);
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
- overdraw_material = storage->material_allocate();
- storage->material_initialize(overdraw_material);
- storage->material_set_shader(overdraw_material, overdraw_material_shader);
-
- wireframe_material_shader = storage->shader_allocate();
- storage->shader_initialize(wireframe_material_shader);
- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_allocate();
- storage->material_initialize(wireframe_material);
- storage->material_set_shader(wireframe_material, wireframe_material_shader);
- }
-
- {
- default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(default_vec4_xform_buffer);
- u.binding = 0;
- uniforms.push_back(u);
-
- default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
- }
- {
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.enable_compare = true;
- sampler.compare_op = RD::COMPARE_OP_LESS;
- shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ scene_shader.init(p_storage, defines);
}
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
}
-RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() {
+RenderForwardClustered::~RenderForwardClustered() {
directional_shadow_atlas_set_size(0);
//clear base uniform set if still valid
@@ -3636,17 +2906,6 @@ RendererSceneRenderForwardClustered::~RendererSceneRenderForwardClustered() {
RD::get_singleton()->free(sdfgi_pass_uniform_set);
}
- RD::get_singleton()->free(default_vec4_xform_buffer);
- RD::get_singleton()->free(shadow_sampler);
-
- storage->free(wireframe_material_shader);
- storage->free(overdraw_material_shader);
- storage->free(default_shader);
-
- storage->free(wireframe_material);
- storage->free(overdraw_material);
- storage->free(default_material);
-
{
for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
RD::get_singleton()->free(scene_state.uniform_buffers[i]);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 98e2a7efcc..e276e55de2 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* renderer_scene_render_forward_clustered.h */
+/* render_forward_clustered.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -32,12 +32,17 @@
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
#include "core/templates/paged_allocator.h"
+#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
-class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
+namespace RendererSceneRenderImplementation {
+
+class RenderForwardClustered : public RendererSceneRenderRD {
+ friend SceneShaderForwardClustered;
+
enum {
SCENE_UNIFORM_SET = 0,
RENDER_PASS_UNIFORM_SET = 1,
@@ -47,9 +52,9 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
enum {
SDFGI_MAX_CASCADES = 8,
- MAX_GI_PROBES = 8,
+ MAX_VOXEL_GI_INSTANCESS = 8,
MAX_LIGHTMAPS = 8,
- MAX_GI_PROBES_PER_INSTANCE = 2,
+ MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE = 2,
INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
};
@@ -63,162 +68,18 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
/* Scene Shader */
- enum ShaderVersion {
- SHADER_VERSION_DEPTH_PASS,
- SHADER_VERSION_DEPTH_PASS_DP,
- SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
- SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
- SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
- SHADER_VERSION_DEPTH_PASS_WITH_SDF,
- SHADER_VERSION_COLOR_PASS,
- SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
- SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
- SHADER_VERSION_LIGHTMAP_COLOR_PASS,
- SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
- SHADER_VERSION_MAX
- };
-
- struct {
- SceneForwardClusteredShaderRD scene_shader;
- ShaderCompilerRD compiler;
- } shader;
-
- /* Material */
-
- struct ShaderData : public RendererStorageRD::ShaderData {
- enum BlendMode { //used internally
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_ALPHA_TO_COVERAGE
- };
-
- enum DepthDraw {
- DEPTH_DRAW_DISABLED,
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS
- };
-
- enum DepthTest {
- DEPTH_TEST_DISABLED,
- DEPTH_TEST_ENABLED
- };
-
- enum Cull {
- CULL_DISABLED,
- CULL_FRONT,
- CULL_BACK
- };
-
- enum CullVariant {
- CULL_VARIANT_NORMAL,
- CULL_VARIANT_REVERSED,
- CULL_VARIANT_DOUBLE_SIDED,
- CULL_VARIANT_MAX
-
- };
-
- enum AlphaAntiAliasing {
- ALPHA_ANTIALIASING_OFF,
- ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
- ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
- };
-
- bool valid;
- RID version;
- uint32_t vertex_input_mask;
- PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
-
- String path;
-
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
-
- String code;
- Map<StringName, RID> default_texture_params;
-
- DepthDraw depth_draw;
- DepthTest depth_test;
-
- bool uses_point_size;
- bool uses_alpha;
- bool uses_blend_alpha;
- bool uses_alpha_clip;
- bool uses_depth_pre_pass;
- bool uses_discard;
- bool uses_roughness;
- bool uses_normal;
-
- bool unshaded;
- bool uses_vertex;
- bool uses_sss;
- bool uses_transmittance;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_normal_texture;
- bool uses_time;
- bool writes_modelview_or_projection;
- bool uses_world_coordinates;
-
- uint64_t last_pass = 0;
- uint32_t index = 0;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
-
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
-
- ShaderData();
- virtual ~ShaderData();
- };
-
- RendererStorageRD::ShaderData *_create_shader_func();
- static RendererStorageRD::ShaderData *_create_shader_funcs() {
- return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_shader_func();
- }
-
- struct MaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- ShaderData *shader_data;
- RID uniform_buffer;
- RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- uint64_t last_pass = 0;
- uint32_t index = 0;
- RID next_pass;
- uint8_t priority;
- virtual void set_render_priority(int p_priority);
- virtual void set_next_pass(RID p_pass);
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~MaterialData();
- };
-
- RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
- return static_cast<RendererSceneRenderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
- }
+ SceneShaderForwardClustered scene_shader;
/* Framebuffer */
- struct RenderBufferDataForward : public RenderBufferData {
+ struct RenderBufferDataForwardClustered : public RenderBufferData {
//for rendering, may be MSAAd
RID color;
RID depth;
RID specular;
RID normal_roughness_buffer;
- RID giprobe_buffer;
+ RID voxelgi_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
@@ -228,11 +89,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
RID specular_msaa;
RID normal_roughness_buffer_msaa;
RID roughness_buffer_msaa;
- RID giprobe_buffer_msaa;
+ RID voxelgi_buffer_msaa;
RID depth_fb;
RID depth_normal_roughness_fb;
- RID depth_normal_roughness_giprobe_fb;
+ RID depth_normal_roughness_voxelgi_fb;
RID color_fb;
RID color_specular_fb;
RID specular_only_fb;
@@ -240,17 +101,16 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
RID render_sdfgi_uniform_set;
void ensure_specular();
- void ensure_giprobe();
+ void ensure_voxelgi();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
- ~RenderBufferDataForward();
+ ~RenderBufferDataForwardClustered();
};
virtual RenderBufferData *_create_render_buffer_data();
- void _allocate_normal_roughness_texture(RenderBufferDataForward *rb);
+ void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
- RID shadow_sampler;
RID render_base_uniform_set;
LocalVector<RID> render_pass_uniform_sets;
RID sdfgi_pass_uniform_set;
@@ -258,13 +118,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed();
- void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb);
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
- RID _setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID p_cluster_buffer, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+ RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
enum PassMode {
PASS_MODE_COLOR,
@@ -274,7 +132,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
PASS_MODE_SHADOW_DP,
PASS_MODE_DEPTH,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI,
PASS_MODE_DEPTH_MATERIAL,
PASS_MODE_SDF,
};
@@ -331,17 +189,18 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
- INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
- INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
- INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
- INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
};
struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
@@ -459,8 +318,8 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
- RID giprobe_ids[MAX_GI_PROBES];
- uint32_t giprobes_used = 0;
+ RID voxelgi_ids[MAX_VOXEL_GI_INSTANCESS];
+ uint32_t voxelgis_used = 0;
bool used_screen_texture = false;
bool used_normal_texture = false;
@@ -488,23 +347,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
} scene_state;
- static RendererSceneRenderForwardClustered *singleton;
+ static RenderForwardClustered *singleton;
- RID default_shader;
- RID default_material;
- RID overdraw_material_shader;
- RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
- RID default_shader_rd;
- RID default_shader_sdfgi_rd;
-
- RID default_vec4_xform_buffer;
- RID default_vec4_xform_uniform_set;
-
- void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
- void _setup_giprobes(const PagedArray<RID> &p_giprobes);
- void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
+ void _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 = false, bool p_pancake_shadows = false, int p_index = 0);
+ void _setup_voxelgis(const PagedArray<RID> &p_voxelgis);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
struct RenderElementInfo {
uint32_t repeat : 22;
@@ -526,7 +373,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
void _update_instance_data_buffer(RenderListType p_render_list);
void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
- void _fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, const Plane &p_lod_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, bool p_append = false);
+ void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
@@ -550,6 +397,7 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
FLAG_USES_DEPTH_TEXTURE = 8192,
FLAG_USES_NORMAL_TEXTURE = 16384,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ FLAG_USES_PARTICLE_TRAILS = 65536,
};
union {
@@ -578,11 +426,11 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
void *surface = nullptr;
RID material_uniform_set;
- ShaderData *shader = nullptr;
+ SceneShaderForwardClustered::ShaderData *shader = nullptr;
void *surface_shadow = nullptr;
RID material_uniform_set_shadow;
- ShaderData *shader_shadow = nullptr;
+ SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr;
GeometryInstanceSurfaceDataCache *next = nullptr;
GeometryInstanceForwardClustered *owner = nullptr;
@@ -605,12 +453,13 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
uint32_t layer_mask = 1;
RID transforms_uniform_set;
uint32_t instance_count = 0;
+ uint32_t trail_steps = 1;
RID mesh_instance;
bool can_sdfgi = false;
//used during setup
uint32_t base_flags = 0;
- Transform transform;
- RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
+ Transform3D transform;
+ RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
RID lightmap_instance;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
@@ -650,14 +499,12 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
- void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
- bool low_end = false;
-
/* Render List */
struct RenderList {
@@ -719,17 +566,17 @@ class RendererSceneRenderForwardClustered : public RendererSceneRenderRD {
RenderList render_list[RENDER_LIST_MAX];
protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_max_cluster_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
+ virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color);
virtual void _render_shadow_begin();
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
virtual void _render_shadow_process();
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
public:
virtual GeometryInstance *geometry_instance_create(RID p_base);
@@ -737,7 +584,7 @@ public:
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
@@ -747,7 +594,7 @@ public:
virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
- virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance);
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
@@ -756,11 +603,12 @@ public:
virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
- virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count);
virtual bool free(RID p_rid);
- RendererSceneRenderForwardClustered(RendererStorageRD *p_storage);
- ~RendererSceneRenderForwardClustered();
+ RenderForwardClustered(RendererStorageRD *p_storage);
+ ~RenderForwardClustered();
};
+} // namespace RendererSceneRenderImplementation
#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
new file mode 100644
index 0000000000..dcfdf14784
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -0,0 +1,809 @@
+/*************************************************************************/
+/* scene_shader_forward_clustered.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "scene_shader_forward_clustered.h"
+#include "core/config/project_settings.h"
+#include "core/math/math_defs.h"
+#include "render_forward_clustered.h"
+
+using namespace RendererSceneRenderImplementation;
+
+void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+
+ int blend_mode = BLEND_MODE_MIX;
+ int depth_testi = DEPTH_TEST_ENABLED;
+ int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
+ int cull = CULL_BACK;
+
+ uses_point_size = false;
+ uses_alpha = false;
+ uses_blend_alpha = false;
+ uses_depth_pre_pass = false;
+ uses_discard = false;
+ uses_roughness = false;
+ uses_normal = false;
+ bool wireframe = false;
+
+ unshaded = false;
+ uses_vertex = false;
+ uses_sss = false;
+ uses_transmittance = false;
+ uses_screen_texture = false;
+ uses_depth_texture = false;
+ uses_normal_texture = false;
+ uses_time = false;
+ writes_modelview_or_projection = false;
+ uses_world_coordinates = false;
+ uses_particle_trails = false;
+
+ int depth_drawi = DEPTH_DRAW_OPAQUE;
+
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+
+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
+
+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
+
+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
+
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
+
+ actions.render_mode_flags["unshaded"] = &unshaded;
+ actions.render_mode_flags["wireframe"] = &wireframe;
+ actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
+
+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+
+ actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
+
+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
+
+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+
+ actions.uniforms = &uniforms;
+
+ SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
+ Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = shader_singleton->shader.version_create();
+ }
+
+ depth_draw = DepthDraw(depth_drawi);
+ depth_test = DepthTest(depth_testi);
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+
+ Map<String, String>::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+#endif
+ shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //blend modes
+
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
+ }
+
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ switch (blend_mode) {
+ case BLEND_MODE_MIX: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ } break;
+ case BLEND_MODE_ADD: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_SUB: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_MUL: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ uses_blend_alpha = true; //force alpha used because of blend
+ } break;
+ case BLEND_MODE_ALPHA_TO_COVERAGE: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ }
+ }
+
+ RD::PipelineColorBlendState blend_state_blend;
+ blend_state_blend.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
+
+ //update pipelines
+
+ RD::PipelineDepthStencilState depth_stencil_state;
+
+ if (depth_test != DEPTH_TEST_DISABLED) {
+ depth_stencil_state.enable_depth_test = true;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
+ }
+
+ for (int i = 0; i < CULL_VARIANT_MAX; i++) {
+ RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
+ };
+
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
+
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
+ RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_LINES,
+ RD::RENDER_PRIMITIVE_LINESTRIPS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
+ };
+
+ RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
+
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) {
+ continue;
+ }
+ RD::PipelineRasterizationState raster_state;
+ raster_state.cull_mode = cull_mode_rd;
+ raster_state.wireframe = wireframe;
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
+
+ if (uses_alpha || uses_blend_alpha) {
+ // only allow these flags to go through if we have some form of msaa
+ if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ multisample_state.enable_alpha_to_one = true;
+ }
+
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
+ if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, blend state contains nothing
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ }
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+ } else {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ blend_state = blend_state_depth_normal_roughness;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
+ blend_state = blend_state_depth_normal_roughness_giprobe;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
+ blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
+ } else {
+ //specular write
+ blend_state = blend_state_opaque_specular;
+ depth_stencil.enable_depth_test = false;
+ depth_stencil.enable_depth_write = false;
+ }
+ }
+
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ }
+ }
+ }
+
+ valid = true;
+}
+
+void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool SceneShaderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SceneShaderForwardClustered::ShaderData::is_animated() const {
+ return false;
+}
+
+bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const {
+ SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
+
+ return shader_singleton->shader.version_get_native_source_code(version);
+}
+
+SceneShaderForwardClustered::ShaderData::ShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+SceneShaderForwardClustered::ShaderData::~ShaderData() {
+ SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
+ ERR_FAIL_COND(!shader_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ shader_singleton->shader.version_free(version);
+ }
+}
+
+RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
+ ShaderData *shader_data = memnew(ShaderData);
+ return shader_data;
+}
+
+void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET);
+}
+
+SceneShaderForwardClustered::MaterialData::~MaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
+ MaterialData *material_data = memnew(MaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = nullptr;
+
+SceneShaderForwardClustered::SceneShaderForwardClustered() {
+ // there should be only one of these, contained within our RenderFM singleton.
+ singleton = this;
+}
+
+SceneShaderForwardClustered::~SceneShaderForwardClustered() {
+ RD::get_singleton()->free(default_vec4_xform_buffer);
+ RD::get_singleton()->free(shadow_sampler);
+
+ storage->free(wireframe_material_shader);
+ storage->free(overdraw_material_shader);
+ storage->free(default_shader);
+
+ storage->free(wireframe_material);
+ storage->free(overdraw_material);
+ storage->free(default_material);
+}
+
+void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) {
+ storage = p_storage;
+
+ {
+ Vector<String> shader_versions;
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n");
+ shader_versions.push_back("");
+ shader_versions.push_back("\n#define USE_FORWARD_GI\n");
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n");
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
+ shader.initialize(shader_versions, p_defines);
+ }
+
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+
+ {
+ //shader compiler
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
+ actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
+ actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "color_buffer";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
+ actions.renames["BONE_INDICES"] = "bone_attrib";
+ actions.renames["BONE_WEIGHTS"] = "weight_attrib";
+ actions.renames["CUSTOM0"] = "custom0_attrib";
+ actions.renames["CUSTOM1"] = "custom1_attrib";
+ actions.renames["CUSTOM2"] = "custom2_attrib";
+ actions.renames["CUSTOM3"] = "custom3_attrib";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
+ actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define AO_USED\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
+ actions.usage_defines["UV"] = "#define UV_USED\n";
+ actions.usage_defines["UV2"] = "#define UV2_USED\n";
+ actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
+ actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+ actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
+
+ compiler.initialize(actions);
+ }
+
+ {
+ //default material and shader
+ default_shader = storage->shader_allocate();
+ storage->shader_initialize(default_shader);
+ storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ default_material = storage->material_allocate();
+ storage->material_initialize(default_material);
+ storage->material_set_shader(default_material, default_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+ default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
+ }
+
+ {
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+ wireframe_material_shader = storage->shader_allocate();
+ storage->shader_initialize(wireframe_material_shader);
+ storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
+ wireframe_material = storage->material_allocate();
+ storage->material_initialize(wireframe_material);
+ storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ }
+
+ {
+ default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(default_vec4_xform_buffer);
+ u.binding = 0;
+ uniforms.push_back(u);
+
+ default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardClustered::TRANSFORMS_UNIFORM_SET);
+ }
+ {
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.enable_compare = true;
+ sampler.compare_op = RD::COMPARE_OP_LESS;
+ shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
new file mode 100644
index 0000000000..6845133825
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -0,0 +1,211 @@
+/*************************************************************************/
+/* scene_shader_forward_clustered.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RSSR_SCENE_SHADER_FC_H
+#define RSSR_SCENE_SHADER_FC_H
+
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
+
+namespace RendererSceneRenderImplementation {
+
+class SceneShaderForwardClustered {
+private:
+ static SceneShaderForwardClustered *singleton;
+
+public:
+ RendererStorageRD *storage;
+
+ enum ShaderVersion {
+ SHADER_VERSION_DEPTH_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
+ SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_DEPTH_PASS_WITH_SDF,
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
+ SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+ SHADER_VERSION_MAX
+ };
+
+ struct ShaderData : public RendererStorageRD::ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
+ };
+
+ enum DepthDraw {
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS
+ };
+
+ enum DepthTest {
+ DEPTH_TEST_DISABLED,
+ DEPTH_TEST_ENABLED
+ };
+
+ enum Cull {
+ CULL_DISABLED,
+ CULL_FRONT,
+ CULL_BACK
+ };
+
+ enum CullVariant {
+ CULL_VARIANT_NORMAL,
+ CULL_VARIANT_REVERSED,
+ CULL_VARIANT_DOUBLE_SIDED,
+ CULL_VARIANT_MAX
+
+ };
+
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
+
+ bool valid;
+ RID version;
+ uint32_t vertex_input_mask;
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_alpha_clip;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+ bool uses_particle_trails;
+
+ bool unshaded;
+ bool uses_vertex;
+ bool uses_sss;
+ bool uses_transmittance;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_texture;
+ bool uses_time;
+ bool writes_modelview_or_projection;
+ bool uses_world_coordinates;
+
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+ RID next_pass;
+ uint8_t priority;
+ virtual void set_render_priority(int p_priority);
+ virtual void set_next_pass(RID p_pass);
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ }
+
+ SceneForwardClusteredShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID overdraw_material_shader;
+ RID overdraw_material;
+ RID wireframe_material_shader;
+ RID wireframe_material;
+ RID default_shader_rd;
+ RID default_shader_sdfgi_rd;
+
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ SceneShaderForwardClustered();
+ ~SceneShaderForwardClustered();
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+};
+
+} // namespace RendererSceneRenderImplementation
+#endif // !RSSR_SCENE_SHADER_FM_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/SCsub b/servers/rendering/renderer_rd/forward_mobile/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
new file mode 100644
index 0000000000..370d8eca4e
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -0,0 +1,2135 @@
+/*************************************************************************/
+/* render_forward_mobile.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "render_forward_mobile.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* Render buffer */
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
+ if (color_msaa.is_valid()) {
+ RD::get_singleton()->free(color_msaa);
+ color_msaa = RID();
+ }
+
+ if (depth_msaa.is_valid()) {
+ RD::get_singleton()->free(depth_msaa);
+ depth_msaa = RID();
+ }
+
+ color = RID();
+ depth = RID();
+ color_fb = RID();
+}
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+ clear();
+
+ msaa = p_msaa;
+
+ width = p_width;
+ height = p_height;
+
+ color = p_color_buffer;
+ depth = p_depth_buffer;
+
+ // re-introduce setting up msaa? For now we ignore this...
+
+ if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector<RID> fb;
+ fb.push_back(p_color_buffer);
+ fb.push_back(depth);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ RD::TEXTURE_SAMPLES_16
+ };
+
+ texture_samples = ts[p_msaa];
+ tf.samples = texture_samples;
+
+ color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color_msaa);
+ fb.push_back(depth_msaa);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
+ clear();
+}
+
+RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForwardMobile);
+}
+
+bool RenderForwardMobile::free(RID p_rid) {
+ if (RendererSceneRenderRD::free(p_rid)) {
+ return true;
+ }
+ return false;
+}
+
+/* Render functions */
+
+RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
+ //there should always be enough uniform buffers for render passes, otherwise bugs
+ ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
+
+ RenderBufferDataForwardMobile *rb = nullptr;
+ if (p_render_data && p_render_data->render_buffers.is_valid()) {
+ rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ }
+
+ // default render buffer and scene state uniform set
+ // loaded into set 1
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID radiance_texture;
+ if (p_radiance_texture.is_valid()) {
+ radiance_texture = p_radiance_texture;
+ } else {
+ radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ }
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID();
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (ref_texture.is_valid()) {
+ u.ids.push_back(ref_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture;
+ if (p_render_data && p_render_data->shadow_atlas.is_valid()) {
+ texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
+ }
+ if (!texture.is_valid()) {
+ texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
+ u.ids.push_back(directional_shadow_get_texture());
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+
+ /* we have limited ability to keep textures like this so we're moving this to a set we change before drawing geometry and just pushing the needed texture in */
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ if (p_render_data && i < p_render_data->lightmaps->size()) {
+ RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
+ RID texture = storage->lightmap_get_texture(base);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ u.ids.write[i] = rd_texture;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ /*
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
+ if (i < (int)p_voxel_gi_instances.size()) {
+ RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]);
+ if (!tex.is_valid()) {
+ tex = default_tex;
+ }
+ u.ids.write[i] = tex;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+ */
+
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
+ RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ if (p_index >= (int)render_pass_uniform_sets.size()) {
+ render_pass_uniform_sets.resize(p_index + 1);
+ }
+
+ if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
+ }
+
+ render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ return render_pass_uniform_sets[p_index];
+}
+
+void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform) {
+ // This probably needs to change...
+ scene_state.lightmaps_used = 0;
+ for (int i = 0; i < (int)p_lightmaps.size(); i++) {
+ if (i >= (int)scene_state.max_lightmaps) {
+ break;
+ }
+
+ RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
+
+ Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
+ to_lm = to_lm.inverse().transposed(); //will transform normals
+ RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmap_ids[i] = p_lightmaps[i];
+ scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+
+ scene_state.lightmaps_used++;
+ }
+ if (scene_state.lightmaps_used > 0) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
+ }
+}
+
+void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
+ RenderBufferDataForwardMobile *render_buffer = nullptr;
+ if (p_render_data->render_buffers.is_valid()) {
+ render_buffer = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ }
+ RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
+
+ RENDER_TIMESTAMP("Setup 3D Scene");
+
+ Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
+ scene_state.ubo.viewport_size[0] = vp_he.x;
+ scene_state.ubo.viewport_size[1] = vp_he.y;
+ scene_state.ubo.directional_light_count = 0;
+
+ Size2i screen_size;
+ RID opaque_framebuffer;
+ RID alpha_framebuffer;
+ bool reverse_cull = false;
+
+ // I don't think we support either of these in our mobile renderer so probably should phase them out
+ bool using_ssr = false;
+ bool using_sss = false;
+
+ if (render_buffer) {
+ // setup rendering to render buffer
+ screen_size.x = render_buffer->width;
+ screen_size.y = render_buffer->height;
+
+ opaque_framebuffer = render_buffer->color_fb;
+ alpha_framebuffer = opaque_framebuffer;
+ } else if (p_render_data->reflection_probe.is_valid()) {
+ uint32_t resolution = reflection_probe_instance_get_resolution(p_render_data->reflection_probe);
+ screen_size.x = resolution;
+ screen_size.y = resolution;
+
+ opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+ alpha_framebuffer = opaque_framebuffer;
+
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ p_render_data->environment = RID(); //no environment on interiors
+ env = nullptr;
+ }
+
+ reverse_cull = true;
+ } else {
+ ERR_FAIL(); //bug?
+ }
+
+ RD::get_singleton()->draw_command_begin_label("Render Setup");
+
+ _setup_lightmaps(*p_render_data->lightmaps, p_render_data->cam_transform);
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+
+ _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
+
+ _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_depth();
+
+ // we no longer use this...
+ _fill_instance_data(RENDER_LIST_OPAQUE);
+ _fill_instance_data(RENDER_LIST_ALPHA);
+
+ RD::get_singleton()->draw_command_end_label();
+
+ // note, no depth prepass here!
+
+ // setup environment
+ RID radiance_texture;
+ bool draw_sky = false;
+ bool draw_sky_fog_only = false;
+
+ Color clear_color = p_default_bg_color;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_render_data->environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment);
+ float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color = p_default_bg_color;
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = environment_get_bg_color(p_render_data->environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ // setup sky if used for ambient, reflections, or background
+ 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;
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_render_data->cam_projection;
+ }
+
+ sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+
+ RID sky_rid = env->sky;
+ if (sky_rid.is_valid()) {
+ sky.update(env, projection, p_render_data->cam_transform, time);
+ radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
+ } else {
+ // do not try to draw sky if invalid
+ draw_sky = false;
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+ } else {
+ clear_color = p_default_bg_color;
+ }
+
+ // opaque pass
+
+ // !BAS! Look into this, seems most of the code in here related to clustered only, may want to move this code into ForwardClustered/RenderForwardMobile before calling it from here
+ // does trigger shadow map rendering so kinda important
+ _pre_opaque_render(p_render_data, false, false, RID(), RID());
+
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
+
+ scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
+
+ RENDER_TIMESTAMP("Render Opaque Pass");
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
+
+ bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
+ {
+ 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);
+
+ // regular forward for now
+ Vector<Color> c;
+ c.push_back(clear_color.to_linear());
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ if (draw_sky || draw_sky_fog_only) {
+ RENDER_TIMESTAMP("Render Sky");
+
+ CameraMatrix projection = p_render_data->cam_projection;
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_render_data->cam_projection;
+ }
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_render_data->cam_transform, time);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ /*
+ if (using_separate_specular) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ }
+ */
+ }
+
+ if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ }
+
+ // transparent pass
+ RENDER_TIMESTAMP("Render Transparent Pass");
+
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
+
+ _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->draw_command_begin_label("Resolve");
+
+ if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
+
+void RenderForwardMobile::_render_shadow_begin() {
+ scene_state.shadow_passes.clear();
+ RD::get_singleton()->draw_command_begin_label("Shadow Setup");
+ _update_render_base_uniform_set();
+
+ render_list[RENDER_LIST_SECONDARY].clear();
+}
+
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+ uint32_t shadow_pass_index = scene_state.shadow_passes.size();
+
+ SceneState::ShadowPass shadow_pass;
+
+ RenderDataRD render_data;
+ render_data.cam_projection = p_projection;
+ render_data.cam_transform = p_transform;
+ render_data.z_near = 0.0;
+ render_data.z_far = p_zfar;
+ render_data.instances = &p_instances;
+ render_data.lod_camera_plane = p_camera_plane;
+ render_data.lod_distance_multiplier = p_lod_distance_multiplier;
+
+ scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+
+ _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_lod_threshold = 0.0;
+ } else {
+ render_data.screen_lod_threshold = p_screen_lod_threshold;
+ }
+
+ PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
+
+ uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, true);
+ uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
+ render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
+ _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
+
+ {
+ //regular forward for now
+ bool flip_cull = p_use_dp_flip;
+ if (p_flip_y) {
+ flip_cull = !flip_cull;
+ }
+
+ shadow_pass.element_from = render_list_from;
+ shadow_pass.element_count = render_list_size;
+ shadow_pass.flip_cull = flip_cull;
+ shadow_pass.pass_mode = pass_mode;
+
+ shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
+ shadow_pass.camera_plane = p_camera_plane;
+ shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
+
+ shadow_pass.framebuffer = p_framebuffer;
+ shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
+ shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
+ shadow_pass.rect = p_rect;
+
+ scene_state.shadow_passes.push_back(shadow_pass);
+ }
+}
+
+void RenderForwardMobile::_render_shadow_process() {
+ //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ //render passes need to be configured after instance buffer is done, since they need the latest version
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), false, i);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
+ RD::get_singleton()->draw_command_begin_label("Shadow Render");
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
+ }
+
+ if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* */
+
+void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering Material");
+
+ RD::get_singleton()->draw_command_begin_label("Render Material");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = false;
+
+ RenderDataRD render_data;
+ render_data.cam_projection = p_cam_projection;
+ render_data.cam_transform = p_cam_transform;
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering UV2");
+
+ RD::get_singleton()->draw_command_begin_label("Render UV2");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = true;
+
+ RenderDataRD render_data;
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+
+ const int uv_offset_count = 9;
+ static const Vector2 uv_offsets[uv_offset_count] = {
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ Vector2(-1, -1),
+ Vector2(-1, 0),
+ Vector2(1, 0),
+ Vector2(0, -1),
+ Vector2(0, 1),
+ Vector2(0, 0),
+
+ };
+
+ for (int i = 0; i < uv_offset_count; i++) {
+ Vector2 ofs = uv_offsets[i];
+ ofs.x /= p_region.size.width;
+ ofs.y /= p_region.size.height;
+ render_list_params.uv_offset = ofs;
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
+ }
+ render_list_params.uv_offset = Vector2();
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
+
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+ // we don't do GI in low end..
+}
+
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+
+ RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+
+ _update_render_base_uniform_set();
+ scene_state.ubo.dual_paraboloid_side = 0;
+
+ RenderDataRD render_data;
+ render_data.cam_projection = p_cam_projection;
+ render_data.cam_transform = p_cam_transform;
+ render_data.z_near = 0.0;
+ render_data.z_far = p_cam_projection.get_z_far();
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ {
+ //regular forward for now
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_base_uniforms_changed() {
+ if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+ render_base_uniform_set = RID();
+}
+
+void RenderForwardMobile::_update_render_base_uniform_set() {
+ if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
+ if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+
+ // This is all loaded into set 0
+
+ lightmap_texture_array_version = storage->lightmap_array_get_version();
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(scene_shader.shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_omni_light_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_spot_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_reflection_probe_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(get_directional_light_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.lightmap_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.lightmap_capture_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture_srgb();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_decal_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 12;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
+ }
+}
+
+RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) {
+ // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+
+ // We don't have this. This is for debugging
+ // return rb->normal_roughness_buffer;
+ return RID();
+}
+
+void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append) {
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ scene_state.used_sss = false;
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+ }
+ uint32_t lightmap_captures_used = 0;
+
+ Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_render_data->cam_projection.get_z_near();
+ float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
+
+ RenderList *rl = &render_list[p_render_list];
+
+ // Parse any updates on our geometry, updates surface caches and such
+ _update_dirty_geometry_instances();
+
+ if (!p_append) {
+ rl->clear();
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
+ }
+ }
+
+ //fill list
+
+ for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
+ GeometryInstanceForwardMobile *inst = static_cast<GeometryInstanceForwardMobile *>((*p_render_data->instances)[i]);
+
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
+
+ bool uses_lightmap = false;
+ // bool uses_gi = false;
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
+ lightmap_cull_index = j;
+ break;
+ }
+ }
+ if (lightmap_cull_index >= 0) {
+ inst->gi_offset_cache = inst->lightmap_slice_index << 16;
+ inst->gi_offset_cache |= lightmap_cull_index;
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
+ if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
+ flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
+ }
+ uses_lightmap = true;
+ } else {
+ inst->gi_offset_cache = 0xFFFFFFFF;
+ }
+
+ } else if (inst->lightmap_sh) {
+ if (lightmap_captures_used < scene_state.max_lightmap_captures) {
+ const Color *src_capture = inst->lightmap_sh->sh;
+ LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
+ for (int j = 0; j < 9; j++) {
+ lcd.sh[j * 4 + 0] = src_capture[j].r;
+ lcd.sh[j * 4 + 1] = src_capture[j].g;
+ lcd.sh[j * 4 + 2] = src_capture[j].b;
+ lcd.sh[j * 4 + 3] = src_capture[j].a;
+ }
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
+ inst->gi_offset_cache = lightmap_captures_used;
+ lightmap_captures_used++;
+ uses_lightmap = true;
+ }
+ }
+ }
+ inst->flags_cache = flags;
+
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
+
+ while (surf) {
+ surf->sort.uses_lightmap = 0;
+
+ // LOD
+
+ if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ //lod
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
+
+ float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
+ float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
+
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ } else {
+ surf->lod_index = 0;
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
+ // if (uses_gi) {
+ // surf->sort.uses_forward_gi = 1;
+ // }
+ }
+
+ if (uses_lightmap) {
+ surf->sort.uses_lightmap = 1; // This needs to become our lightmap index but we'll do that in a separate PR.
+ }
+
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
+ scene_state.used_sss = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
+
+ } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
+ rl->add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ }
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
+ }
+ }
+}
+
+void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
+ //!BAS! need to go through this and find out what we don't need anymore
+
+ // This populates our UBO with main scene data that is pushed into set 1
+
+ //CameraMatrix projection = p_render_data->cam_projection;
+ //projection.flip_y(); // Vulkan and modern APIs use Y-Down
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+
+ //store camera into ubo
+ RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+
+ scene_state.ubo.z_far = p_render_data->z_far;
+ scene_state.ubo.z_near = p_render_data->z_near;
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
+ RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+
+ scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
+ scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
+ scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
+ scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
+
+ Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
+ scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
+ scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
+
+ if (p_render_data->shadow_atlas.is_valid()) {
+ Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas);
+ scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
+ scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
+ }
+ {
+ Vector2 dss = directional_shadow_get_size();
+ scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
+ scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
+ }
+
+ //time global variables
+ scene_state.ubo.time = time;
+
+ /*
+ scene_state.ubo.gi_upscale_for_msaa = false;
+ scene_state.ubo.volumetric_fog_enabled = false;
+ scene_state.ubo.fog_enabled = false;
+
+ if (p_render_data->render_buffers.is_valid()) {
+ RenderBufferDataForwardMobile *render_buffers = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_data->render_buffers);
+ if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ scene_state.ubo.gi_upscale_for_msaa = true;
+ }
+
+ if (render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
+ scene_state.ubo.volumetric_fog_enabled = true;
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_data->render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_data->render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
+ }
+ }
+
+ */
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.ambient_light_color_energy[0] = 1;
+ scene_state.ubo.ambient_light_color_energy[1] = 1;
+ scene_state.ubo.ambient_light_color_energy[2] = 1;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+
+ } else if (is_environment(p_render_data->environment)) {
+ RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
+ RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
+
+ float bg_energy = environment_get_bg_energy(p_render_data->environment);
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+
+ scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
+
+ //ambient
+ if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
+ Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
+ color = color.to_linear();
+
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.use_ambient_cubemap = false;
+ } else {
+ float energy = environment_get_ambient_light_energy(p_render_data->environment);
+ Color color = environment_get_ambient_light_color(p_render_data->environment);
+ color = color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
+
+ Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
+ sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
+ RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+
+ scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
+ scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+
+ //specular
+ RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
+ if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
+ scene_state.ubo.use_reflection_cubemap = true;
+ } else {
+ scene_state.ubo.use_reflection_cubemap = false;
+ }
+
+ scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
+
+ Color ao_color = environment_get_ao_color(p_render_data->environment).to_linear();
+ scene_state.ubo.ao_color[0] = ao_color.r;
+ scene_state.ubo.ao_color[1] = ao_color.g;
+ scene_state.ubo.ao_color[2] = ao_color.b;
+ scene_state.ubo.ao_color[3] = ao_color.a;
+
+ scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
+ scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
+ scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
+ scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
+ if (scene_state.ubo.fog_height_density >= 0.0001) {
+ scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
+ }
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
+
+ Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
+
+ scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
+
+ } else {
+ if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ scene_state.ubo.use_ambient_light = false;
+ } else {
+ scene_state.ubo.use_ambient_light = true;
+ Color clear_color = p_default_bg_color;
+ clear_color = clear_color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
+ scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
+ scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ }
+
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+ }
+
+ scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
+ scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
+ scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
+
+ if (p_index >= (int)scene_state.uniform_buffers.size()) {
+ uint32_t from = scene_state.uniform_buffers.size();
+ scene_state.uniform_buffers.resize(p_index + 1);
+ render_pass_uniform_sets.resize(p_index + 1);
+ for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
+ scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
+ }
+ }
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
+}
+
+void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+ // !BAS! Rename this to make clear this is not the same as with the forward renderer and remove p_update_buffer?
+
+ RenderList *rl = &render_list[p_render_list];
+ uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
+
+ rl->element_info.resize(p_offset + element_total);
+
+ for (uint32_t i = 0; i < element_total; i++) {
+ GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
+ RenderElementInfo &element_info = rl->element_info[p_offset + i];
+
+ element_info.lod_index = surface->lod_index;
+ element_info.uses_lightmap = surface->sort.uses_lightmap;
+ }
+}
+
+/// RENDERING ///
+
+void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ //use template for faster performance (pass mode comparisons are inlined)
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR: {
+ _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+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 render_from = p_thread * render_total / total_threads;
+ uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
+ _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
+}
+
+void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
+ p_params->framebuffer_format = fb_format;
+
+ if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ }
+}
+
+template <RenderForwardMobile::PassMode p_pass_mode>
+void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ RD::DrawListID draw_list = p_draw_list;
+ RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
+
+ //global scope bindings
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
+
+ RID prev_material_uniform_set;
+
+ RID prev_vertex_array_rd;
+ RID prev_index_array_rd;
+ RID prev_pipeline_rd;
+ RID prev_xforms_uniform_set;
+
+ bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+ const RenderElementInfo &element_info = p_params->element_info[i];
+ const GeometryInstanceForwardMobile *inst = surf->owner;
+
+ // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
+ GeometryInstanceForwardMobile::PushConstant push_constant;
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform3D(), push_constant.transform);
+ }
+
+ push_constant.flags = inst->flags_cache;
+ push_constant.gi_offset = inst->gi_offset_cache;
+ push_constant.layer_mask = inst->layer_mask;
+ push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ // abuse lightmap_uv_scale[0] here, should not be needed here
+ push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
+ push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
+ } else {
+ push_constant.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
+ push_constant.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
+ push_constant.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
+ push_constant.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
+ };
+
+ _fill_instance_indices(inst->omni_lights, inst->omni_light_count, push_constant.omni_lights, inst->spot_lights, inst->spot_light_count, push_constant.spot_lights, inst->reflection_probes, inst->reflection_probe_count, push_constant.reflection_probes, inst->decals, inst->decals_count, push_constant.decals, push_constant.layer_mask);
+
+ RID material_uniform_set;
+ SceneShaderForwardMobile::ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass) {
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+ mesh_surface = surf->surface;
+ }
+
+ if (!mesh_surface) {
+ continue;
+ }
+
+ //find cull variant
+ SceneShaderForwardMobile::ShaderData::CullVariant cull_variant;
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ cull_variant = SceneShaderForwardMobile::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ } else {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
+ mirror = !mirror;
+ }
+ cull_variant = mirror ? SceneShaderForwardMobile::ShaderData::CULL_VARIANT_REVERSED : SceneShaderForwardMobile::ShaderData::CULL_VARIANT_NORMAL;
+ }
+
+ RS::PrimitiveType primitive = surf->primitive;
+ RID xforms_uniform_set = surf->owner->transforms_uniform_set;
+
+ SceneShaderForwardMobile::ShaderVersion shader_version = SceneShaderForwardMobile::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ if (element_info.uses_lightmap) {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_SHADOW: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS;
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_DP;
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ } break;
+ }
+
+ PipelineCacheRD *pipeline = nullptr;
+
+ pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+
+ RD::VertexFormatID vertex_format = -1;
+ RID vertex_array_rd;
+ RID index_array_rd;
+
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ }
+
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
+
+ if (prev_vertex_array_rd != vertex_array_rd) {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
+ prev_vertex_array_rd = vertex_array_rd;
+ }
+
+ if (prev_index_array_rd != index_array_rd) {
+ if (index_array_rd.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
+ }
+ prev_index_array_rd = index_array_rd;
+ }
+
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+
+ if (pipeline_rd != prev_pipeline_rd) {
+ // checking with prev shader does not make so much sense, as
+ // the pipeline may still be different.
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
+ prev_pipeline_rd = pipeline_rd;
+ }
+
+ if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
+ prev_xforms_uniform_set = xforms_uniform_set;
+ }
+
+ if (material_uniform_set != prev_material_uniform_set) {
+ //update uniform set
+ if (material_uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
+ }
+
+ prev_material_uniform_set = material_uniform_set;
+ }
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(GeometryInstanceForwardMobile::PushConstant));
+
+ uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : 1;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS) {
+ instance_count /= surf->owner->trail_steps;
+ }
+
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
+ }
+}
+
+/* Geometry instance */
+
+RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForwardMobile::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+
+void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
+}
+
+void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->layer_mask = p_layer_mask;
+}
+
+void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+
+void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ // !BAS! do we support this in mobile?
+ // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ // ERR_FAIL_COND(!ginstance);
+ // ginstance->data->use_dynamic_gi = p_enable;
+ // _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_sh9) {
+ if (ginstance->lightmap_sh == nullptr) {
+ ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ }
+
+ memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ ginstance->lightmap_sh = nullptr;
+ }
+ }
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shadows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+Transform3D RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform3D());
+ return ginstance->transform;
+}
+
+AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ }
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() {
+ return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL));
+}
+
+void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->omni_light_count = 0;
+ ginstance->spot_light_count = 0;
+
+ for (uint32_t i = 0; i < p_light_instance_count; i++) {
+ RS::LightType type = light_instance_get_type(p_light_instances[i]);
+ switch (type) {
+ case RS::LIGHT_OMNI: {
+ if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->omni_lights[ginstance->omni_light_count] = p_light_instances[i];
+ ginstance->omni_light_count++;
+ }
+ } break;
+ case RS::LIGHT_SPOT: {
+ if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->spot_lights[ginstance->spot_light_count] = p_light_instances[i];
+ ginstance->spot_light_count++;
+ }
+ } break;
+ default:
+ break;
+ }
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
+ ginstance->reflection_probes[i] = p_reflection_probe_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->decals_count; i++) {
+ ginstance->decals[i] = p_decal_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
+ // We do not have this here!
+}
+
+void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_sss) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shadows) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+
+ if (p_material->shader_data->uses_particle_trails) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS;
+ }
+
+ SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
+ void *surface_shadow = nullptr;
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+
+ RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material_uniform_set = p_material->uniform_set;
+ sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_index = p_surface;
+ sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
+ sdcache->sort.material_id_hi = p_material_id >> 16;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index();
+ // sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ SceneShaderForwardMobile::MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (material) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = scene_shader.default_material;
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+#if 0
+ case RS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+#endif
+ case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
+
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ bool store_transform = true;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+ if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ }
+ if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ }
+
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (false) { // 2D particles
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ //for particles, stride is the trail size
+ ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (ginstance->data->dirty_dependencies) {
+ storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
+ }
+
+ ginstance->store_transform_cache = store_transform;
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RenderForwardMobile::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = static_cast<RenderForwardMobile *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+/* misc */
+
+bool RenderForwardMobile::is_dynamic_gi_supported() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_clustered_enabled() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_volumetric_supported() const {
+ return false;
+}
+
+uint32_t RenderForwardMobile::get_max_elements() const {
+ return 256;
+}
+
+RenderForwardMobile *RenderForwardMobile::singleton = nullptr;
+
+RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
+ RendererSceneRenderRD(p_storage) {
+ singleton = this;
+
+ String defines;
+
+ defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
+ if (is_using_radiance_cubemap_array()) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ // defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
+ defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
+
+ {
+ //lightmaps
+ scene_state.max_lightmaps = 2;
+ defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
+ defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
+
+ scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
+ }
+ {
+ //captures
+ scene_state.max_lightmap_captures = 2048;
+ scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
+ scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
+ }
+ {
+ defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
+ }
+
+ scene_shader.init(p_storage, defines);
+
+ // !BAS! maybe we need a mobile version of this setting?
+ render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+}
+
+RenderForwardMobile::~RenderForwardMobile() {
+ directional_shadow_atlas_set_size(0);
+
+ //clear base uniform set if still valid
+ for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
+ if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[i]);
+ }
+ }
+
+ {
+ for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
+ RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ }
+ RD::get_singleton()->free(scene_state.lightmap_buffer);
+ RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
+ memdelete_arr(scene_state.lightmap_captures);
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
new file mode 100644
index 0000000000..a2189693d0
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -0,0 +1,603 @@
+/*************************************************************************/
+/* render_forward_mobile.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+
+namespace RendererSceneRenderImplementation {
+
+class RenderForwardMobile : public RendererSceneRenderRD {
+ friend SceneShaderForwardMobile;
+
+protected:
+ /* Scene Shader */
+
+ enum {
+ SCENE_UNIFORM_SET = 0,
+ RENDER_PASS_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ MATERIAL_UNIFORM_SET = 3
+ };
+
+ enum {
+ MAX_LIGHTMAPS = 8,
+ MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
+ INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
+ };
+
+ enum RenderListType {
+ RENDER_LIST_OPAQUE, //used for opaque objects
+ RENDER_LIST_ALPHA, //used for transparent objects
+ RENDER_LIST_SECONDARY, //used for shadows and other objects
+ RENDER_LIST_MAX
+ };
+
+ /* Scene Shader */
+
+ SceneShaderForwardMobile scene_shader;
+
+ /* Render Buffer */
+
+ struct RenderBufferDataForwardMobile : public RenderBufferData {
+ RID color;
+ RID depth;
+ // RID normal_roughness_buffer;
+
+ RS::ViewportMSAA msaa;
+ RD::TextureSamples texture_samples;
+
+ RID color_msaa;
+ RID depth_msaa;
+ // RID normal_roughness_buffer_msaa;
+
+ RID color_fb;
+ int width, height;
+
+ void clear();
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
+
+ ~RenderBufferDataForwardMobile();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data();
+
+ /* Rendering */
+
+ enum PassMode {
+ PASS_MODE_COLOR,
+ // PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ // PASS_MODE_DEPTH,
+ // PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ // PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI,
+ PASS_MODE_DEPTH_MATERIAL,
+ // PASS_MODE_SDF,
+ };
+
+ struct GeometryInstanceForwardMobile;
+ struct GeometryInstanceSurfaceDataCache;
+ struct RenderElementInfo;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ RenderElementInfo *element_info = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ // bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ uint32_t element_offset = 0;
+ uint32_t barrier = RD::BARRIER_MASK_ALL;
+
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ elements = p_elements;
+ element_info = p_element_info;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ // no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ element_offset = p_element_offset;
+ barrier = p_barrier;
+ }
+ };
+
+ RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+ virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color);
+
+ virtual void _render_shadow_begin();
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
+ virtual void _render_shadow_process();
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
+
+ uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
+
+ virtual void _base_uniforms_changed();
+ void _update_render_base_uniform_set();
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
+
+ void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
+ void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ // void _update_instance_data_buffer(RenderListType p_render_list);
+
+ static RenderForwardMobile *singleton;
+
+ void _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 = false, bool p_pancake_shadows = false, int p_index = 0);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+
+ RID render_base_uniform_set;
+ LocalVector<RID> render_pass_uniform_sets;
+
+ /* Light map */
+
+ struct LightmapData {
+ float normal_xform[12];
+ };
+
+ struct LightmapCaptureData {
+ float sh[9 * 4];
+ };
+
+ /* Scene state */
+
+ struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
+ struct UBO {
+ float projection_matrix[16];
+ float inv_projection_matrix[16];
+
+ float camera_matrix[16];
+ float inv_camera_matrix[16];
+
+ float viewport_size[2];
+ float screen_pixel_size[2];
+
+ float directional_penumbra_shadow_kernel[128]; //32 vec4s
+ float directional_soft_shadow_kernel[128];
+ float penumbra_shadow_kernel[128];
+ float soft_shadow_kernel[128];
+
+ uint32_t directional_penumbra_shadow_samples;
+ uint32_t directional_soft_shadow_samples;
+ uint32_t penumbra_shadow_samples;
+ uint32_t soft_shadow_samples;
+
+ float ambient_light_color_energy[4];
+
+ float ambient_color_sky_mix;
+ uint32_t use_ambient_light;
+ uint32_t use_ambient_cubemap;
+ uint32_t use_reflection_cubemap;
+
+ float radiance_inverse_xform[12];
+
+ float shadow_atlas_pixel_size[2];
+ float directional_shadow_pixel_size[2];
+
+ uint32_t directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ uint32_t ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ uint32_t roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uint32_t roughness_limiter_pad[2];
+
+ float ao_color[4];
+
+ // Fog
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ uint32_t material_uv2_mode;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
+ uint32_t pad1;
+ uint32_t pad2;
+ uint32_t pad3;
+ };
+
+ UBO ubo;
+
+ LocalVector<RID> uniform_buffers;
+
+ // !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in
+ LightmapData lightmaps[MAX_LIGHTMAPS];
+ RID lightmap_ids[MAX_LIGHTMAPS];
+ bool lightmap_has_sh[MAX_LIGHTMAPS];
+ uint32_t lightmaps_used = 0;
+ uint32_t max_lightmaps;
+ RID lightmap_buffer;
+
+ LightmapCaptureData *lightmap_captures;
+ uint32_t max_lightmap_captures;
+ RID lightmap_capture_buffer;
+
+ bool used_screen_texture = false;
+ bool used_normal_texture = false;
+ bool used_depth_texture = false;
+ bool used_sss = false;
+
+ struct ShadowPass {
+ uint32_t element_from;
+ uint32_t element_count;
+ bool flip_cull;
+ PassMode pass_mode;
+
+ RID rp_uniform_set;
+ Plane camera_plane;
+ float lod_distance_multiplier;
+ float screen_lod_threshold;
+
+ RID framebuffer;
+ RD::InitialAction initial_depth_action;
+ RD::FinalAction final_depth_action;
+ Rect2i rect;
+ };
+
+ LocalVector<ShadowPass> shadow_passes;
+ } scene_state;
+
+ /* Render List */
+
+ // !BAS! Render list can probably be reused between clustered and mobile?
+ struct RenderList {
+ LocalVector<GeometryInstanceSurfaceDataCache *> elements;
+ LocalVector<RenderElementInfo> element_info;
+
+ void clear() {
+ elements.clear();
+ element_info.clear();
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
+ }
+ };
+
+ void sort_by_key() {
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
+ sorter.sort(elements.ptr() + p_from, p_size);
+ }
+
+ struct SortByDepth {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->owner->depth < B->owner->depth);
+ }
+ };
+
+ void sort_by_depth() { //used for shadows
+
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ struct SortByReverseDepthAndPriority {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
+ elements.push_back(p_element);
+ }
+ };
+
+ struct RenderElementInfo {
+ uint32_t uses_lightmap : 1;
+ uint32_t lod_index : 8;
+ uint32_t reserved : 23;
+ };
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ LocalVector<RD::DrawListID> thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ RenderList render_list[RENDER_LIST_MAX];
+
+ /* Geometry instance */
+
+ // check which ones of these apply, probably all except GI and SDFGI
+ enum {
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
+ INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
+ };
+
+ struct GeometryInstanceLightmapSH {
+ Color sh[9];
+ };
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurfaceDataCache {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SUBSURFACE_SCATTERING = 2048,
+ FLAG_USES_SCREEN_TEXTURE = 4096,
+ FLAG_USES_DEPTH_TEXTURE = 8192,
+ FLAG_USES_NORMAL_TEXTURE = 16384,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ FLAG_USES_PARTICLE_TRAILS = 65536,
+ };
+
+ union {
+ struct {
+ // !BAS! CHECK BITS!!!
+
+ uint64_t surface_index : 10;
+ uint64_t geometry_id : 32;
+ uint64_t material_id_low : 16;
+
+ uint64_t material_id_hi : 16;
+ uint64_t shader_id : 32;
+ uint64_t uses_lightmap : 4; // sort by lightmap id here, not whether its yes/no (is 4 bits enough?)
+ uint64_t depth_layer : 4;
+ uint64_t priority : 8;
+
+ // uint64_t lod_index : 8; // no need to sort on LOD
+ // uint64_t uses_forward_gi : 1; // no GI here, remove
+ };
+ struct {
+ uint64_t sort_key1;
+ uint64_t sort_key2;
+ };
+ } sort;
+
+ RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
+ uint32_t flags = 0;
+ uint32_t surface_index = 0;
+ uint32_t lod_index = 0;
+
+ void *surface = nullptr;
+ RID material_uniform_set;
+ SceneShaderForwardMobile::ShaderData *shader = nullptr;
+
+ void *surface_shadow = nullptr;
+ RID material_uniform_set_shadow;
+ SceneShaderForwardMobile::ShaderData *shader_shadow = nullptr;
+
+ GeometryInstanceSurfaceDataCache *next = nullptr;
+ GeometryInstanceForwardMobile *owner = nullptr;
+ };
+
+ // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap
+ // may need to think about making this its own class like GeometryInstanceRD?
+
+ struct GeometryInstanceForwardMobile : public GeometryInstance {
+ // setup
+ uint32_t base_flags = 0;
+ uint32_t flags_cache = 0;
+
+ // this structure maps to our push constant in our shader and is populated right before our draw call
+ struct PushConstant {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask = 1;
+ float lightmap_uv_scale[4]; // doubles as uv_offset when needed
+ uint32_t reflection_probes[2]; // packed reflection probes
+ uint32_t omni_lights[2]; // packed omni lights
+ uint32_t spot_lights[2]; // packed spot lights
+ uint32_t decals[2]; // packed spot lights
+ };
+
+ // PushConstant push_constant; // we populate this from our instance data
+
+ //used during rendering
+ uint32_t layer_mask = 1;
+ RID transforms_uniform_set;
+ float depth = 0;
+ bool mirror = false;
+ Transform3D transform;
+ bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
+ bool non_uniform_scale = false;
+ AABB transformed_aabb; //needed for LOD
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ int32_t shader_parameters_offset = -1;
+ uint32_t instance_count = 0;
+ uint32_t trail_steps = 1;
+ RID mesh_instance;
+
+ // lightmap
+ uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
+ uint32_t lightmap_slice_index;
+ Rect2 lightmap_uv_scale;
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+
+ // culled light info
+ uint32_t reflection_probe_count;
+ RID reflection_probes[MAX_RDL_CULL];
+ uint32_t omni_light_count;
+ RID omni_lights[MAX_RDL_CULL];
+ uint32_t spot_light_count;
+ RID spot_lights[MAX_RDL_CULL];
+ uint32_t decals_count;
+ RID decals[MAX_RDL_CULL];
+
+ GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
+
+ // do we use this?
+ SelfList<GeometryInstanceForwardMobile> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+ Vector<RID> surface_materials;
+ RID material_override;
+ AABB aabb;
+
+ bool use_baked_light = false;
+ bool cast_double_sided_shadows = false;
+ // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct
+
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
+ };
+
+ Data *data = nullptr;
+
+ GeometryInstanceForwardMobile() :
+ dirty_list_element(this) {}
+ };
+
+public:
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
+
+ PagedAllocator<GeometryInstanceForwardMobile> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
+ PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
+
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _update_dirty_geometry_instances();
+
+ virtual GeometryInstance *geometry_instance_create(RID p_base);
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
+
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance);
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
+
+ virtual uint32_t geometry_instance_get_pair_mask();
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count);
+
+ virtual bool free(RID p_rid);
+
+ virtual bool is_dynamic_gi_supported() const;
+ virtual bool is_clustered_enabled() const;
+ virtual bool is_volumetric_supported() const;
+ virtual uint32_t get_max_elements() const;
+
+ RenderForwardMobile(RendererStorageRD *p_storage);
+ ~RenderForwardMobile();
+};
+} // namespace RendererSceneRenderImplementation
+#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
new file mode 100644
index 0000000000..0d9dfbc51b
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -0,0 +1,836 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "scene_shader_forward_mobile.h"
+#include "core/config/project_settings.h"
+#include "core/math/math_defs.h"
+#include "render_forward_mobile.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* ShaderData */
+
+void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+
+ int blend_mode = BLEND_MODE_MIX;
+ int depth_testi = DEPTH_TEST_ENABLED;
+ int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
+ int cull = CULL_BACK;
+
+ uses_point_size = false;
+ uses_alpha = false;
+ uses_blend_alpha = false;
+ uses_depth_pre_pass = false;
+ uses_discard = false;
+ uses_roughness = false;
+ uses_normal = false;
+ bool wireframe = false;
+
+ unshaded = false;
+ uses_vertex = false;
+ uses_sss = false;
+ uses_transmittance = false;
+ uses_screen_texture = false;
+ uses_depth_texture = false;
+ uses_normal_texture = false;
+ uses_time = false;
+ writes_modelview_or_projection = false;
+ uses_world_coordinates = false;
+ uses_particle_trails = false;
+
+ int depth_drawi = DEPTH_DRAW_OPAQUE;
+
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+
+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
+
+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
+
+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
+
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
+
+ actions.render_mode_flags["unshaded"] = &unshaded;
+ actions.render_mode_flags["wireframe"] = &wireframe;
+ actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
+
+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+
+ // actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ // actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
+
+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
+
+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+
+ actions.uniforms = &uniforms;
+
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = shader_singleton->shader.version_create();
+ }
+
+ depth_draw = DepthDraw(depth_drawi);
+ depth_test = DepthTest(depth_testi);
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+
+ Map<String, String>::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+#endif
+
+ shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //blend modes
+
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
+ }
+
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ switch (blend_mode) {
+ case BLEND_MODE_MIX: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ } break;
+ case BLEND_MODE_ADD: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_SUB: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_MUL: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ uses_blend_alpha = true; //force alpha used because of blend
+ } break;
+ case BLEND_MODE_ALPHA_TO_COVERAGE: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ }
+ }
+
+ RD::PipelineColorBlendState blend_state_blend;
+ blend_state_blend.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
+
+ //update pipelines
+
+ RD::PipelineDepthStencilState depth_stencil_state;
+
+ if (depth_test != DEPTH_TEST_DISABLED) {
+ depth_stencil_state.enable_depth_test = true;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
+ }
+
+ for (int i = 0; i < CULL_VARIANT_MAX; i++) {
+ RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
+ };
+
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
+
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
+ RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_LINES,
+ RD::RENDER_PRIMITIVE_LINESTRIPS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
+ };
+
+ RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
+
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ if (!static_cast<SceneShaderForwardMobile *>(singleton)->shader.is_variant_enabled(k)) {
+ continue;
+ }
+ RD::PipelineRasterizationState raster_state;
+ raster_state.cull_mode = cull_mode_rd;
+ raster_state.wireframe = wireframe;
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
+
+ if (uses_alpha || uses_blend_alpha) {
+ // only allow these flags to go through if we have some form of msaa
+ if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ multisample_state.enable_alpha_to_one = true;
+ }
+
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, blend state contains nothing
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+
+ /*
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
+ if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, blend state contains nothing
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ }
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+ */
+ } else {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ // ???
+ }
+
+ /*
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ blend_state = blend_state_depth_normal_roughness;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
+ blend_state = blend_state_depth_normal_roughness_giprobe;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
+ blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
+ } else {
+ //specular write
+ blend_state = blend_state_opaque_specular;
+ depth_stencil.enable_depth_test = false;
+ depth_stencil.enable_depth_write = false;
+ }
+ */
+ }
+
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0);
+ }
+ }
+ }
+
+ valid = true;
+}
+
+void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool SceneShaderForwardMobile::ShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SceneShaderForwardMobile::ShaderData::is_animated() const {
+ return false;
+}
+
+bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ return shader_singleton->shader.version_get_native_source_code(version);
+}
+
+SceneShaderForwardMobile::ShaderData::ShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+SceneShaderForwardMobile::ShaderData::~ShaderData() {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+ ERR_FAIL_COND(!shader_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ shader_singleton->shader.version_free(version);
+ }
+}
+
+RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
+ ShaderData *shader_data = memnew(ShaderData);
+ return shader_data;
+}
+
+void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET);
+}
+
+SceneShaderForwardMobile::MaterialData::~MaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
+ MaterialData *material_data = memnew(MaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+/* Scene Shader */
+
+SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr;
+
+SceneShaderForwardMobile::SceneShaderForwardMobile() {
+ // there should be only one of these, contained within our RenderForwardMobile singleton.
+ singleton = this;
+}
+
+void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) {
+ storage = p_storage;
+
+ /* SCENE SHADER */
+
+ {
+ Vector<String> shader_versions;
+ shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // !BAS! SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here...
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP (maybe rename to SHADER_VERSION_SHADOW_PASS_DP?)
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
+ shader.initialize(shader_versions, p_defines);
+ }
+
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+
+ {
+ //shader compiler
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
+ actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
+ actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "color_buffer";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
+ actions.renames["BONE_INDICES"] = "bone_attrib";
+ actions.renames["BONE_WEIGHTS"] = "weight_attrib";
+ actions.renames["CUSTOM0"] = "custom0_attrib";
+ actions.renames["CUSTOM1"] = "custom1_attrib";
+ actions.renames["CUSTOM2"] = "custom2_attrib";
+ actions.renames["CUSTOM3"] = "custom3_attrib";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
+ actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define AO_USED\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
+ actions.usage_defines["UV"] = "#define UV_USED\n";
+ actions.usage_defines["UV2"] = "#define UV2_USED\n";
+ actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
+ actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
+ if (!force_blinn) {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = RenderForwardMobile::MATERIAL_UNIFORM_SET;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+ actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
+
+ compiler.initialize(actions);
+ }
+
+ {
+ //default material and shader
+ default_shader = storage->shader_allocate();
+ storage->shader_initialize(default_shader);
+ storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ default_material = storage->material_allocate();
+ storage->material_initialize(default_material);
+ storage->material_set_shader(default_material, default_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+ }
+
+ {
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+ wireframe_material_shader = storage->shader_allocate();
+ storage->shader_initialize(wireframe_material_shader);
+ storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
+ wireframe_material = storage->material_allocate();
+ storage->material_initialize(wireframe_material);
+ storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ }
+
+ {
+ default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(default_vec4_xform_buffer);
+ u.binding = 0;
+ uniforms.push_back(u);
+
+ default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardMobile::TRANSFORMS_UNIFORM_SET);
+ }
+ {
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.enable_compare = true;
+ sampler.compare_op = RD::COMPARE_OP_LESS;
+ shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+}
+
+SceneShaderForwardMobile::~SceneShaderForwardMobile() {
+ RD::get_singleton()->free(default_vec4_xform_buffer);
+ RD::get_singleton()->free(shadow_sampler);
+
+ storage->free(wireframe_material_shader);
+ storage->free(overdraw_material_shader);
+ storage->free(default_shader);
+
+ storage->free(wireframe_material);
+ storage->free(overdraw_material);
+ storage->free(default_material);
+}
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
new file mode 100644
index 0000000000..1517197d25
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -0,0 +1,203 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RSSR_SCENE_SHADER_FM_H
+#define RSSR_SCENE_SHADER_FM_H
+
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
+
+namespace RendererSceneRenderImplementation {
+
+class SceneShaderForwardMobile {
+private:
+ static SceneShaderForwardMobile *singleton;
+ RendererStorageRD *storage;
+
+public:
+ enum ShaderVersion {
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_SHADOW_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_MAX
+ };
+
+ struct ShaderData : public RendererStorageRD::ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
+ };
+
+ enum DepthDraw {
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS
+ };
+
+ enum DepthTest {
+ DEPTH_TEST_DISABLED,
+ DEPTH_TEST_ENABLED
+ };
+
+ enum Cull {
+ CULL_DISABLED,
+ CULL_FRONT,
+ CULL_BACK
+ };
+
+ enum CullVariant {
+ CULL_VARIANT_NORMAL,
+ CULL_VARIANT_REVERSED,
+ CULL_VARIANT_DOUBLE_SIDED,
+ CULL_VARIANT_MAX
+
+ };
+
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
+
+ bool valid;
+ RID version;
+ uint32_t vertex_input_mask;
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_alpha_clip;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+ bool uses_particle_trails;
+
+ bool unshaded;
+ bool uses_vertex;
+ bool uses_sss;
+ bool uses_transmittance;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_texture;
+ bool uses_time;
+ bool writes_modelview_or_projection;
+ bool uses_world_coordinates;
+
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+ RID next_pass;
+ uint8_t priority;
+ virtual void set_render_priority(int p_priority);
+ virtual void set_next_pass(RID p_pass);
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ }
+
+ SceneForwardMobileShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID overdraw_material_shader;
+ RID overdraw_material;
+ RID wireframe_material_shader;
+ RID wireframe_material;
+ RID default_shader_rd;
+
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ SceneShaderForwardMobile();
+ ~SceneShaderForwardMobile();
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+};
+
+} // namespace RendererSceneRenderImplementation
+#endif // !RSSR_SCENE_SHADER_FM_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 7d6e2fa8e4..9d325fe69b 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -31,8 +31,10 @@
#include "renderer_canvas_render_rd.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
+#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_default.h"
void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.elements[0][0];
@@ -74,7 +76,7 @@ void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p
p_mat2x3[5] = p_transform.elements[2][1];
}
-void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
+void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.basis.elements[0][0];
p_mat4[1] = p_transform.basis.elements[1][0];
p_mat4[2] = p_transform.basis.elements[2][0];
@@ -304,7 +306,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
index_buffer.resize(p_indices.size() * sizeof(int32_t));
{
uint8_t *w = index_buffer.ptrw();
- copymem(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
+ memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
}
pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
@@ -390,7 +392,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
r_last_texture = p_texture;
}
-void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
+void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
//create an empty push constant
RS::CanvasItemTextureFilter current_filter = default_filter;
@@ -705,286 +707,158 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item
case Item::Command::TYPE_MESH:
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
- ERR_PRINT("FIXME: Mesh, MultiMesh and Particles render commands are unimplemented currently, they need to be ported to the 4.0 rendering architecture.");
-#ifndef _MSC_VER
-#warning Item::Command types for Mesh, MultiMesh and Particles need to be implemented.
-#endif
- // See #if 0'ed code below to port from GLES3.
- } break;
-
-#if 0
- case Item::Command::TYPE_MESH: {
- Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
- _set_texture_rect_mode(false);
-
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
-
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ RID mesh;
+ RID mesh_instance;
+ RID texture;
+ Color modulate(1, 1, 1, 1);
+ float world_backup[6];
+ int instance_count = 1;
+
+ for (int j = 0; j < 6; j++) {
+ world_backup[j] = push_constant.world[j];
}
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
-
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
- if (mesh_data) {
- for (int j = 0; j < mesh_data->surfaces.size(); j++) {
- RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
- // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
- glBindVertexArray(s->array_id);
-
- glVertexAttrib4f(RS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
-
- if (s->index_array_len) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
-
- glBindVertexArray(0);
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
+ mesh = m->mesh;
+ mesh_instance = m->mesh_instance;
+ texture = m->texture;
+ modulate = m->modulate;
+ _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
+ } else if (c->type == Item::Command::TYPE_MULTIMESH) {
+ const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
+ RID multimesh = mm->multimesh;
+ mesh = storage->multimesh_get_mesh(multimesh);
+ texture = mm->texture;
+
+ if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
+ break;
}
- }
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
-
- } break;
- case Item::Command::TYPE_MULTIMESH: {
- Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
-
- RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
-
- if (!multi_mesh)
- break;
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
+ instance_count = storage->multimesh_get_instances_to_draw(multimesh);
- if (!mesh_data)
- break;
+ RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
+ push_constant.flags |= 1; //multimesh, trails disabled
+ if (storage->multimesh_uses_colors(multimesh)) {
+ push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
+ }
+ if (storage->multimesh_uses_custom_data(multimesh)) {
+ push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+ }
+ } else if (c->type == Item::Command::TYPE_PARTICLES) {
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
+ storage->particles_request_process(pt->particles);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
+ if (storage->particles_is_inactive(pt->particles)) {
+ break;
+ }
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
- //reset shader and force rebind
- state.using_texture_rect = true;
- _set_texture_rect_mode(false);
+ RenderingServerDefault::redraw_request(); // active particles means redraw request
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- }
+ bool local_coords = true;
+ int dpc = storage->particles_get_draw_passes(pt->particles);
+ if (dpc == 0) {
+ break; //nothing to draw
+ }
+ uint32_t divisor = 1;
+ instance_count = storage->particles_get_amount(pt->particles, divisor);
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
- if (amount == -1) {
- amount = multi_mesh->size;
- }
+ push_constant.flags |= divisor;
+ instance_count /= divisor;
- for (int j = 0; j < mesh_data->surfaces.size(); j++) {
- RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
- // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
- glBindVertexArray(s->instancing_array_id);
+ push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
+ push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
- glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
+ mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
+ texture = pt->texture;
- int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
- glEnableVertexAttribArray(8);
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
- glVertexAttribDivisor(8, 1);
- glEnableVertexAttribArray(9);
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
- glVertexAttribDivisor(9, 1);
+ if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
+ //pass collision information
+ Transform2D xform;
+ if (local_coords) {
+ xform = p_item->final_transform;
+ } else {
+ xform = p_canvas_transform_inverse;
+ }
- int color_ofs;
+ RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
- if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) {
- glEnableVertexAttribArray(10);
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
- glVertexAttribDivisor(10, 1);
- color_ofs = 12 * 4;
- } else {
- glDisableVertexAttribArray(10);
- glVertexAttrib4f(10, 0, 0, 1, 0);
- color_ofs = 8 * 4;
- }
-
- int custom_data_ofs = color_ofs;
-
- switch (multi_mesh->color_format) {
- case RS::MULTIMESH_COLOR_NONE: {
- glDisableVertexAttribArray(11);
- glVertexAttrib4f(11, 1, 1, 1, 1);
- } break;
- case RS::MULTIMESH_COLOR_8BIT: {
- glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
- glVertexAttribDivisor(11, 1);
- custom_data_ofs += 4;
-
- } break;
- case RS::MULTIMESH_COLOR_FLOAT: {
- glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
- glVertexAttribDivisor(11, 1);
- custom_data_ofs += 4 * 4;
- } break;
- }
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
- switch (multi_mesh->custom_data_format) {
- case RS::MULTIMESH_CUSTOM_DATA_NONE: {
- glDisableVertexAttribArray(12);
- glVertexAttrib4f(12, 1, 1, 1, 1);
- } break;
- case RS::MULTIMESH_CUSTOM_DATA_8BIT: {
- glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
- glVertexAttribDivisor(12, 1);
-
- } break;
- case RS::MULTIMESH_CUSTOM_DATA_FLOAT: {
- glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
- glVertexAttribDivisor(12, 1);
- } break;
- }
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
- if (s->index_array_len) {
- glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
+ storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
} else {
- glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
+ storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
}
+ }
- glBindVertexArray(0);
+ if (mesh.is_null()) {
+ break;
}
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
- state.using_texture_rect = true;
- _set_texture_rect_mode(false);
+ _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
- } break;
- case Item::Command::TYPE_PARTICLES: {
- Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
+ uint32_t surf_count = storage->mesh_get_surface_count(mesh);
+ static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP };
- RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
- if (!particles)
- break;
-
- if (particles->inactive && !particles->emitting)
- break;
+ push_constant.modulation[0] = base_color.r * modulate.r;
+ push_constant.modulation[1] = base_color.g * modulate.g;
+ push_constant.modulation[2] = base_color.b * modulate.b;
+ push_constant.modulation[3] = base_color.a * modulate.a;
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
+ for (int j = 0; j < 4; j++) {
+ push_constant.src_rect[j] = 0;
+ push_constant.dst_rect[j] = 0;
+ push_constant.ninepatch_margins[j] = 0;
+ }
- RenderingServerDefault::redraw_request();
+ for (uint32_t j = 0; j < surf_count; j++) {
+ void *surface = storage->mesh_get_surface(mesh, j);
- storage->particles_request_process(particles_cmd->particles);
- //enable instancing
+ RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
- //reset shader and force rebind
- state.using_texture_rect = true;
- _set_texture_rect_mode(false);
+ uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
+ RID vertex_array;
+ RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- } else {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
- }
+ if (mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
+ }
- if (!particles->use_local_coords) {
- Transform2D inv_xf;
- inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
- inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
- inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
- inv_xf.affine_invert();
+ RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
- }
+ RID index_array = storage->mesh_surface_get_index_array(surface, 0);
- glBindVertexArray(data.particle_quad_array); //use particle quad array
- glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
-
- int stride = sizeof(float) * 4 * 6;
-
- int amount = particles->amount;
-
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_LIFETIME) {
- glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
- glVertexAttribDivisor(8, 1);
- glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
- glVertexAttribDivisor(9, 1);
- glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
- glVertexAttribDivisor(10, 1);
- glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
- glVertexAttribDivisor(11, 1);
- glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
- glVertexAttribDivisor(12, 1);
-
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
- } else {
- //split
- int split = int(Math::ceil(particles->phase * particles->amount));
-
- if (amount - split > 0) {
- glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
- glVertexAttribDivisor(8, 1);
- glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
- glVertexAttribDivisor(9, 1);
- glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
- glVertexAttribDivisor(10, 1);
- glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
- glVertexAttribDivisor(11, 1);
- glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
- glVertexAttribDivisor(12, 1);
-
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
+ if (index_array.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
}
- if (split > 0) {
- glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
- glVertexAttribDivisor(8, 1);
- glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
- glVertexAttribDivisor(9, 1);
- glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
- glVertexAttribDivisor(10, 1);
- glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
- glVertexAttribDivisor(11, 1);
- glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
- glVertexAttribDivisor(12, 1);
-
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
- }
- }
+ RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
- glBindVertexArray(0);
+ RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
+ }
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
- state.using_texture_rect = true;
- _set_texture_rect_mode(false);
+ for (int j = 0; j < 6; j++) {
+ push_constant.world[j] = world_backup[j];
+ }
} break;
-#endif
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
@@ -1210,7 +1084,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
}
- _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
+ _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
prev_material = material;
}
@@ -1376,7 +1250,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Size2i ssize = storage->render_target_get_size(p_to_render_target);
- Transform screen_transform;
+ Transform3D screen_transform;
screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
@@ -1437,6 +1311,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Item *canvas_group_owner = nullptr;
+ bool update_skeletons = false;
+ bool time_used = false;
+
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
@@ -1461,6 +1338,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (md->shader_data->uses_sdf) {
r_sdf_used = true;
}
+ if (md->shader_data->uses_time) {
+ time_used = true;
+ }
if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
md->last_frame = RendererCompositorRD::singleton->get_frame_number();
if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
@@ -1472,9 +1352,27 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
}
+ if (ci->skeleton.is_valid()) {
+ const Item::Command *c = ci->commands;
+
+ while (c) {
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
+ if (cm->mesh_instance.is_valid()) {
+ storage->mesh_instance_check_for_update(cm->mesh_instance);
+ update_skeletons = true;
+ }
+ }
+ }
+ }
+
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
//Canvas group begins here, render until before this item
+ if (update_skeletons) {
+ storage->update_mesh_instances();
+ update_skeletons = false;
+ }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
@@ -1494,6 +1392,11 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
if (ci == canvas_group_owner) {
+ if (update_skeletons) {
+ storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
item_count = 0;
@@ -1506,6 +1409,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (backbuffer_copy) {
//render anything pending, including clearing if no items
+ if (update_skeletons) {
+ storage->update_mesh_instances();
+ update_skeletons = false;
+ }
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
@@ -1518,6 +1425,11 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
+ if (update_skeletons) {
+ storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
//then reset
item_count = 0;
@@ -1525,6 +1437,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
ci = ci->next;
}
+
+ if (time_used) {
+ RenderingServerDefault::redraw_request();
+ }
}
RID RendererCanvasRenderRD::light_create() {
@@ -1623,7 +1539,7 @@ 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(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1701,7 +1617,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
CameraMatrix projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
- projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+ projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -2001,6 +1917,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
uniforms.clear();
uses_screen_texture = false;
uses_sdf = false;
+ uses_time = false;
if (code == String()) {
return; //just invalid, but no error
@@ -2012,6 +1929,9 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
uses_screen_texture = false;
ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -2022,6 +1942,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
actions.uniforms = &uniforms;
@@ -2048,7 +1969,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
- canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+ canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -2488,6 +2409,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
actions.renames["TIME"] = "canvas_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
actions.renames["AT_LIGHT_PASS"] = "false";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index cb947d7180..8c1376e2dc 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -67,12 +67,10 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
};
enum {
- FLAGS_INSTANCING_STRIDE_MASK = 0xF,
- FLAGS_INSTANCING_ENABLED = (1 << 4),
- FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
- FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
- FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
- FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
+
+ FLAGS_INSTANCING_MASK = 0x7F,
+ FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
+ FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
@@ -178,6 +176,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
bool uses_screen_texture = false;
bool uses_sdf = false;
+ bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
@@ -427,14 +426,14 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
- void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
+ void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
- _FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
+ _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
void _update_shadow_atlas();
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index d5ac05d1d1..f9ac7c8fa3 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -31,6 +31,7 @@
#include "renderer_compositor_rd.h"
#include "core/config/project_settings.h"
+#include "core/io/dir_access.h"
void RendererCompositorRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
@@ -44,32 +45,40 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
ERR_CONTINUE(texture.is_null());
RID rd_texture = storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
+
if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(copy_viewports_sampler);
+ u.ids.push_back(blit.sampler);
u.ids.push_back(rd_texture);
uniforms.push_back(u);
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
render_target_descriptors[rd_texture] = uniform_set;
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
-
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
+ BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
+ BLIT_MODE_NORMAL;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
- float push_constant[4] = {
- p_render_targets[i].rect.position.x / screen_size.width,
- p_render_targets[i].rect.position.y / screen_size.height,
- p_render_targets[i].rect.size.width / screen_size.width,
- p_render_targets[i].rect.size.height / screen_size.height,
- };
- RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
+ blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
+ blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
+ blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
+ blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
+ blit.push_constant.layer = p_render_targets[i].multi_view.layer;
+ blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
+ blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
+ blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
+ blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
+ blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
+ blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
}
@@ -96,40 +105,22 @@ void RendererCompositorRD::end_frame(bool p_swap_buffers) {
}
void RendererCompositorRD::initialize() {
- { //create framebuffer copy shader
- RenderingDevice::ShaderStageData vert;
- vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
- vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
- "#version 450\n"
- "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
- "layout(location =0) out vec2 uv;\n"
- "void main() { \n"
- " vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
- " uv = base_arr[gl_VertexIndex];\n"
- " vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
- " gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
- "}\n");
-
- RenderingDevice::ShaderStageData frag;
- frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
- frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
- "#version 450\n"
- "layout (location = 0) in vec2 uv;\n"
- "layout (location = 0) out vec4 color;\n"
- "layout (binding = 0) uniform sampler2D src_rt;\n"
- "void main() { color=texture(src_rt,uv); }\n");
-
- Vector<RenderingDevice::ShaderStageData> source;
- source.push_back(vert);
- source.push_back(frag);
- String error;
- copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
- if (!copy_viewports_rd_shader.is_valid()) {
- print_line("Failed compilation: " + error);
+ {
+ // Initialize blit
+ Vector<String> blit_modes;
+ blit_modes.push_back("\n");
+ blit_modes.push_back("\n#define USE_LAYER\n");
+ blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
+
+ blit.shader.initialize(blit_modes);
+
+ blit.shader_version = blit.shader.version_create();
+
+ for (int i = 0; i < BLIT_MODE_MAX; i++) {
+ blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
}
- }
- { //create index array for copy shader
+ //create index array for copy shader
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
@@ -142,15 +133,10 @@ void RendererCompositorRD::initialize() {
p32[4] = 2;
p32[5] = 3;
}
- copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
- copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
- }
+ blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
- { //pipeline
- copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
- }
- { // sampler
- copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
+ blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
}
}
@@ -162,18 +148,68 @@ void RendererCompositorRD::finalize() {
memdelete(storage);
//only need to erase these, the rest are erased by cascade
- RD::get_singleton()->free(copy_viewports_rd_index_buffer);
- RD::get_singleton()->free(copy_viewports_rd_shader);
- RD::get_singleton()->free(copy_viewports_sampler);
+ blit.shader.version_free(blit.shader_version);
+ RD::get_singleton()->free(blit.index_buffer);
+ RD::get_singleton()->free(blit.sampler);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
+ {
+ String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
+ if (shader_cache_dir == String()) {
+ shader_cache_dir = "user://";
+ }
+ DirAccessRef da = DirAccess::open(shader_cache_dir);
+ if (!da) {
+ ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
+ } else {
+ Error err = da->change_dir("shader_cache");
+ if (err != OK) {
+ err = da->make_dir("shader_cache");
+ }
+ if (err != OK) {
+ ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
+ } else {
+ shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
+
+ bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
+ if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
+ shader_cache_dir = String(); //disable only if not editor
+ }
+
+ if (shader_cache_dir != String()) {
+ bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
+ bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
+ bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
+
+ ShaderRD::set_shader_cache_dir(shader_cache_dir);
+ ShaderRD::set_shader_cache_save_compressed(compress);
+ ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
+ ShaderRD::set_shader_cache_save_debug(!strip_debug);
+ }
+ }
+ }
+ }
+
singleton = this;
time = 0;
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
- scene = memnew(RendererSceneRenderForwardClustered(storage));
+
+ uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
+ uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
+
+ if (back_end == 1 || textures_per_stage < 48) {
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
+ } else { // back_end == 0
+ // default to our high end renderer
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+ }
+}
+
+RendererCompositorRD::~RendererCompositorRD() {
+ ShaderRD::set_shader_cache_dir(String());
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 67a843452b..7a78322051 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -34,9 +34,11 @@
#include "core/os/os.h"
#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
+#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
-#include "servers/rendering/renderer_rd/renderer_scene_render_forward_clustered.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
class RendererCompositorRD : public RendererCompositor {
protected:
@@ -44,11 +46,35 @@ protected:
RendererStorageRD *storage;
RendererSceneRenderRD *scene;
- RID copy_viewports_rd_shader;
- RID copy_viewports_rd_pipeline;
- RID copy_viewports_rd_index_buffer;
- RID copy_viewports_rd_array;
- RID copy_viewports_sampler;
+ enum BlitMode {
+ BLIT_MODE_NORMAL,
+ BLIT_MODE_USE_LAYER,
+ BLIT_MODE_LENS,
+ BLIT_MODE_MAX
+ };
+
+ struct BlitPushConstant {
+ float rect[4];
+
+ float eye_center[2];
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint32_t layer;
+ uint32_t pad1;
+ };
+
+ struct Blit {
+ BlitPushConstant push_constant;
+ BlitShaderRD shader;
+ RID shader_version;
+ RID pipelines[BLIT_MODE_MAX];
+ RID index_buffer;
+ RID array;
+ RID sampler;
+ } blit;
Map<RID, RID> render_target_descriptors;
@@ -92,6 +118,6 @@ public:
static RendererCompositorRD *singleton;
RendererCompositorRD();
- ~RendererCompositorRD() {}
+ ~RendererCompositorRD();
};
#endif // RASTERIZER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 4e4e553605..43a4058ab6 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -1099,7 +1099,7 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
}
-void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
+void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
@@ -1367,7 +1367,7 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
}
}
-void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render) {
+void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) {
/* Update general SDFGI Buffer */
SDFGIData sdfgi_data;
@@ -1564,7 +1564,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
//clear dispatch indirect data
SDFGIShader::PreprocessPushConstant push_constant;
- zeromem(&push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
RENDER_TIMESTAMP("Scroll SDF");
@@ -2012,10 +2012,10 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
}
////////////////////////////////////////////////////////////////////////////////
-// GIProbeInstance
+// VoxelGIInstance
-void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
- uint32_t data_version = storage->gi_probe_get_data_version(probe);
+void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+ uint32_t data_version = storage->voxel_gi_get_data_version(probe);
// (RE)CREATE IF NEEDED
@@ -2034,11 +2034,11 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
dynamic_maps.clear();
- Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
if (octree_size != Vector3i()) {
//can create a 3D texture
- Vector<int> levels = storage->gi_probe_get_level_counts(probe);
+ Vector<int> levels = storage->voxel_gi_get_level_counts(probe);
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@@ -2064,7 +2064,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
}
for (int i = 0; i < levels.size(); i++) {
- GIProbeInstance::Mipmap mipmap;
+ VoxelGIInstance::Mipmap mipmap;
mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
mipmap.level = levels.size() - i - 1;
mipmap.cell_offset = 0;
@@ -2078,14 +2078,14 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_octree_buffer(probe));
+ u.ids.push_back(storage->voxel_gi_get_octree_buffer(probe));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
- u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+ u.ids.push_back(storage->voxel_gi_get_data_buffer(probe));
uniforms.push_back(u);
}
@@ -2100,7 +2100,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
@@ -2118,11 +2118,11 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
- u.ids.push_back(gi->gi_probe_lights_uniform);
+ u.ids.push_back(gi->voxel_gi_lights_uniform);
copy_uniforms.push_back(u);
}
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
+ mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT], 0);
copy_uniforms = uniforms; //restore
@@ -2133,9 +2133,9 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
u.ids.push_back(texture);
copy_uniforms.push_back(u);
}
- mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
+ mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
} else {
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
+ mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP], 0);
}
}
@@ -2147,7 +2147,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
uniforms.push_back(u);
}
- mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
+ mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE], 0);
mipmaps.push_back(mipmap);
}
@@ -2158,7 +2158,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
int mipmap_index = 0;
while (mipmap_index < mipmaps.size()) {
- GIProbeInstance::DynamicMap dmap;
+ VoxelGIInstance::DynamicMap dmap;
if (oversample > 0) {
dmap.size = dynamic_map_size * (1 << oversample);
@@ -2217,7 +2217,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 3;
- u.ids.push_back(gi->gi_probe_lights_uniform);
+ u.ids.push_back(gi->voxel_gi_lights_uniform);
uniforms.push_back(u);
}
@@ -2253,7 +2253,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
@@ -2278,7 +2278,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
uniforms.push_back(u);
}
- dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
+ dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
}
} else {
bool plot = dmap.mipmap >= 0;
@@ -2322,7 +2322,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(probe));
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
uniforms.push_back(u);
}
{
@@ -2345,7 +2345,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
dmap.uniform_set = RD::get_singleton()->uniform_set_create(
uniforms,
- gi->giprobe_lighting_shader_version_shaders[(write && plot) ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
+ gi->voxel_gi_lighting_shader_version_shaders[(write && plot) ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT : (write ? VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE : VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT)],
0);
}
@@ -2370,15 +2370,15 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
uint32_t light_count = 0;
if (p_update_light_instances || p_dynamic_objects.size() > 0) {
- light_count = MIN(gi->gi_probe_max_lights, (uint32_t)p_light_instances.size());
+ light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size());
{
- Transform to_cell = storage->gi_probe_get_to_cell_xform(probe);
- Transform to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
+ Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
//update lights
for (uint32_t i = 0; i < light_count; i++) {
- GIProbeLight &l = gi->gi_probe_lights[i];
+ VoxelGILight &l = gi->voxel_gi_lights[i];
RID light_instance = p_light_instances[i];
RID light = p_scene_render->light_instance_get_base_light(light_instance);
@@ -2399,7 +2399,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
- Transform xform = p_scene_render->light_instance_get_base_transform(light_instance);
+ Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
Vector3 pos = to_probe_xform.xform(xform.origin);
Vector3 dir = to_probe_xform.basis.xform(-xform.basis.get_axis(2)).normalized();
@@ -2415,7 +2415,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
l.has_shadow = storage->light_has_shadow(light);
}
- RD::get_singleton()->buffer_update(gi->gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi->gi_probe_lights);
+ RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);
}
}
@@ -2424,17 +2424,17 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
if (mipmaps.size()) {
//can update mipmaps
- Vector3i probe_size = storage->gi_probe_get_octree_size(probe);
+ Vector3i probe_size = storage->voxel_gi_get_octree_size(probe);
- GIProbePushConstant push_constant;
+ VoxelGIPushConstant push_constant;
push_constant.limits[0] = probe_size.x;
push_constant.limits[1] = probe_size.y;
push_constant.limits[2] = probe_size.z;
push_constant.stack_size = mipmaps.size();
push_constant.emission_scale = 1.0;
- push_constant.propagation = storage->gi_probe_get_propagation(probe);
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.propagation = storage->voxel_gi_get_propagation(probe);
+ push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
push_constant.light_count = light_count;
push_constant.aniso_strength = 0;
@@ -2446,7 +2446,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
int passes;
if (p_update_light_instances) {
- passes = storage->gi_probe_is_using_two_bounces(probe) ? 2 : 1;
+ passes = storage->voxel_gi_is_using_two_bounces(probe) ? 2 : 1;
} else {
passes = 1; //only re-blitting is necessary
}
@@ -2457,9 +2457,9 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
if (p_update_light_instances) {
for (int i = 0; i < mipmaps.size(); i++) {
if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[pass == 0 ? VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT : VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
} else if (i == 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP]);
}
if (pass == 1 || i > 0) {
@@ -2477,7 +2477,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
int wg_count = MIN(wg_todo, wg_limit_x);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
push_constant.cell_offset += wg_count * wg_size;
@@ -2487,7 +2487,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
}
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE]);
for (int i = 0; i < mipmaps.size(); i++) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].write_uniform_set, 0);
@@ -2498,7 +2498,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
while (wg_todo) {
int wg_count = MIN(wg_todo, wg_limit_x);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbePushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, wg_count, 1, 1);
wg_todo -= wg_count;
push_constant.cell_offset += wg_count * wg_size;
@@ -2513,15 +2513,15 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
has_dynamic_object_data = false; //clear until dynamic object data is used again
if (p_dynamic_objects.size() && dynamic_maps.size()) {
- Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
- Transform oversample_scale;
+ Transform3D oversample_scale;
oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
- Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(probe);
- Transform to_world_xform = transform * to_cell.affine_inverse();
- Transform to_probe_xform = to_world_xform.affine_inverse();
+ Transform3D to_cell = oversample_scale * storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_world_xform = transform * to_cell.affine_inverse();
+ Transform3D to_probe_xform = to_world_xform.affine_inverse();
AABB probe_aabb(Vector3(), octree_size);
@@ -2529,7 +2529,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
- //transform aabb to giprobe
+ //transform aabb to voxel_gi
AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance));
//this needs to wrap to grid resolution to avoid jitter
@@ -2576,7 +2576,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
Vector3 up_dir = render_up[j];
Vector3 center = aabb.position + aabb.size * 0.5;
- Transform xform;
+ Transform3D xform;
xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
Vector3 x_dir = xform.basis.get_axis(0).abs();
@@ -2601,8 +2601,8 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
- GIProbeDynamicPushConstant push_constant;
- zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
+ VoxelGIDynamicPushConstant push_constant;
+ memset(&push_constant, 0, sizeof(VoxelGIDynamicPushConstant));
push_constant.limits[0] = octree_size.x;
push_constant.limits[1] = octree_size.y;
push_constant.limits[2] = octree_size.z;
@@ -2619,7 +2619,7 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
push_constant.z_base = xform.origin[z_axis];
push_constant.z_sign = (z_flip ? -1.0 : 1.0);
push_constant.pos_multiplier = float(1.0) / multiplier;
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
push_constant.flip_x = x_flip;
push_constant.flip_y = y_flip;
push_constant.rect_pos[0] = rect.position[0];
@@ -2631,16 +2631,16 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
push_constant.prev_rect_size[0] = 0;
push_constant.prev_rect_size[1] = 0;
push_constant.on_mipmap = false;
- push_constant.propagation = storage->gi_probe_get_propagation(probe);
+ push_constant.propagation = storage->voxel_gi_get_propagation(probe);
push_constant.pad[0] = 0;
push_constant.pad[1] = 0;
push_constant.pad[2] = 0;
//process lighting
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[0].uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
//print_line("rect: " + itos(i) + ": " + rect);
@@ -2695,14 +2695,14 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (dynamic_maps[k].mipmap < 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
} else if (k < dynamic_maps.size() - 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
} else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, dynamic_maps[k].uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(GIProbeDynamicPushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIDynamicPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
}
@@ -2713,22 +2713,22 @@ void RendererSceneGIRD::GIProbeInstance::update(bool p_update_light_instances, c
has_dynamic_object_data = true; //clear until dynamic object data is used again
}
- last_probe_version = storage->gi_probe_get_version(probe);
+ last_probe_version = storage->voxel_gi_get_version(probe);
}
-void RendererSceneGIRD::GIProbeInstance::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 RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
if (mipmaps.size() == 0) {
return;
}
- CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(probe).affine_inverse());
+ CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(storage->voxel_gi_get_to_cell_xform(probe).affine_inverse());
int level = 0;
- Vector3i octree_size = storage->gi_probe_get_octree_size(probe);
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
- GIProbeDebugPushConstant push_constant;
+ VoxelGIDebugPushConstant push_constant;
push_constant.alpha = p_alpha;
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(probe);
+ push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
push_constant.cell_offset = mipmaps[level].cell_offset;
push_constant.level = level;
@@ -2743,15 +2743,15 @@ void RendererSceneGIRD::GIProbeInstance::debug(RD::DrawListID p_draw_list, RID p
}
}
- if (gi->giprobe_debug_uniform_set.is_valid()) {
- RD::get_singleton()->free(gi->giprobe_debug_uniform_set);
+ if (gi->voxel_gi_debug_uniform_set.is_valid()) {
+ RD::get_singleton()->free(gi->voxel_gi_debug_uniform_set);
}
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_data_buffer(probe));
+ u.ids.push_back(storage->voxel_gi_get_data_buffer(probe));
uniforms.push_back(u);
}
{
@@ -2776,19 +2776,19 @@ void RendererSceneGIRD::GIProbeInstance::debug(RD::DrawListID p_draw_list, RID p
cell_count = mipmaps[level].cell_count;
}
- gi->giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->giprobe_debug_shader_version_shaders[0], 0);
+ gi->voxel_gi_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_debug_shader_version_shaders[0], 0);
- int giprobe_debug_pipeline = GI_PROBE_DEBUG_COLOR;
+ int voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_COLOR;
if (p_emission) {
- giprobe_debug_pipeline = GI_PROBE_DEBUG_EMISSION;
+ voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_EMISSION;
} else if (p_lighting) {
- giprobe_debug_pipeline = has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT;
+ voxel_gi_debug_pipeline = has_dynamic_object_data ? VOXEL_GI_DEBUG_LIGHT_FULL : VOXEL_GI_DEBUG_LIGHT;
}
RD::get_singleton()->draw_list_bind_render_pipeline(
p_draw_list,
- gi->giprobe_debug_shader_version_pipelines[giprobe_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->giprobe_debug_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
+ gi->voxel_gi_debug_shader_version_pipelines[voxel_gi_debug_pipeline].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, gi->voxel_gi_debug_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(VoxelGIDebugPushConstant));
RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
}
@@ -2812,13 +2812,13 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
{
//kinda complicated to compute the amount of slots, we try to use as many as we can
- gi_probe_max_lights = 32;
+ voxel_gi_max_lights = 32;
- gi_probe_lights = memnew_arr(GIProbeLight, gi_probe_max_lights);
- gi_probe_lights_uniform = RD::get_singleton()->uniform_buffer_create(gi_probe_max_lights * sizeof(GIProbeLight));
- gi_probe_quality = RS::GIProbeQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/gi_probes/quality")), 0, 1));
+ voxel_gi_lights = memnew_arr(VoxelGILight, voxel_gi_max_lights);
+ voxel_gi_lights_uniform = RD::get_singleton()->uniform_buffer_create(voxel_gi_max_lights * sizeof(VoxelGILight));
+ voxel_gi_quality = RS::VoxelGIQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")), 0, 1));
- String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
+ String defines = "\n#define MAX_LIGHTS " + itos(voxel_gi_max_lights) + "\n";
Vector<String> versions;
versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
@@ -2830,11 +2830,11 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n");
versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_PLOT\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
- giprobe_shader.initialize(versions, defines);
- giprobe_lighting_shader_version = giprobe_shader.version_create();
- for (int i = 0; i < GI_PROBE_SHADER_VERSION_MAX; i++) {
- giprobe_lighting_shader_version_shaders[i] = giprobe_shader.version_get_shader(giprobe_lighting_shader_version, i);
- giprobe_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(giprobe_lighting_shader_version_shaders[i]);
+ voxel_gi_shader.initialize(versions, defines);
+ voxel_gi_lighting_shader_version = voxel_gi_shader.version_create();
+ for (int i = 0; i < VOXEL_GI_SHADER_VERSION_MAX; i++) {
+ voxel_gi_lighting_shader_version_shaders[i] = voxel_gi_shader.version_get_shader(voxel_gi_lighting_shader_version, i);
+ voxel_gi_lighting_shader_version_pipelines[i] = RD::get_singleton()->compute_pipeline_create(voxel_gi_lighting_shader_version_shaders[i]);
}
}
@@ -2846,10 +2846,10 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
- giprobe_debug_shader.initialize(versions, defines);
- giprobe_debug_shader_version = giprobe_debug_shader.version_create();
- for (int i = 0; i < GI_PROBE_DEBUG_MAX; i++) {
- giprobe_debug_shader_version_shaders[i] = giprobe_debug_shader.version_get_shader(giprobe_debug_shader_version, i);
+ voxel_gi_debug_shader.initialize(versions, defines);
+ voxel_gi_debug_shader_version = voxel_gi_debug_shader.version_create();
+ for (int i = 0; i < VOXEL_GI_DEBUG_MAX; i++) {
+ voxel_gi_debug_shader_version_shaders[i] = voxel_gi_debug_shader.version_get_shader(voxel_gi_debug_shader_version, i);
RD::PipelineRasterizationState rs;
rs.cull_mode = RD::POLYGON_CULL_FRONT;
@@ -2858,7 +2858,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
ds.enable_depth_write = true;
ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ voxel_gi_debug_shader_version_pipelines[i].setup(voxel_gi_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
}
@@ -2944,12 +2944,12 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> gi_modes;
- gi_modes.push_back("\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n");
gi_modes.push_back("\n#define USE_SDFGI\n");
- gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n");
gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_GIPROBES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
shader.initialize(gi_modes, defines);
shader_version = shader.version_create();
@@ -2991,16 +2991,17 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
}
}
}
- default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * MAX_GIPROBES);
+ default_voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(VoxelGIData) * MAX_VOXEL_GI_INSTANCES);
+ half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
}
void RendererSceneGIRD::free() {
- RD::get_singleton()->free(default_giprobe_buffer);
- RD::get_singleton()->free(gi_probe_lights_uniform);
+ RD::get_singleton()->free(default_voxel_gi_buffer);
+ RD::get_singleton()->free(voxel_gi_lights_uniform);
RD::get_singleton()->free(sdfgi_ubo);
- giprobe_debug_shader.version_free(giprobe_debug_shader_version);
- giprobe_shader.version_free(giprobe_lighting_shader_version);
+ voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version);
+ voxel_gi_shader.version_free(voxel_gi_lighting_shader_version);
shader.version_free(shader_version);
sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
@@ -3008,7 +3009,7 @@ void RendererSceneGIRD::free() {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
- memdelete_arr(gi_probe_lights);
+ memdelete_arr(voxel_gi_lights);
}
RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
@@ -3019,36 +3020,36 @@ RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironme
return sdfgi;
}
-void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render) {
- r_gi_probes_used = 0;
+void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) {
+ r_voxel_gi_instances_used = 0;
// feels a little dirty to use our container this way but....
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
- RID gi_probe_buffer = p_scene_render->render_buffers_get_gi_probe_buffer(p_render_buffers);
+ RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers);
- RD::get_singleton()->draw_command_begin_label("GIProbes Setup");
+ RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
- GIProbeData gi_probe_data[MAX_GIPROBES];
+ VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
- bool giprobes_changed = false;
+ bool voxel_gi_instances_changed = false;
- Transform to_camera;
+ Transform3D to_camera;
to_camera.origin = p_transform.origin; //only translation, make local
- for (int i = 0; i < MAX_GIPROBES; i++) {
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
RID texture;
- if (i < (int)p_gi_probes.size()) {
- GIProbeInstance *gipi = get_probe_instance(p_gi_probes[i]);
+ if (i < (int)p_voxel_gi_instances.size()) {
+ VoxelGIInstance *gipi = get_probe_instance(p_voxel_gi_instances[i]);
if (gipi) {
texture = gipi->texture;
- GIProbeData &gipd = gi_probe_data[i];
+ VoxelGIData &gipd = voxel_gi_data[i];
RID base_probe = gipi->probe;
- Transform to_cell = storage->gi_probe_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
+ Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(gipi->probe) * gipi->transform.affine_inverse() * to_camera;
gipd.xform[0] = to_cell.basis.elements[0][0];
gipd.xform[1] = to_cell.basis.elements[1][0];
@@ -3067,40 +3068,40 @@ void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_
gipd.xform[14] = to_cell.origin.z;
gipd.xform[15] = 1;
- Vector3 bounds = storage->gi_probe_get_octree_size(base_probe);
+ Vector3 bounds = storage->voxel_gi_get_octree_size(base_probe);
gipd.bounds[0] = bounds.x;
gipd.bounds[1] = bounds.y;
gipd.bounds[2] = bounds.z;
- gipd.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe);
- gipd.bias = storage->gi_probe_get_bias(base_probe);
- gipd.normal_bias = storage->gi_probe_get_normal_bias(base_probe);
- gipd.blend_ambient = !storage->gi_probe_is_interior(base_probe);
+ gipd.dynamic_range = storage->voxel_gi_get_dynamic_range(base_probe) * storage->voxel_gi_get_energy(base_probe);
+ gipd.bias = storage->voxel_gi_get_bias(base_probe);
+ gipd.normal_bias = storage->voxel_gi_get_normal_bias(base_probe);
+ gipd.blend_ambient = !storage->voxel_gi_is_interior(base_probe);
gipd.anisotropy_strength = 0;
- gipd.ao = storage->gi_probe_get_ao(base_probe);
- gipd.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f);
+ gipd.ao = storage->voxel_gi_get_ao(base_probe);
+ gipd.ao_size = Math::pow(storage->voxel_gi_get_ao_size(base_probe), 4.0f);
gipd.mipmaps = gipi->mipmaps.size();
}
- r_gi_probes_used++;
+ r_voxel_gi_instances_used++;
}
if (texture == RID()) {
texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
}
- if (texture != rb->gi.giprobe_textures[i]) {
- giprobes_changed = true;
- rb->gi.giprobe_textures[i] = texture;
+ if (texture != rb->gi.voxel_gi_textures[i]) {
+ voxel_gi_instances_changed = true;
+ rb->gi.voxel_gi_textures[i] = texture;
}
}
- if (giprobes_changed) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
- RD::get_singleton()->free(rb->gi_uniform_set);
+ if (voxel_gi_instances_changed) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
+ RD::get_singleton()->free(rb->gi.uniform_set);
}
- rb->gi_uniform_set = RID();
+ rb->gi.uniform_set = RID();
if (rb->volumetric_fog) {
if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
@@ -3111,21 +3112,21 @@ void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_
}
}
- if (p_gi_probes.size() > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GIProbeData) * MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size()), gi_probe_data, RD::BARRIER_MASK_COMPUTE);
+ if (p_voxel_gi_instances.size() > 0) {
+ RD::get_singleton()->buffer_update(voxel_gi_buffer, 0, sizeof(VoxelGIData) * MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()), voxel_gi_data, RD::BARRIER_MASK_COMPUTE);
}
RD::get_singleton()->draw_command_end_label();
}
-void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render) {
+void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
RD::get_singleton()->draw_command_begin_label("GI Render");
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.getornull(p_environment);
- if (rb->ambient_buffer.is_null() || rb->using_half_size_gi != half_resolution) {
+ if (rb->ambient_buffer.is_null() || rb->gi.using_half_size_gi != half_resolution) {
if (rb->ambient_buffer.is_valid()) {
RD::get_singleton()->free(rb->ambient_buffer);
RD::get_singleton()->free(rb->reflection_buffer);
@@ -3142,9 +3143,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->using_half_size_gi = half_resolution;
-
- p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
+ rb->gi.using_half_size_gi = half_resolution;
}
PushConstant push_constant;
@@ -3158,11 +3157,11 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- push_constant.max_giprobes = MIN((uint64_t)MAX_GIPROBES, p_gi_probes.size());
- push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
+ push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
+ push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
bool use_sdfgi = rb->sdfgi != nullptr;
- bool use_giprobes = push_constant.max_giprobes > 0;
+ bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
if (env) {
push_constant.ao_color[0] = env->ao_color.r;
@@ -3187,7 +3186,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
push_constant.cam_rotation[10] = p_transform.basis[2][2];
push_constant.cam_rotation[11] = 0;
- if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
+ if (rb->gi.uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -3312,7 +3311,7 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 14;
- RID buffer = p_gi_probe_buffer.is_valid() ? p_gi_probe_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(buffer);
uniforms.push_back(u);
}
@@ -3327,35 +3326,35 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 16;
- u.ids.push_back(rb->gi.giprobe_buffer);
+ u.ids.push_back(rb->gi.voxel_gi_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 17;
- for (int i = 0; i < MAX_GIPROBES; i++) {
- u.ids.push_back(rb->gi.giprobe_textures[i]);
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
+ u.ids.push_back(rb->gi.voxel_gi_textures[i]);
}
uniforms.push_back(u);
}
- rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+ rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
}
Mode mode;
- if (rb->using_half_size_gi) {
- mode = (use_sdfgi && use_giprobes) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_GIPROBE);
+ if (rb->gi.using_half_size_gi) {
+ mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_VOXEL_GI);
} else {
- mode = (use_sdfgi && use_giprobes) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_GIPROBE);
+ mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
- if (rb->using_half_size_gi) {
+ if (rb->gi.using_half_size_gi) {
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
} else {
RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
@@ -3365,39 +3364,39 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
RD::get_singleton()->draw_command_end_label();
}
-RID RendererSceneGIRD::gi_probe_instance_create(RID p_base) {
- GIProbeInstance gi_probe;
- gi_probe.gi = this;
- gi_probe.storage = storage;
- gi_probe.probe = p_base;
- RID rid = gi_probe_instance_owner.make_rid(gi_probe);
+RID RendererSceneGIRD::voxel_gi_instance_create(RID p_base) {
+ VoxelGIInstance voxel_gi;
+ voxel_gi.gi = this;
+ voxel_gi.storage = storage;
+ voxel_gi.probe = p_base;
+ RID rid = voxel_gi_instance_owner.make_rid(voxel_gi);
return rid;
}
-void RendererSceneGIRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
- GIProbeInstance *gi_probe = get_probe_instance(p_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererSceneGIRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->transform = p_xform;
+ voxel_gi->transform = p_xform;
}
-bool RendererSceneGIRD::gi_probe_needs_update(RID p_probe) const {
- GIProbeInstance *gi_probe = get_probe_instance(p_probe);
- ERR_FAIL_COND_V(!gi_probe, false);
+bool RendererSceneGIRD::voxel_gi_needs_update(RID p_probe) const {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND_V(!voxel_gi, false);
- return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
+ return voxel_gi->last_probe_version != storage->voxel_gi_get_version(voxel_gi->probe);
}
-void RendererSceneGIRD::gi_probe_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) {
- GIProbeInstance *gi_probe = get_probe_instance(p_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererSceneGIRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
+ voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
}
-void RendererSceneGIRD::debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererSceneGIRD::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
+ voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
index c0f3318538..45fc7b3951 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -38,26 +38,27 @@
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
-// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+struct RenderDataRD;
class RendererSceneRenderRD;
class RendererSceneGIRD {
private:
RendererStorageRD *storage;
- /* GIPROBE INSTANCE */
+ /* VOXEL_GI INSTANCE */
- struct GIProbeLight {
+ struct VoxelGILight {
uint32_t type;
float energy;
float radius;
@@ -73,7 +74,7 @@ private:
uint32_t has_shadow;
};
- struct GIProbePushConstant {
+ struct VoxelGIPushConstant {
int32_t limits[3];
uint32_t stack_size;
@@ -88,7 +89,7 @@ private:
uint32_t pad;
};
- struct GIProbeDynamicPushConstant {
+ struct VoxelGIDynamicPushConstant {
int32_t limits[3];
uint32_t light_count;
int32_t x_dir[3];
@@ -109,36 +110,36 @@ private:
float pad[3];
};
- GIProbeLight *gi_probe_lights;
- uint32_t gi_probe_max_lights;
- RID gi_probe_lights_uniform;
+ VoxelGILight *voxel_gi_lights;
+ uint32_t voxel_gi_max_lights;
+ RID voxel_gi_lights_uniform;
enum {
- GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
- GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
- GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
- GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
- GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
- GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
- GI_PROBE_SHADER_VERSION_MAX
+ VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
+ VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
+ VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
+ VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
+ VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
+ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
+ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
+ VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
+ VOXEL_GI_SHADER_VERSION_MAX
};
- GiprobeShaderRD giprobe_shader;
- RID giprobe_lighting_shader_version;
- RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
- RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
+ VoxelGiShaderRD voxel_gi_shader;
+ RID voxel_gi_lighting_shader_version;
+ RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
+ RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
enum {
- GI_PROBE_DEBUG_COLOR,
- GI_PROBE_DEBUG_LIGHT,
- GI_PROBE_DEBUG_EMISSION,
- GI_PROBE_DEBUG_LIGHT_FULL,
- GI_PROBE_DEBUG_MAX
+ VOXEL_GI_DEBUG_COLOR,
+ VOXEL_GI_DEBUG_LIGHT,
+ VOXEL_GI_DEBUG_EMISSION,
+ VOXEL_GI_DEBUG_LIGHT_FULL,
+ VOXEL_GI_DEBUG_MAX
};
- struct GIProbeDebugPushConstant {
+ struct VoxelGIDebugPushConstant {
float projection[16];
uint32_t cell_offset;
float dynamic_range;
@@ -148,11 +149,11 @@ private:
uint32_t pad;
};
- GiprobeDebugShaderRD giprobe_debug_shader;
- RID giprobe_debug_shader_version;
- RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
- PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
- RID giprobe_debug_uniform_set;
+ VoxelGiDebugShaderRD voxel_gi_debug_shader;
+ RID voxel_gi_debug_shader_version;
+ RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
+ PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
+ RID voxel_gi_debug_uniform_set;
/* SDFGI */
@@ -325,11 +326,11 @@ private:
} sdfgi_shader;
public:
- /* GIPROBE INSTANCE */
+ /* VOXEL_GI INSTANCE */
- //@TODO GIProbeInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
+ //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
- struct GIProbeInstance {
+ struct VoxelGIInstance {
// access to our containers
RendererStorageRD *storage;
RendererSceneGIRD *gi;
@@ -373,25 +374,25 @@ public:
bool has_dynamic_object_data = false;
- Transform transform;
+ 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);
};
- mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+ mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
- _FORCE_INLINE_ GIProbeInstance *get_probe_instance(RID p_probe) const {
- return gi_probe_instance_owner.getornull(p_probe);
+ _FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
+ return voxel_gi_instance_owner.getornull(p_probe);
};
- _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
- GIProbeInstance *gi_probe = get_probe_instance(p_probe);
- ERR_FAIL_COND_V(!gi_probe, RID());
- return gi_probe->texture;
+ _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->texture;
};
- RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
+ RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
/* SDFGI */
@@ -526,10 +527,10 @@ public:
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
- void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
+ void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
- void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render);
+ void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
};
@@ -550,17 +551,20 @@ public:
/* GI */
enum {
- MAX_GIPROBES = 8
+ MAX_VOXEL_GI_INSTANCES = 8
};
// Struct for use in render buffer
struct RenderBuffersGI {
- RID giprobe_textures[MAX_GIPROBES];
- RID giprobe_buffer;
+ RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+ RID voxel_gi_buffer;
RID full_buffer;
RID full_dispatch;
RID full_mask;
+
+ RID uniform_set;
+ bool using_half_size_gi = false;
};
struct SDFGIData {
@@ -597,7 +601,7 @@ public:
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
};
- struct GIProbeData {
+ struct VoxelGIData {
float xform[16];
float bounds[3];
float dynamic_range;
@@ -620,7 +624,7 @@ public:
float proj_info[4];
float ao_color[3];
- uint32_t max_giprobes;
+ uint32_t max_voxel_gi_instances;
uint32_t high_quality_vct;
uint32_t orthogonal;
@@ -631,16 +635,16 @@ public:
RID sdfgi_ubo;
enum Mode {
- MODE_GIPROBE,
+ MODE_VOXEL_GI,
MODE_SDFGI,
MODE_COMBINED,
- MODE_HALF_RES_GIPROBE,
+ MODE_HALF_RES_VOXEL_GI,
MODE_HALF_RES_SDFGI,
MODE_HALF_RES_COMBINED,
MODE_MAX
};
- RID default_giprobe_buffer;
+ RID default_voxel_gi_buffer;
bool half_resolution = false;
GiShaderRD shader;
@@ -655,14 +659,14 @@ public:
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
- void setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render);
- void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render);
+ void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
- RID gi_probe_instance_create(RID p_base);
- void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
- bool gi_probe_needs_update(RID p_probe) const;
- void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
- void debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ 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);
};
#endif /* !RENDERING_SERVER_SCENE_GI_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 4cf296f0db..ff7e6c502f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -58,8 +58,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
rb->sdfgi->erase();
memdelete(rb->sdfgi);
rb->sdfgi = nullptr;
-
- _render_buffers_uniform_set_changed(p_render_buffers);
}
return;
}
@@ -78,8 +76,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
if (sdfgi == nullptr) {
// re-create
rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
-
- _render_buffers_uniform_set_changed(p_render_buffers);
} else {
//check for updates
rb->sdfgi->update(env, p_world_position);
@@ -317,7 +313,7 @@ void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- if (low_end) {
+ if (!is_dynamic_gi_supported()) {
return;
}
@@ -379,7 +375,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- if (low_end) {
+ if (!is_volumetric_supported()) {
return;
}
@@ -410,10 +406,6 @@ void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- if (low_end) {
- return;
- }
-
env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
}
@@ -429,10 +421,6 @@ void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- if (low_end) {
- return;
- }
-
env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
}
@@ -522,9 +510,13 @@ RID RendererSceneRenderRD::reflection_atlas_create() {
ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
- ra.cluster_builder = memnew(ClusterBuilderRD);
- ra.cluster_builder->set_shared(&cluster_builder_shared);
- ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
+ if (is_clustered_enabled()) {
+ ra.cluster_builder = memnew(ClusterBuilderRD);
+ ra.cluster_builder->set_shared(&cluster_builder_shared);
+ ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
+ } else {
+ ra.cluster_builder = nullptr;
+ }
return reflection_atlas_owner.make_rid(ra);
}
@@ -537,7 +529,10 @@ void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_ref
return; //no changes
}
- ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
+ if (ra->cluster_builder) {
+ // only if we're using our cluster
+ ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
+ }
ra->size = p_reflection_size;
ra->count = p_reflection_count;
@@ -575,7 +570,7 @@ RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
return reflection_probe_instance_owner.make_rid(rpi);
}
-void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
+void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!rpi);
@@ -1238,7 +1233,7 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) {
return li;
}
-void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
+void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1252,7 +1247,7 @@ 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 Transform &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 CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1310,7 +1305,7 @@ RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
return decal_instance_owner.make_rid(di);
}
-void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
+void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
DecalInstance *di = decal_instance_owner.getornull(p_decal);
ERR_FAIL_COND(!di);
di->transform = p_transform;
@@ -1323,7 +1318,7 @@ RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
li.lightmap = p_lightmap;
return lightmap_instance_owner.make_rid(li);
}
-void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
+void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
ERR_FAIL_COND(!li);
li->transform = p_transform;
@@ -1331,28 +1326,28 @@ void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, cons
/////////////////////////////////
-RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
- return gi.gi_probe_instance_create(p_base);
+RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
+ return gi.voxel_gi_instance_create(p_base);
}
-void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
- gi.gi_probe_instance_set_transform_to_data(p_probe, p_xform);
+void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
+ gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
}
-bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
- if (low_end) {
+bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
+ if (!is_dynamic_gi_supported()) {
return false;
}
- return gi.gi_probe_needs_update(p_probe);
+ return gi.voxel_gi_needs_update(p_probe);
}
-void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
- if (low_end) {
+void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
+ if (!is_dynamic_gi_supported()) {
return;
}
- gi.gi_probe_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
+ gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
}
void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
@@ -1534,7 +1529,6 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
@@ -1586,7 +1580,6 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
@@ -1712,7 +1705,6 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
- _render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
@@ -1739,30 +1731,28 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
}
-void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
- RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
//glow (if enabled)
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+ CameraEffects *camfx = camera_effects_owner.getornull(p_render_data->camera_effects);
bool can_use_effects = rb->width >= 8 && rb->height >= 8;
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
float bokeh_size = camfx->dof_blur_amount * 64.0;
- storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
+ storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
}
if (can_use_effects && env && env->auto_exposure) {
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
@@ -1783,7 +1773,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
@@ -1874,7 +1863,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
storage->render_target_disable_clear_request(rb->render_target);
}
-void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
+void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
EffectsRD *effects = storage->get_effects();
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -1933,6 +1922,13 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
}
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
+ if (p_occlusion_buffer.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
+ }
+ }
}
void RendererSceneRenderRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
@@ -1963,17 +1959,17 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
return rb->ssao.ao_final;
}
-RID RendererSceneRenderRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
+RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- if (rb->gi.giprobe_buffer.is_null()) {
- rb->gi.giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::GIProbeData) * RendererSceneGIRD::MAX_GIPROBES);
+ if (rb->gi.voxel_gi_buffer.is_null()) {
+ rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
}
- return rb->gi.giprobe_buffer;
+ return rb->gi.voxel_gi_buffer;
}
-RID RendererSceneRenderRD::render_buffers_get_default_gi_probe_buffer() {
- return gi.default_giprobe_buffer;
+RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
+ return gi.default_voxel_gi_buffer;
}
RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
@@ -2124,10 +2120,13 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->msaa = p_msaa;
rb->screen_space_aa = p_screen_space_aa;
rb->use_debanding = p_use_debanding;
- if (rb->cluster_builder == nullptr) {
- rb->cluster_builder = memnew(ClusterBuilderRD);
+
+ if (is_clustered_enabled()) {
+ if (rb->cluster_builder == nullptr) {
+ rb->cluster_builder = memnew(ClusterBuilderRD);
+ }
+ rb->cluster_builder->set_shared(&cluster_builder_shared);
}
- rb->cluster_builder->set_shared(&cluster_builder_shared);
_free_render_buffer_data(rb);
@@ -2168,9 +2167,10 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
- _render_buffers_uniform_set_changed(p_render_buffers);
- rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ if (is_clustered_enabled()) {
+ rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ }
}
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
@@ -2284,7 +2284,7 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
return rb->data;
}
-void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
+void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
cluster.reflection_count = 0;
for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
@@ -2318,6 +2318,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Vector3 extents = storage->reflection_probe_get_extents(base_probe);
+ rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
+
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
@@ -2342,22 +2344,24 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
- Transform transform = rpi->transform;
- Transform proj = (p_camera_inverse_transform * transform).inverse();
+ Transform3D transform = rpi->transform;
+ Transform3D proj = (p_camera_inverse_transform * transform).inverse();
RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ }
rpi->last_pass = RSG::rasterizer->get_frame_number();
}
if (cluster.reflection_count) {
- RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(RendererSceneSkyRD::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
}
}
-void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
- Transform inverse_transform = p_camera_transform.affine_inverse();
+void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
+ Transform3D inverse_transform = p_camera_transform.affine_inverse();
r_directional_light_count = 0;
r_positional_light_count = 0;
@@ -2383,7 +2387,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Copy to SkyDirectionalLightData
if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
- Transform light_transform = li->transform;
+ Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
@@ -2419,7 +2423,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
- Transform light_transform = li->transform;
+ Transform3D light_transform = li->transform;
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
@@ -2509,7 +2513,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
CameraMatrix rectm;
rectm.set_light_atlas_rect(atlas_rect);
- Transform modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
+ Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
@@ -2550,6 +2554,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
+ light_data.bake_mode = storage->light_get_bake_mode(base);
if (angular_diameter <= 0.0) {
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
@@ -2604,7 +2609,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
RID base = li->light;
- Transform light_transform = li->transform;
+ Transform3D light_transform = li->transform;
float sign = storage->light_is_negative(base) ? -1 : 1;
Color linear_col = storage->light_get_color(base).to_linear();
@@ -2617,6 +2622,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
+ light_data.bake_mode = storage->light_get_bake_mode(base);
float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
@@ -2703,7 +2709,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (type == RS::LIGHT_OMNI) {
light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
- Transform proj = (inverse_transform * light_transform).inverse();
+ Transform3D proj = (inverse_transform * light_transform).inverse();
RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
@@ -2715,7 +2721,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
} else if (type == RS::LIGHT_SPOT) {
- Transform modelview = (inverse_transform * light_transform).inverse();
+ Transform3D modelview = (inverse_transform * light_transform).inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -2736,8 +2742,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
li->light_index = index;
+ li->cull_mask = storage->light_get_cull_mask(base);
- current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ }
r_positional_light_count++;
}
@@ -2756,8 +2765,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
-void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
- Transform uv_xform;
+void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
+ Transform3D uv_xform;
uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
@@ -2776,7 +2785,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
RID decal = di->decal;
- Transform xform = di->transform;
+ Transform3D xform = di->transform;
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
@@ -2805,7 +2814,10 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
DecalInstance *di = cluster.decal_sort[i].instance;
RID decal = di->decal;
- Transform xform = di->transform;
+ di->render_index = i;
+ di->cull_mask = storage->decal_get_cull_mask(decal);
+
+ Transform3D xform = di->transform;
float fade = 1.0;
if (storage->decal_is_distance_fade_enabled(decal)) {
@@ -2822,9 +2834,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
Vector3 decal_extents = storage->decal_get_extents(decal);
- Transform scale_xform;
+ Transform3D scale_xform;
scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
- Transform to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
+ Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
RendererStorageRD::store_transform(to_decal_xform, dd.xform);
Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
@@ -2909,7 +2921,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.upper_fade = storage->decal_get_upper_fade(decal);
dd.lower_fade = storage->decal_get_lower_fade(decal);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ }
}
if (cluster.decal_count > 0) {
@@ -2917,6 +2931,116 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
+void RendererSceneRenderRD::_fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words) {
+ // first zero out our indices
+ for (uint32_t i = 0; i < p_max_dst_words; i++) {
+ p_omni_light_indices[i] = 0;
+ p_spot_light_indices[i] = 0;
+ p_reflection_probe_indices[i] = 0;
+ p_decal_instance_indices[i] = 0;
+ }
+
+ {
+ // process omni lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_omni_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_omni_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_omni_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_omni_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process spot lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_spot_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_spot_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_spot_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_spot_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process reflection probes
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_reflection_probe_instance_count && dword < p_max_dst_words; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_instances[i]);
+
+ if ((rpi->cull_mask & p_layer_mask) && (rpi->render_index < 255)) {
+ p_reflection_probe_indices[dword] += rpi->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_reflection_probe_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process decals
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_decal_instance_count && dword < p_max_dst_words; i++) {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal_instances[i]);
+
+ if ((decal->cull_mask & p_layer_mask) && (decal->render_index < 255)) {
+ p_decal_instance_indices[dword] += decal->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_decal_instance_indices[dword] += 0xFF << shift;
+ }
+ }
+}
+
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -2942,7 +3066,8 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
rb->volumetric_fog = nullptr;
}
-void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
+ ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.getornull(p_environment);
@@ -2955,7 +3080,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
//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);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
}
@@ -2991,7 +3115,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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());
- _render_buffers_uniform_set_changed(p_render_buffers);
Vector<RD::Uniform> uniforms;
{
@@ -3105,7 +3228,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 11;
- u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
+ u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
uniforms.push_back(u);
}
@@ -3113,8 +3236,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 12;
- for (int i = 0; i < RendererSceneGIRD::MAX_GIPROBES; i++) {
- u.ids.push_back(rb->gi.giprobe_textures[i]);
+ for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
+ u.ids.push_back(rb->gi.voxel_gi_textures[i]);
}
uniforms.push_back(u);
}
@@ -3239,10 +3362,10 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
params.cam_rotation[10] = p_cam_transform.basis[2][2];
params.cam_rotation[11] = 0;
params.filter_axis = 0;
- params.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 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;
- Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
+ Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
storage->store_transform(to_prev_cam_view, params.to_prev_view);
params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
@@ -3336,13 +3459,9 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->prev_cam_transform = p_cam_transform;
}
-uint32_t RendererSceneRenderRD::_get_render_state_directional_light_count() const {
- return render_state.directional_light_count;
-}
-
-bool RendererSceneRenderRD::_needs_post_prepass_render(bool p_use_gi) {
- if (render_state.render_buffers.is_valid()) {
- RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
+ if (p_render_data->render_buffers.is_valid()) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
if (rb->sdfgi != nullptr) {
return true;
}
@@ -3350,34 +3469,34 @@ bool RendererSceneRenderRD::_needs_post_prepass_render(bool p_use_gi) {
return false;
}
-void RendererSceneRenderRD::_post_prepass_render(bool p_use_gi) {
- if (render_state.render_buffers.is_valid()) {
+void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
+ if (p_render_data->render_buffers.is_valid()) {
if (p_use_gi) {
- RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
}
- RendererSceneEnvironmentRD *env = environment_owner.getornull(render_state.environment);
+ RendererSceneEnvironmentRD *env = environment_owner.getornull(p_render_data->environment);
rb->sdfgi->update_probes(env, sky.sky_owner.getornull(env->sky));
}
}
}
-void RendererSceneRenderRD::_pre_resolve_render(bool p_use_gi) {
- if (render_state.render_buffers.is_valid()) {
+void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
+ if (p_render_data->render_buffers.is_valid()) {
if (p_use_gi) {
RD::get_singleton()->compute_list_end();
}
}
}
-void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer) {
+void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
- if (render_state.render_buffers.is_valid() && p_use_gi) {
- RenderBuffers *rb = render_buffers_owner.getornull(render_state.render_buffers);
+ if (p_render_data->render_buffers.is_valid() && p_use_gi) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_data->render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
return;
@@ -3390,8 +3509,8 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
render_state.shadows.clear();
render_state.directional_shadows.clear();
- Plane camera_plane(render_state.cam_transform.origin, -render_state.cam_transform.basis.get_axis(Vector3::AXIS_Z));
- float lod_distance_multiplier = render_state.cam_projection.get_lod_multiplier();
+ Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
{
for (int i = 0; i < render_state.render_shadow_count; i++) {
@@ -3408,7 +3527,7 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
//cube shadows are rendered in their own way
for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, render_state.shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, render_state.screen_lod_threshold, true, true, true);
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true);
}
if (render_state.directional_shadows.size()) {
@@ -3422,7 +3541,7 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
// Render GI
bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
- bool render_gi = render_state.render_buffers.is_valid() && p_use_gi;
+ bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
if (render_shadows && render_gi) {
RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
@@ -3438,11 +3557,11 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
//render directional shadows
for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, render_state.shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, render_state.screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false);
}
//render positional shadows
for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
- _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, render_state.shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, render_state.screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true);
}
_render_shadow_process();
@@ -3450,7 +3569,7 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
//start GI
if (render_gi) {
- gi.process_gi(render_state.render_buffers, p_normal_roughness_buffer, p_gi_probe_buffer, render_state.environment, render_state.cam_projection, render_state.cam_transform, *render_state.gi_probes, this);
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
}
//Do shadow rendering (in parallel with GI)
@@ -3462,9 +3581,9 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
}
- if (render_state.render_buffers.is_valid()) {
+ if (p_render_data->render_buffers.is_valid()) {
if (p_use_ssao) {
- _process_ssao(render_state.render_buffers, render_state.environment, p_normal_roughness_buffer, render_state.cam_projection);
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
}
}
@@ -3472,32 +3591,32 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
if (current_cluster_builder) {
- current_cluster_builder->begin(render_state.cam_transform, render_state.cam_projection, !render_state.reflection_probe.is_valid());
+ current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
}
bool using_shadows = true;
- if (render_state.reflection_probe.is_valid()) {
- if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(render_state.reflection_probe))) {
+ if (p_render_data->reflection_probe.is_valid()) {
+ if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
using_shadows = false;
}
} else {
//do not render reflections when rendering a reflection probe
- _setup_reflections(*render_state.reflection_probes, render_state.cam_transform.affine_inverse(), render_state.environment);
+ _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
}
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
- _setup_lights(*render_state.lights, render_state.cam_transform, render_state.shadow_atlas, using_shadows, directional_light_count, positional_light_count);
- _setup_decals(*render_state.decals, render_state.cam_transform.affine_inverse());
+ _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count);
+ _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
- render_state.directional_light_count = directional_light_count;
+ p_render_data->directional_light_count = directional_light_count;
if (current_cluster_builder) {
current_cluster_builder->bake_cluster();
}
- if (render_state.render_buffers.is_valid()) {
+ if (p_render_data->render_buffers.is_valid()) {
bool directional_shadows = false;
for (uint32_t i = 0; i < directional_light_count; i++) {
if (cluster.directional_lights[i].shadow_enabled) {
@@ -3505,37 +3624,52 @@ void RendererSceneRenderRD::_pre_opaque_render(bool p_use_ssao, bool p_use_gi, R
break;
}
}
- _update_volumetric_fog(render_state.render_buffers, render_state.environment, render_state.cam_projection, render_state.cam_transform, render_state.shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.gi_probe_count);
+ if (is_volumetric_supported()) {
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
+ }
}
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, 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) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data) {
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb); // !BAS! Do we fail here or skip the parts that won't work. can't really see a case why we would be rendering without buffers....
+ ERR_FAIL_COND(!rb);
}
//assign render data
+ RenderDataRD render_data;
{
- render_state.render_buffers = p_render_buffers;
- render_state.cam_transform = p_cam_transform;
- render_state.cam_projection = p_cam_projection;
- render_state.cam_ortogonal = p_cam_projection.is_orthogonal();
- render_state.instances = &p_instances;
- render_state.lights = &p_lights;
- render_state.reflection_probes = &p_reflection_probes;
- render_state.gi_probes = &p_gi_probes;
- render_state.decals = &p_decals;
- render_state.lightmaps = &p_lightmaps;
- render_state.environment = p_environment;
- render_state.camera_effects = p_camera_effects;
- render_state.shadow_atlas = p_shadow_atlas;
- render_state.reflection_atlas = p_reflection_atlas;
- render_state.reflection_probe = p_reflection_probe;
- render_state.reflection_probe_pass = p_reflection_probe_pass;
- render_state.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.render_buffers = p_render_buffers;
+
+ render_data.cam_transform = p_cam_transform;
+ render_data.cam_projection = p_cam_projection;
+ render_data.cam_ortogonal = p_cam_projection.is_orthogonal(); // !BAS! Shouldn't this be p_cam_ortogonal ?
+ render_data.z_near = p_cam_projection.get_z_near();
+ render_data.z_far = p_cam_projection.get_z_far();
+
+ render_data.instances = &p_instances;
+ render_data.lights = &p_lights;
+ render_data.reflection_probes = &p_reflection_probes;
+ render_data.voxel_gi_instances = &p_voxel_gi_instances;
+ render_data.decals = &p_decals;
+ render_data.lightmaps = &p_lightmaps;
+ render_data.environment = p_environment;
+ render_data.camera_effects = p_camera_effects;
+ render_data.shadow_atlas = p_shadow_atlas;
+ render_data.reflection_atlas = p_reflection_atlas;
+ render_data.reflection_probe = p_reflection_probe;
+ render_data.reflection_probe_pass = p_reflection_probe_pass;
+
+ render_data.lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
+ render_data.lod_camera_plane = Plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_lod_threshold = 0.0;
+ } else {
+ render_data.screen_lod_threshold = p_screen_lod_threshold;
+ }
render_state.render_shadows = p_render_shadows;
render_state.render_shadow_count = p_render_shadow_count;
@@ -3547,9 +3681,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
PagedArray<RID> empty;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- render_state.lights = &empty;
- render_state.reflection_probes = &empty;
- render_state.gi_probes = &empty;
+ render_data.lights = &empty;
+ render_data.reflection_probes = &empty;
+ render_data.voxel_gi_instances = &empty;
}
//sdfgi first
@@ -3569,19 +3703,21 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
clear_color = storage->get_default_clear_color();
}
- //assign render indices to giprobes
- for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
- RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
- if (giprobe_inst) {
- giprobe_inst->render_index = i;
+ //assign render indices to voxel_gi_instances
+ if (is_dynamic_gi_supported()) {
+ for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
+ RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.getornull(p_voxel_gi_instances[i]);
+ if (voxel_gi_inst) {
+ voxel_gi_inst->render_index = i;
+ }
}
}
- if (render_buffers_owner.owns(render_state.render_buffers)) {
- RenderBuffers *rs_rb = render_buffers_owner.getornull(render_state.render_buffers);
- current_cluster_builder = rs_rb->cluster_builder;
- } else if (reflection_probe_instance_owner.owns(render_state.reflection_probe)) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_state.reflection_probe);
+ if (render_buffers_owner.owns(render_data.render_buffers)) {
+ // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
+ current_cluster_builder = rb->cluster_builder;
+ } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(render_data.reflection_probe);
ReflectionAtlas *ra = reflection_atlas_owner.getornull(rpi->atlas);
if (!ra) {
ERR_PRINT("reflection probe has no reflection atlas! Bug?");
@@ -3590,26 +3726,32 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
current_cluster_builder = ra->cluster_builder;
}
} else {
- ERR_PRINT("No cluster builder, bug"); //should never happen, will crash
+ ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
current_cluster_builder = nullptr;
}
if (rb != nullptr && rb->sdfgi != nullptr) {
rb->sdfgi->update_cascades();
- rb->sdfgi->pre_process_gi(p_cam_transform, this);
+ rb->sdfgi->pre_process_gi(p_cam_transform, &render_data, this);
}
- render_state.gi_probe_count = 0;
+ render_state.voxel_gi_count = 0;
if (rb != nullptr && rb->sdfgi != nullptr) {
- gi.setup_giprobes(render_state.render_buffers, render_state.cam_transform, *render_state.gi_probes, render_state.gi_probe_count, this);
+ gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
rb->sdfgi->update_light();
}
render_state.depth_prepass_used = false;
//calls _pre_opaque_render between depth pre-pass and opaque pass
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ if (current_cluster_builder != nullptr) {
+ render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
+ render_data.cluster_size = current_cluster_builder->get_cluster_size();
+ render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
+ }
+
+ _render_scene(&render_data, clear_color);
if (p_render_buffers.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
@@ -3630,13 +3772,15 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
default: {
}
}
- current_cluster_builder->debug(elem_type);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->debug(elem_type);
+ }
}
RENDER_TIMESTAMP("Tonemap");
- _render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
- _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
+ _render_buffers_post_process_and_tonemap(&render_data);
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
rb->sdfgi->debug_draw(p_cam_projection, p_cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
}
@@ -3664,7 +3808,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool flip_y = false;
CameraMatrix light_projection;
- Transform light_transform;
+ Transform3D light_transform;
if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
//set pssm stuff
@@ -3814,11 +3958,11 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
}
-void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
+void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
CameraMatrix cm;
@@ -3827,7 +3971,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
Vector3 cam_pos = p_transform.origin;
cam_pos.y += extents.y;
- Transform cam_xform;
+ Transform3D cam_xform;
cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
@@ -3874,19 +4018,19 @@ bool RendererSceneRenderRD::free(RID p_rid) {
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
- } else if (gi.gi_probe_instance_owner.owns(p_rid)) {
- RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_rid);
- if (gi_probe->texture.is_valid()) {
- RD::get_singleton()->free(gi_probe->texture);
- RD::get_singleton()->free(gi_probe->write_buffer);
+ } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
+ RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.getornull(p_rid);
+ if (voxel_gi->texture.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->texture);
+ RD::get_singleton()->free(voxel_gi->write_buffer);
}
- for (int i = 0; i < gi_probe->dynamic_maps.size(); i++) {
- RD::get_singleton()->free(gi_probe->dynamic_maps[i].texture);
- RD::get_singleton()->free(gi_probe->dynamic_maps[i].depth);
+ for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
+ RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
}
- gi.gi_probe_instance_owner.free(p_rid);
+ gi.voxel_gi_instance_owner.free(p_rid);
} else if (sky.sky_owner.owns(p_rid)) {
sky.update_dirty_skys();
sky.free_sky(p_rid);
@@ -4076,12 +4220,27 @@ int RendererSceneRenderRD::get_max_directional_lights() const {
return cluster.max_directional_lights;
}
-bool RendererSceneRenderRD::is_low_end() const {
- return low_end;
+bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
+ // usable by default (unless low end = true)
+ return true;
+}
+
+bool RendererSceneRenderRD::is_clustered_enabled() const {
+ // used by default.
+ return true;
+}
+
+bool RendererSceneRenderRD::is_volumetric_supported() const {
+ // usable by default (unless low end = true)
+ return true;
+}
+
+uint32_t RendererSceneRenderRD::get_max_elements() const {
+ return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
}
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- max_cluster_elements = GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+ max_cluster_elements = get_max_elements();
storage = p_storage;
singleton = this;
@@ -4089,21 +4248,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
- low_end = GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer");
-
- if (textures_per_stage < 48) {
- low_end = true;
- }
-
/* SKY SHADER */
sky.init(storage);
/* GI */
- if (!low_end) {
+ if (is_dynamic_gi_supported()) {
gi.init(storage, &sky);
}
@@ -4141,7 +4292,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
}
- if (!low_end) {
+ if (is_volumetric_supported()) {
String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
Vector<String> volumetric_fog_modes;
volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
@@ -4188,8 +4339,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
cull_argument.set_page_pool(&cull_argument_pool);
-
- gi.half_resolution = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
}
RendererSceneRenderRD::~RendererSceneRenderRD() {
@@ -4201,7 +4350,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
}
- if (!low_end) {
+ if (is_dynamic_gi_supported()) {
gi.free();
volumetric_fog.shader.version_free(volumetric_fog.shader_version);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 001cfeb74d..c8fcbecc95 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -43,6 +43,40 @@
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
+struct RenderDataRD {
+ RID render_buffers = RID();
+
+ Transform3D cam_transform = Transform3D();
+ CameraMatrix cam_projection = CameraMatrix();
+ bool cam_ortogonal = false;
+
+ float z_near = 0.0;
+ float z_far = 0.0;
+
+ const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
+ const PagedArray<RID> *lights = nullptr;
+ const PagedArray<RID> *reflection_probes = nullptr;
+ const PagedArray<RID> *voxel_gi_instances = nullptr;
+ const PagedArray<RID> *decals = nullptr;
+ const PagedArray<RID> *lightmaps = nullptr;
+ RID environment = RID();
+ RID camera_effects = RID();
+ RID shadow_atlas = RID();
+ RID reflection_atlas = RID();
+ RID reflection_probe = RID();
+ int reflection_probe_pass = 0;
+
+ float lod_distance_multiplier = 0.0;
+ Plane lod_camera_plane = Plane();
+ float screen_lod_threshold = 0.0;
+
+ RID cluster_buffer = RID();
+ uint32_t cluster_size = 0;
+ uint32_t cluster_max_elements = 0;
+
+ uint32_t directional_light_count = 0;
+};
+
class RendererSceneRenderRD : public RendererSceneRender {
friend RendererSceneSkyRD;
friend RendererSceneGIRD;
@@ -58,40 +92,38 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
- void _setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform);
- void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
+ void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
+ void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
+ void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
+ 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 Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 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 Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &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 CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_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, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- bool _needs_post_prepass_render(bool p_use_gi);
- void _post_prepass_render(bool p_use_gi);
- void _pre_resolve_render(bool p_use_gi);
+ bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
+ void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
+ void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer);
- uint32_t _get_render_state_directional_light_count() const;
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
@@ -150,8 +182,9 @@ private:
uint32_t render_step = 0;
uint64_t last_pass = 0;
uint32_t render_index = 0;
+ uint32_t cull_mask = 0;
- Transform transform;
+ Transform3D transform;
};
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
@@ -160,7 +193,9 @@ private:
struct DecalInstance {
RID decal;
- Transform transform;
+ Transform3D transform;
+ uint32_t render_index;
+ uint32_t cull_mask;
};
mutable RID_Owner<DecalInstance> decal_instance_owner;
@@ -169,7 +204,7 @@ private:
struct LightmapInstance {
RID lightmap;
- Transform transform;
+ Transform3D transform;
};
mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
@@ -277,7 +312,7 @@ private:
struct LightInstance {
struct ShadowTransform {
CameraMatrix camera;
- Transform transform;
+ Transform3D transform;
float farplane;
float split;
float bias_scale;
@@ -294,7 +329,7 @@ private:
AABB aabb;
RID self;
RID light;
- Transform transform;
+ Transform3D transform;
Vector3 light_vector;
Vector3 spot_vector;
@@ -305,6 +340,7 @@ private:
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
uint32_t light_index = 0;
+ uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
uint32_t current_shadow_atlas_key = 0;
@@ -383,9 +419,9 @@ private:
RID texture; //main texture for rendering to, must be filled after done rendering
RID depth_texture; //main depth texture
- RID gi_uniform_set;
RendererSceneGIRD::SDFGI *sdfgi = nullptr;
VolumetricFog *volumetric_fog = nullptr;
+ RendererSceneGIRD::RenderBuffersGI gi;
ClusterBuilderRD *cluster_builder = nullptr;
@@ -428,9 +464,6 @@ private:
RID ambient_buffer;
RID reflection_buffer;
- bool using_half_size_gi = false;
-
- RendererSceneGIRD::RenderBuffersGI gi;
};
/* GI */
@@ -444,14 +477,16 @@ private:
void _allocate_blur_textures(RenderBuffers *rb);
void _allocate_luminance_textures(RenderBuffers *rb);
- void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
- void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
+ void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
+ void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
/* Cluster */
struct Cluster {
/* Scene State UBO */
+ // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
+
enum {
REFLECTION_AMBIENT_DISABLED = 0,
REFLECTION_AMBIENT_ENVIRONMENT = 1,
@@ -465,8 +500,8 @@ private:
uint32_t mask;
float ambient[3]; // ambient color,
float intensity;
- bool exterior;
- bool box_project;
+ uint32_t exterior;
+ uint32_t box_project;
uint32_t ambient_mode;
uint32_t pad;
float local_matrix[16]; // up to here for spot and omni, rest is for directional
@@ -495,7 +530,7 @@ private:
float soft_shadow_scale;
uint32_t mask;
float shadow_volumetric_fog_fade;
- uint32_t pad;
+ uint32_t bake_mode;
float projector_rect[4];
};
@@ -512,7 +547,8 @@ private:
uint32_t shadow_enabled;
float fade_from;
float fade_to;
- uint32_t pad[3];
+ uint32_t pad[2];
+ uint32_t bake_mode;
float shadow_volumetric_fog_fade;
float shadow_bias[4];
float shadow_normal_bias[4];
@@ -589,38 +625,19 @@ private:
} cluster;
struct RenderState {
- RID render_buffers;
- Transform cam_transform;
- CameraMatrix cam_projection;
- bool cam_ortogonal = false;
- const PagedArray<GeometryInstance *> *instances = nullptr;
- const PagedArray<RID> *lights = nullptr;
- const PagedArray<RID> *reflection_probes = nullptr;
- const PagedArray<RID> *gi_probes = nullptr;
- const PagedArray<RID> *decals = nullptr;
- const PagedArray<RID> *lightmaps = nullptr;
- RID environment;
- RID camera_effects;
- RID shadow_atlas;
- RID reflection_atlas;
- RID reflection_probe;
- int reflection_probe_pass = 0;
- float screen_lod_threshold = 0.0;
-
- const RenderShadowData *render_shadows = nullptr;
+ const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
int render_shadow_count = 0;
- const RenderSDFGIData *render_sdfgi_regions = nullptr;
+ const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
int render_sdfgi_region_count = 0;
- const RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
+ const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
- uint32_t directional_light_count = 0;
- uint32_t gi_probe_count = 0;
+ uint32_t voxel_gi_count = 0;
LocalVector<int> cube_shadows;
LocalVector<int> shadows;
LocalVector<int> directional_shadows;
- bool depth_prepass_used;
+ bool depth_prepass_used; // this does not seem used anywhere...
} render_state;
struct VolumetricFog {
@@ -646,7 +663,7 @@ private:
int last_shadow_filter = -1;
- Transform prev_cam_transform;
+ Transform3D prev_cam_transform;
};
enum {
@@ -675,7 +692,7 @@ private:
float detail_spread;
float gi_inject;
- uint32_t max_gi_probes;
+ uint32_t max_voxel_gi_instances;
uint32_t cluster_type_size;
float screen_size[2];
@@ -704,7 +721,7 @@ private:
bool volumetric_fog_filter_active = true;
void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count);
RID shadow_sampler;
@@ -719,12 +736,11 @@ private:
*/
uint32_t max_cluster_elements = 512;
- bool low_end = false;
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
public:
- virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
/* SHADOW ATLAS API */
@@ -862,9 +878,9 @@ public:
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
RID light_instance_create(RID p_light);
- void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
+ void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform);
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb);
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &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());
+ 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());
void light_instance_mark_visible(RID p_light_instance);
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -872,7 +888,7 @@ public:
return li->light;
}
- _FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) {
+ _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
return li->transform;
}
@@ -929,7 +945,7 @@ public:
return float(1.0) / shadow_size;
}
- _FORCE_INLINE_ Transform
+ _FORCE_INLINE_ Transform3D
light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
return li->shadow_transform[p_index].transform;
@@ -1003,7 +1019,7 @@ public:
}
virtual RID reflection_probe_instance_create(RID p_probe);
- virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
+ virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform);
virtual void reflection_probe_release_atlas_index(RID p_instance);
virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
virtual bool reflection_probe_instance_has_reflection(RID p_instance);
@@ -1047,9 +1063,9 @@ public:
return rpi->last_pass;
}
- _FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) {
+ _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, Transform());
+ ERR_FAIL_COND_V(!rpi, Transform3D());
return rpi->transform;
}
@@ -1062,20 +1078,20 @@ public:
}
virtual RID decal_instance_create(RID p_decal);
- virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform);
+ virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform);
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
return decal->decal;
}
- _FORCE_INLINE_ Transform decal_instance_get_transform(RID p_decal) const {
+ _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
return decal->transform;
}
virtual RID lightmap_instance_create(RID p_lightmap);
- virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform);
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform);
_FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
}
@@ -1084,18 +1100,20 @@ public:
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
return li->lightmap;
}
- _FORCE_INLINE_ Transform lightmap_instance_get_transform(RID p_lightmap_instance) {
+ _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
return li->transform;
}
+ void _fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words = 2);
+
/* gi light probes */
- RID gi_probe_instance_create(RID p_base);
- void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
- bool gi_probe_needs_update(RID p_probe) const;
- void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
- void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi.gi_probe_quality = p_quality; }
+ 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);
+ void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) { gi.voxel_gi_quality = p_quality; }
/* render buffers */
@@ -1105,8 +1123,8 @@ public:
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
- RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
- RID render_buffers_get_default_gi_probe_buffer();
+ RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
+ RID render_buffers_get_default_voxel_gi_buffer();
RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
@@ -1129,11 +1147,11 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, 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);
+ void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr);
- void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);
+ void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances);
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
@@ -1193,7 +1211,10 @@ public:
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
- bool is_low_end() const;
+ virtual bool is_dynamic_gi_supported() const;
+ virtual bool is_clustered_enabled() const;
+ virtual bool is_volumetric_supported() const;
+ virtual uint32_t get_max_elements() const;
RendererSceneRenderRD(RendererStorageRD *p_storage);
~RendererSceneRenderRD();
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 769335ac16..e68f466015 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -30,6 +30,7 @@
#include "renderer_scene_sky_rd.h"
#include "core/config/project_settings.h"
+#include "core/math/math_defs.h"
#include "renderer_scene_render_rd.h"
#include "servers/rendering/rendering_server_default.h"
@@ -50,6 +51,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
uses_time = false;
uses_half_res = false;
@@ -110,7 +112,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
print_line("\n**light_code:\n" + gen_code.light);
#endif
- scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+ scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -709,6 +711,9 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
actions.renames["SKY_COORDS"] = "panorama_coords";
actions.renames["SCREEN_UV"] = "uv";
actions.renames["TIME"] = "params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
actions.renames["HALF_RES_COLOR"] = "half_res_color";
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
actions.renames["RADIANCE"] = "radiance";
@@ -759,7 +764,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
+ storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
@@ -840,7 +845,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+ storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);
@@ -873,7 +878,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
}
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
SkyMaterialData *material = nullptr;
@@ -1043,7 +1048,7 @@ 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 Transform &p_transform, double p_time) {
+void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
ERR_FAIL_COND(!p_env);
Sky *sky = get_sky(p_env->sky);
@@ -1130,7 +1135,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform local_view;
+ Transform3D local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
@@ -1148,7 +1153,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform local_view;
+ Transform3D local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
@@ -1162,7 +1167,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
for (int i = 0; i < 6; i++) {
- Transform local_view;
+ Transform3D local_view;
local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
@@ -1208,7 +1213,7 @@ 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, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
+void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
ERR_FAIL_COND(!p_env);
Sky *sky = get_sky(p_env->sky);
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 73390a586b..063e4e662e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -268,9 +268,9 @@ public:
void init(RendererStorageRD *p_storage);
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time);
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index ba5ace8f31..05993829d1 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -33,6 +33,7 @@
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/io/resource_loader.h"
+#include "core/math/math_defs.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/shader_language.h"
@@ -756,7 +757,7 @@ void RendererStorageRD::texture_3d_initialize(RID p_texture, Image::Format p_for
for (int i = 0; i < p_data.size(); i++) {
uint32_t s = images[i]->get_data().size();
- copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
{
Texture::BufferSlice3D slice;
slice.size.width = images[i]->get_width();
@@ -919,7 +920,7 @@ void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>
for (int i = 0; i < p_data.size(); i++) {
uint32_t s = images[i]->get_data().size();
- copymem(&all_data.write[offset], images[i]->get_data().ptr(), s);
+ memcpy(&all_data.write[offset], images[i]->get_data().ptr(), s);
offset += s;
}
}
@@ -1877,8 +1878,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
- } else if (value.get_type() == Variant::QUAT) {
- Quat v = value;
+ } else if (value.get_type() == Variant::QUATERNION) {
+ Quaternion v = value;
gui[0] = v.x;
gui[1] = v.y;
@@ -1925,7 +1926,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[11] = 0;
} break;
case ShaderLanguage::TYPE_MAT4: {
- Transform v = value;
+ Transform3D v = value;
float *gui = (float *)data;
gui[0] = v.basis.elements[0][0];
@@ -2108,13 +2109,13 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_FLOAT: {
- zeromem(data, 4);
+ memset(data, 0, 4);
} break;
case ShaderLanguage::TYPE_BVEC2:
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_VEC2: {
- zeromem(data, 8);
+ memset(data, 0, 8);
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
@@ -2124,16 +2125,16 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4:
case ShaderLanguage::TYPE_VEC4: {
- zeromem(data, 16);
+ memset(data, 0, 16);
} break;
case ShaderLanguage::TYPE_MAT2: {
- zeromem(data, 32);
+ memset(data, 0, 32);
} break;
case ShaderLanguage::TYPE_MAT3: {
- zeromem(data, 48);
+ memset(data, 0, 48);
} break;
case ShaderLanguage::TYPE_MAT4: {
- zeromem(data, 64);
+ memset(data, 0, 64);
} break;
default: {
@@ -2775,7 +2776,7 @@ AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
const float *dataptr = baseptr + j * 8;
- Transform mtx;
+ Transform3D mtx;
mtx.basis.elements[0].x = dataptr[0];
mtx.basis.elements[1].x = dataptr[1];
@@ -2802,7 +2803,7 @@ AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
const float *dataptr = baseptr + j * 12;
- Transform mtx;
+ Transform3D mtx;
mtx.basis.elements[0][0] = dataptr[0];
mtx.basis.elements[0][1] = dataptr[1];
@@ -3412,10 +3413,10 @@ void RendererStorageRD::_multimesh_make_local(MultiMesh *multimesh) const {
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
{
const uint8_t *r = buffer.ptr();
- copymem(w, r, buffer.size());
+ memcpy(w, r, buffer.size());
}
} else {
- zeromem(w, multimesh->instances * multimesh->stride_cache * sizeof(float));
+ memset(w, 0, multimesh->instances * multimesh->stride_cache * sizeof(float));
}
}
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
@@ -3477,7 +3478,7 @@ void RendererStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const fl
AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
for (int i = 0; i < p_instances; i++) {
const float *data = p_data + multimesh->stride_cache * i;
- Transform t;
+ Transform3D t;
if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
t.basis.elements[0][0] = data[0];
@@ -3513,7 +3514,7 @@ void RendererStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const fl
multimesh->aabb = aabb;
}
-void RendererStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
+void RendererStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
@@ -3620,15 +3621,15 @@ RID RendererStorageRD::multimesh_get_mesh(RID p_multimesh) const {
return multimesh->mesh;
}
-Transform RendererStorageRD::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
+Transform3D RendererStorageRD::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, Transform());
- ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform());
- ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform());
+ ERR_FAIL_COND_V(!multimesh, Transform3D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
_multimesh_make_local(multimesh);
- Transform t;
+ Transform3D t;
{
const float *r = multimesh->data_cache.ptr();
@@ -3771,7 +3772,7 @@ Vector<float> RendererStorageRD::multimesh_get_buffer(RID p_multimesh) const {
{
float *w = ret.ptrw();
const uint8_t *r = buffer.ptr();
- copymem(w, r, buffer.size());
+ memcpy(w, r, buffer.size());
}
return ret;
@@ -3873,6 +3874,18 @@ void RendererStorageRD::particles_initialize(RID p_rid) {
particles_owner.initialize_rid(p_rid, Particles());
}
+void RendererStorageRD::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->mode = p_mode;
+}
+
void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -3888,22 +3901,37 @@ bool RendererStorageRD::particles_get_emitting(RID p_particles) {
}
void RendererStorageRD::_particles_free_data(Particles *particles) {
- if (!particles->particle_buffer.is_valid()) {
- return;
+ if (particles->particle_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particle_buffer);
+ particles->particle_buffer = RID();
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particle_instance_buffer = RID();
+ }
+
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ particles->frame_params_buffer = RID();
}
- RD::get_singleton()->free(particles->particle_buffer);
- RD::get_singleton()->free(particles->frame_params_buffer);
- RD::get_singleton()->free(particles->particle_instance_buffer);
particles->particles_transforms_buffer_uniform_set = RID();
- particles->particle_buffer = RID();
+ if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) {
+ RD::get_singleton()->free(particles->trail_bind_pose_uniform_set);
+ }
+ particles->trail_bind_pose_uniform_set = RID();
+
+ if (particles->trail_bind_pose_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->trail_bind_pose_buffer);
+ particles->trail_bind_pose_buffer = RID();
+ }
if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
RD::get_singleton()->free(particles->collision_textures_uniform_set);
}
+ particles->collision_textures_uniform_set = RID();
if (particles->particles_sort_buffer.is_valid()) {
RD::get_singleton()->free(particles->particles_sort_buffer);
particles->particles_sort_buffer = RID();
+ particles->particles_sort_uniform_set = RID();
}
if (particles->emission_buffer != nullptr) {
@@ -3912,6 +3940,12 @@ void RendererStorageRD::_particles_free_data(Particles *particles) {
RD::get_singleton()->free(particles->emission_storage_buffer);
particles->emission_storage_buffer = RID();
}
+
+ if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
+ //will need to be re-created
+ RD::get_singleton()->free(particles->particles_material_uniform_set);
+ }
+ particles->particles_material_uniform_set = RID();
}
void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
@@ -3926,38 +3960,12 @@ void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
particles->amount = p_amount;
- if (particles->amount > 0) {
- particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * p_amount);
- particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * 1);
- particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (3 + 1 + 1) * p_amount);
- //needs to clear it
-
- {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(particles->particle_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(particles->particle_instance_buffer);
- uniforms.push_back(u);
- }
-
- particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
- }
- }
-
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
void RendererStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
@@ -4013,6 +4021,22 @@ void RendererStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
ERR_FAIL_COND(!particles);
particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void RendererStorageRD::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
}
void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
@@ -4022,6 +4046,42 @@ void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_e
particles->fractional_delta = p_enable;
}
+void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, float p_length) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_length < 0.1);
+ p_length = MIN(10.0, p_length);
+
+ particles->trails_enabled = p_enable;
+ particles->trail_length = p_length;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) {
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->trail_bind_poses = p_bind_poses;
+ particles->trail_bind_poses_dirty = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
+}
+
void RendererStorageRD::particles_set_collision_base_size(RID p_particles, float p_size) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4029,6 +4089,13 @@ void RendererStorageRD::particles_set_collision_base_size(RID p_particles, float
particles->collision_base_size = p_size;
}
+void RendererStorageRD::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->transform_align = p_transform_align;
+}
+
void RendererStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4068,7 +4135,7 @@ void RendererStorageRD::_particles_allocate_emission_buffer(Particles *particles
ERR_FAIL_COND(particles->emission_buffer != nullptr);
particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
- zeromem(particles->emission_buffer_data.ptrw(), particles->emission_buffer_data.size());
+ memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
particles->emission_buffer = (ParticleEmissionBuffer *)particles->emission_buffer_data.ptrw();
particles->emission_buffer->particle_max = particles->amount;
@@ -4094,7 +4161,7 @@ void RendererStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitt
}
}
-void RendererStorageRD::particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+void RendererStorageRD::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_COND(particles->amount == 0);
@@ -4152,18 +4219,24 @@ AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
Vector<ParticleData> data;
- data.resize(particles->amount);
+ data.resize(total_amount);
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
- Transform inv = particles->emission_transform.affine_inverse();
+ Transform3D inv = particles->emission_transform.affine_inverse();
AABB aabb;
if (buffer.size()) {
bool first = true;
+
const ParticleData *particle_data = (const ParticleData *)data.ptr();
- for (int i = 0; i < particles->amount; i++) {
+ for (int i = 0; i < total_amount; i++) {
if (particle_data[i].active) {
Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]);
if (!particles->use_local_coords) {
@@ -4199,7 +4272,7 @@ AABB RendererStorageRD::particles_get_aabb(RID p_particles) const {
return particles->custom_aabb;
}
-void RendererStorageRD::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
+void RendererStorageRD::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -4224,17 +4297,24 @@ RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass)
void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
-
particles->collisions.insert(p_particles_collision_instance);
}
void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
-
particles->collisions.erase(p_particles_collision_instance);
}
+void RendererStorageRD::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) {
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
Vector<RD::Uniform> uniforms;
@@ -4286,7 +4366,12 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
- ParticlesFrameParams &frame_params = p_particles->frame_params;
+ //move back history (if there is any)
+ for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
+ p_particles->frame_history[i] = p_particles->frame_history[i - 1];
+ }
+ //update current frame
+ ParticlesFrameParams &frame_params = p_particles->frame_history[0];
if (p_particles->clear) {
p_particles->cycle_number = 0;
@@ -4311,12 +4396,16 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
frame_params.randomness = p_particles->randomness;
if (p_particles->use_local_coords) {
- store_transform(Transform(), frame_params.emission_transform);
+ store_transform(Transform3D(), frame_params.emission_transform);
} else {
store_transform(p_particles->emission_transform, frame_params.emission_transform);
}
frame_params.cycle = p_particles->cycle_number;
+ frame_params.frame = p_particles->frame_counter++;
+ frame_params.pad0 = 0;
+ frame_params.pad1 = 0;
+ frame_params.pad2 = 0;
{ //collision and attractors
@@ -4327,10 +4416,54 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
RID collision_heightmap_texture;
- Transform to_particles;
+ Transform3D to_particles;
if (p_particles->use_local_coords) {
to_particles = p_particles->emission_transform.affine_inverse();
}
+
+ if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.elements[0][0];
+ frame_params.colliders[0].transform[1] = xform.elements[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.elements[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.elements[1][0];
+ frame_params.colliders[0].transform[5] = xform.elements[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.elements[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.elements[0][0];
+ frame_params.colliders[0].transform[9] = revert.elements[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.elements[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.elements[1][0];
+ frame_params.colliders[0].transform[13] = revert.elements[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.elements[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].texture_index = 0;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+
+ //replace in all other history frames where used because parameters are no longer valid if screen moves
+ for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
+ if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
+ p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
+ }
+ }
+ }
+
uint32_t collision_3d_textures_used = 0;
for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get());
@@ -4340,7 +4473,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
ParticlesCollision *pc = particles_collision_owner.getornull(pci->collision);
ERR_CONTINUE(!pc);
- Transform to_collider = pci->transform;
+ Transform3D to_collider = pci->transform;
if (p_particles->use_local_coords) {
to_collider = to_particles * to_collider;
}
@@ -4515,12 +4648,18 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
ParticlesShader::PushConstant push_constant;
+ int process_amount = p_particles->amount;
+
+ if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
+ process_amount *= p_particles->trail_bind_poses.size();
+ }
push_constant.clear = p_particles->clear;
push_constant.total_particles = p_particles->amount;
push_constant.lifetime = p_particles->lifetime;
- push_constant.trail_size = 1;
+ push_constant.trail_size = p_particles->trail_params.size();
push_constant.use_fractional_delta = p_particles->fractional_delta;
push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
+ push_constant.trail_pass = false;
p_particles->force_sub_emit = false; //reset
@@ -4553,7 +4692,17 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
p_particles->clear = false;
- RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params);
+ if (p_particles->trail_params.size() > 1) {
+ //fill the trail params
+ for (uint32_t i = 0; i < p_particles->trail_params.size(); i++) {
+ uint32_t src_idx = i * p_particles->frame_history.size() / p_particles->trail_params.size();
+ p_particles->trail_params[i] = p_particles->frame_history[src_idx];
+ }
+ } else {
+ p_particles->trail_params[0] = p_particles->frame_history[0];
+ }
+
+ RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
ParticlesMaterialData *m = (ParticlesMaterialData *)material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES);
if (!m) {
@@ -4562,6 +4711,8 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
ERR_FAIL_COND(!m);
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
//todo should maybe compute all particle systems together?
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
@@ -4575,27 +4726,45 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1);
+ if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
+ //trails requires two passes in order to catch particle starts
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ push_constant.trail_pass = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1);
+ }
RD::get_singleton()->compute_list_end();
}
-void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis) {
+void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
- return; //uninteresting for other modes
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ return;
+ }
+
+ if (particles->particle_buffer.is_null()) {
+ return; //particles have not processed yet
}
+ bool do_sort = particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
+
//copy to sort buffer
- if (particles->particles_sort_buffer == RID()) {
+ if (do_sort && particles->particles_sort_buffer == RID()) {
uint32_t size = particles->amount;
if (size & 1) {
size++; //make multiple of 16
}
size *= sizeof(float) * 2;
particles->particles_sort_buffer = RD::get_singleton()->storage_buffer_create(size);
+
{
Vector<RD::Uniform> uniforms;
@@ -4611,41 +4780,114 @@ void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &
}
}
+ ParticlesShader::CopyPushConstant copy_push_constant;
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ int fixed_fps = 60.0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ }
+
+ copy_push_constant.trail_size = particles->trail_bind_poses.size();
+ copy_push_constant.trail_total = particles->frame_history.size();
+ copy_push_constant.frame_delta = 1.0 / fixed_fps;
+ } else {
+ copy_push_constant.trail_size = 1;
+ copy_push_constant.trail_total = 1;
+ copy_push_constant.frame_delta = 0.0;
+ }
+
+ copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
+ copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
+
+ copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
+ copy_push_constant.total_particles = particles->amount;
+
Vector3 axis = -p_axis; // cameras look to z negative
if (particles->use_local_coords) {
axis = particles->emission_transform.basis.xform_inv(axis).normalized();
}
- ParticlesShader::CopyPushConstant copy_push_constant;
- copy_push_constant.total_particles = particles->amount;
copy_push_constant.sort_direction[0] = axis.x;
copy_push_constant.sort_direction[1] = axis.y;
copy_push_constant.sort_direction[2] = axis.z;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
+ copy_push_constant.align_up[0] = p_up_axis.x;
+ copy_push_constant.align_up[1] = p_up_axis.y;
+ copy_push_constant.align_up[2] = p_up_axis.z;
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
+ copy_push_constant.align_mode = particles->transform_align;
- RD::get_singleton()->compute_list_end();
+ if (do_sort) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- effects.sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
- compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER]);
+ RD::get_singleton()->compute_list_end();
+ effects.sort_buffer(particles->particles_sort_uniform_set, particles->amount);
+ }
+
+ copy_push_constant.total_particles *= copy_push_constant.total_particles;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : (particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES)]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ if (do_sort) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
+
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1);
RD::get_singleton()->compute_list_end();
}
+void RendererStorageRD::_particles_update_buffers(Particles *particles) {
+ if (particles->amount > 0 && particles->particle_buffer.is_null()) {
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
+
+ particles->particle_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticleData) * total_amount);
+
+ particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
+ //needs to clear it
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(particles->particle_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(particles->particle_instance_buffer);
+ uniforms.push_back(u);
+ }
+
+ particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
+ }
+ }
+}
void RendererStorageRD::update_particles() {
while (particle_update_list) {
//use transform feedback to process particles
@@ -4657,6 +4899,8 @@ void RendererStorageRD::update_particles() {
particles->update_list = nullptr;
particles->dirty = false;
+ _particles_update_buffers(particles);
+
if (particles->restart_request) {
particles->prev_ticks = 0;
particles->phase = 0;
@@ -4688,14 +4932,84 @@ void RendererStorageRD::update_particles() {
}
}
+#ifndef _MSC_VER
+#warning Should use display refresh rate for all this
+#endif
+
+ float screen_hz = 60;
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ fixed_fps = screen_hz;
+ }
+ {
+ //update trails
+ int history_size = 1;
+ int trail_steps = 1;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ history_size = MAX(1, int(particles->trail_length * fixed_fps));
+ trail_steps = particles->trail_bind_poses.size();
+ }
+
+ if (uint32_t(history_size) != particles->frame_history.size()) {
+ particles->frame_history.resize(history_size);
+ memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
+ }
+
+ if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
+ particles->trail_params.resize(trail_steps);
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ }
+ particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
+ }
+
+ if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
+ particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
+ particles->trail_bind_poses_dirty = true;
+ }
+
+ if (particles->trail_bind_pose_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ if (particles->trail_bind_pose_buffer.is_valid()) {
+ u.ids.push_back(particles->trail_bind_pose_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2);
+ }
+
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) {
+ if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) {
+ particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16);
+ }
+
+ for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
+ store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
+ }
+
+ RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
+ }
+ }
+
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
if (particles->clear && particles->pre_process_time > 0.0) {
float frame_time;
- if (particles->fixed_fps > 0)
- frame_time = 1.0 / particles->fixed_fps;
- else
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
frame_time = 1.0 / 30.0;
+ }
float todo = particles->pre_process_time;
@@ -4705,14 +5019,14 @@ void RendererStorageRD::update_particles() {
}
}
- if (particles->fixed_fps > 0) {
+ if (fixed_fps > 0) {
float frame_time;
float decr;
if (zero_time_scale) {
frame_time = 0.0;
- decr = 1.0 / particles->fixed_fps;
+ decr = 1.0 / fixed_fps;
} else {
- frame_time = 1.0 / particles->fixed_fps;
+ frame_time = 1.0 / fixed_fps;
decr = frame_time;
}
float delta = RendererCompositorRD::singleton->get_frame_delta_time();
@@ -4731,24 +5045,52 @@ void RendererStorageRD::update_particles() {
particles->frame_remainder = todo;
} else {
- if (zero_time_scale)
+ if (zero_time_scale) {
_particles_process(particles, 0.0);
- else
+ } else {
_particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
+ }
}
//copy particles to instance buffer
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ //does not need view dependent operation, do copy here
ParticlesShader::CopyPushConstant copy_push_constant;
- copy_push_constant.total_particles = particles->amount;
+
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ copy_push_constant.total_particles = total_amount;
+ copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
+ copy_push_constant.align_mode = particles->transform_align;
+ copy_push_constant.align_up[0] = 0;
+ copy_push_constant.align_up[1] = 0;
+ copy_push_constant.align_up[2] = 0;
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ copy_push_constant.trail_size = particles->trail_bind_poses.size();
+ copy_push_constant.trail_total = particles->frame_history.size();
+ copy_push_constant.frame_delta = 1.0 / fixed_fps;
+ } else {
+ copy_push_constant.trail_size = 1;
+ copy_push_constant.trail_total = 1;
+ copy_push_constant.frame_delta = 0.0;
+ }
+
+ copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
+ copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_INSTANCES]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[particles->mode == RS::PARTICLES_MODE_2D ? ParticlesShader::COPY_MODE_FILL_INSTANCES_2D : ParticlesShader::COPY_MODE_FILL_INSTANCES]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
@@ -4772,6 +5114,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
+ uses_collision = false;
if (code == String()) {
return; //just invalid, but no error
@@ -4779,6 +5122,8 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["start"] = ShaderCompilerRD::STAGE_COMPUTE;
+ actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE;
/*
uses_time = false;
@@ -4789,6 +5134,8 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["TIME"] = &uses_time;
*/
+ actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
+
actions.uniforms = &uniforms;
Error err = base_singleton->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
@@ -4799,7 +5146,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
version = base_singleton->particles_shader.shader.version_create();
}
- base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.uniforms, gen_code.compute_global, gen_code.compute, gen_code.defines);
+ base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@@ -5175,7 +5522,7 @@ RID RendererStorageRD::particles_collision_instance_create(RID p_collision) {
pci.collision = p_collision;
return particles_collision_instance_owner.make_rid(pci);
}
-void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) {
+void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
ERR_FAIL_COND(!pci);
pci->transform = p_transform;
@@ -5226,7 +5573,7 @@ void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool
if (skeleton->size) {
skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12));
skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float));
- zeromem(skeleton->data.ptrw(), skeleton->data.size() * sizeof(float));
+ memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
@@ -5253,7 +5600,7 @@ int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
return skeleton->size;
}
-void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
+void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
@@ -5278,16 +5625,16 @@ void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone,
_skeleton_make_dirty(skeleton);
}
-Transform RendererStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
+Transform3D RendererStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
- ERR_FAIL_COND_V(!skeleton, Transform());
- ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
- ERR_FAIL_COND_V(skeleton->use_2d, Transform());
+ ERR_FAIL_COND_V(!skeleton, Transform3D());
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D());
+ ERR_FAIL_COND_V(skeleton->use_2d, Transform3D());
const float *dataptr = skeleton->data.ptr() + p_bone * 12;
- Transform t;
+ Transform3D t;
t.basis.elements[0][0] = dataptr[0];
t.basis.elements[0][1] = dataptr[1];
@@ -5977,36 +6324,36 @@ AABB RendererStorageRD::decal_get_aabb(RID p_decal) const {
return AABB(-decal->extents, decal->extents * 2.0);
}
-RID RendererStorageRD::gi_probe_allocate() {
- return gi_probe_owner.allocate_rid();
+RID RendererStorageRD::voxel_gi_allocate() {
+ return voxel_gi_owner.allocate_rid();
}
-void RendererStorageRD::gi_probe_initialize(RID p_gi_probe) {
- gi_probe_owner.initialize_rid(p_gi_probe, GIProbe());
+void RendererStorageRD::voxel_gi_initialize(RID p_voxel_gi) {
+ voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
}
-void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- if (gi_probe->octree_buffer.is_valid()) {
- RD::get_singleton()->free(gi_probe->octree_buffer);
- RD::get_singleton()->free(gi_probe->data_buffer);
- if (gi_probe->sdf_texture.is_valid()) {
- RD::get_singleton()->free(gi_probe->sdf_texture);
+ if (voxel_gi->octree_buffer.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->octree_buffer);
+ RD::get_singleton()->free(voxel_gi->data_buffer);
+ if (voxel_gi->sdf_texture.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->sdf_texture);
}
- gi_probe->sdf_texture = RID();
- gi_probe->octree_buffer = RID();
- gi_probe->data_buffer = RID();
- gi_probe->octree_buffer_size = 0;
- gi_probe->data_buffer_size = 0;
- gi_probe->cell_count = 0;
+ voxel_gi->sdf_texture = RID();
+ voxel_gi->octree_buffer = RID();
+ voxel_gi->data_buffer = RID();
+ voxel_gi->octree_buffer_size = 0;
+ voxel_gi->data_buffer_size = 0;
+ voxel_gi->cell_count = 0;
}
- gi_probe->to_cell_xform = p_to_cell_xform;
- gi_probe->bounds = p_aabb;
- gi_probe->octree_size = p_octree_size;
- gi_probe->level_counts = p_level_counts;
+ voxel_gi->to_cell_xform = p_to_cell_xform;
+ voxel_gi->bounds = p_aabb;
+ voxel_gi->octree_size = p_octree_size;
+ voxel_gi->level_counts = p_level_counts;
if (p_octree_cells.size()) {
ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32
@@ -6015,42 +6362,42 @@ void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &
ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches
- gi_probe->cell_count = cell_count;
- gi_probe->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
- gi_probe->octree_buffer_size = p_octree_cells.size();
- gi_probe->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
- gi_probe->data_buffer_size = p_data_cells.size();
+ voxel_gi->cell_count = cell_count;
+ voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
+ voxel_gi->octree_buffer_size = p_octree_cells.size();
+ voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
+ voxel_gi->data_buffer_size = p_data_cells.size();
if (p_distance_field.size()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = gi_probe->octree_size.x;
- tf.height = gi_probe->octree_size.y;
- tf.depth = gi_probe->octree_size.z;
+ tf.width = voxel_gi->octree_size.x;
+ tf.height = voxel_gi->octree_size.y;
+ tf.depth = voxel_gi->octree_size.z;
tf.texture_type = RD::TEXTURE_TYPE_3D;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
Vector<Vector<uint8_t>> s;
s.push_back(p_distance_field);
- gi_probe->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
+ voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
}
#if 0
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = gi_probe->octree_size.x;
- tf.height = gi_probe->octree_size.y;
- tf.depth = gi_probe->octree_size.z;
+ tf.width = voxel_gi->octree_size.x;
+ tf.height = voxel_gi->octree_size.y;
+ tf.depth = voxel_gi->octree_size.z;
tf.type = RD::TEXTURE_TYPE_3D;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM);
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT);
- gi_probe->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
RID shared_tex;
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_R8_UINT;
- shared_tex = RD::get_singleton()->texture_create_shared(tv, gi_probe->sdf_texture);
+ shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture);
}
//update SDF texture
Vector<RD::Uniform> uniforms;
@@ -6058,14 +6405,14 @@ void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
- u.ids.push_back(gi_probe->octree_buffer);
+ u.ids.push_back(voxel_gi->octree_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
- u.ids.push_back(gi_probe->data_buffer);
+ u.ids.push_back(voxel_gi->data_buffer);
uniforms.push_back(u);
}
{
@@ -6076,24 +6423,24 @@ void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &
uniforms.push_back(u);
}
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_sdf_shader_version_shader, 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0);
{
uint32_t push_constant[4] = { 0, 0, 0, 0 };
- for (int i = 0; i < gi_probe->level_counts.size() - 1; i++) {
- push_constant[0] += gi_probe->level_counts[i];
+ for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) {
+ push_constant[0] += voxel_gi->level_counts[i];
}
- push_constant[1] = push_constant[0] + gi_probe->level_counts[gi_probe->level_counts.size() - 1];
+ push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1];
print_line("offset: " + itos(push_constant[0]));
print_line("size: " + itos(push_constant[1]));
//create SDF
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_sdf_shader_pipeline);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4);
- RD::get_singleton()->compute_list_dispatch(compute_list, gi_probe->octree_size.x / 4, gi_probe->octree_size.y / 4, gi_probe->octree_size.z / 4);
+ RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4);
RD::get_singleton()->compute_list_end();
}
@@ -6103,232 +6450,232 @@ void RendererStorageRD::gi_probe_allocate_data(RID p_gi_probe, const Transform &
#endif
}
- gi_probe->version++;
- gi_probe->data_version++;
+ voxel_gi->version++;
+ voxel_gi->data_version++;
- gi_probe->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+ voxel_gi->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-AABB RendererStorageRD::gi_probe_get_bounds(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, AABB());
+AABB RendererStorageRD::voxel_gi_get_bounds(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, AABB());
- return gi_probe->bounds;
+ return voxel_gi->bounds;
}
-Vector3i RendererStorageRD::gi_probe_get_octree_size(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Vector3i());
- return gi_probe->octree_size;
+Vector3i RendererStorageRD::voxel_gi_get_octree_size(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector3i());
+ return voxel_gi->octree_size;
}
-Vector<uint8_t> RendererStorageRD::gi_probe_get_octree_cells(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Vector<uint8_t>());
+Vector<uint8_t> RendererStorageRD::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
- if (gi_probe->octree_buffer.is_valid()) {
- return RD::get_singleton()->buffer_get_data(gi_probe->octree_buffer);
+ if (voxel_gi->octree_buffer.is_valid()) {
+ return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer);
}
return Vector<uint8_t>();
}
-Vector<uint8_t> RendererStorageRD::gi_probe_get_data_cells(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Vector<uint8_t>());
+Vector<uint8_t> RendererStorageRD::voxel_gi_get_data_cells(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
- if (gi_probe->data_buffer.is_valid()) {
- return RD::get_singleton()->buffer_get_data(gi_probe->data_buffer);
+ if (voxel_gi->data_buffer.is_valid()) {
+ return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer);
}
return Vector<uint8_t>();
}
-Vector<uint8_t> RendererStorageRD::gi_probe_get_distance_field(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Vector<uint8_t>());
+Vector<uint8_t> RendererStorageRD::voxel_gi_get_distance_field(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
- if (gi_probe->data_buffer.is_valid()) {
- return RD::get_singleton()->texture_get_data(gi_probe->sdf_texture, 0);
+ if (voxel_gi->data_buffer.is_valid()) {
+ return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0);
}
return Vector<uint8_t>();
}
-Vector<int> RendererStorageRD::gi_probe_get_level_counts(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Vector<int>());
+Vector<int> RendererStorageRD::voxel_gi_get_level_counts(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
- return gi_probe->level_counts;
+ return voxel_gi->level_counts;
}
-Transform RendererStorageRD::gi_probe_get_to_cell_xform(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, Transform());
+Transform3D RendererStorageRD::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Transform3D());
- return gi_probe->to_cell_xform;
+ return voxel_gi->to_cell_xform;
}
-void RendererStorageRD::gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->dynamic_range = p_range;
- gi_probe->version++;
+ voxel_gi->dynamic_range = p_range;
+ voxel_gi->version++;
}
-float RendererStorageRD::gi_probe_get_dynamic_range(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
+float RendererStorageRD::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
- return gi_probe->dynamic_range;
+ return voxel_gi->dynamic_range;
}
-void RendererStorageRD::gi_probe_set_propagation(RID p_gi_probe, float p_range) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->propagation = p_range;
- gi_probe->version++;
+ voxel_gi->propagation = p_range;
+ voxel_gi->version++;
}
-float RendererStorageRD::gi_probe_get_propagation(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->propagation;
+float RendererStorageRD::voxel_gi_get_propagation(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->propagation;
}
-void RendererStorageRD::gi_probe_set_energy(RID p_gi_probe, float p_energy) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->energy = p_energy;
+ voxel_gi->energy = p_energy;
}
-float RendererStorageRD::gi_probe_get_energy(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->energy;
+float RendererStorageRD::voxel_gi_get_energy(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->energy;
}
-void RendererStorageRD::gi_probe_set_ao(RID p_gi_probe, float p_ao) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_ao(RID p_voxel_gi, float p_ao) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->ao = p_ao;
+ voxel_gi->ao = p_ao;
}
-float RendererStorageRD::gi_probe_get_ao(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->ao;
+float RendererStorageRD::voxel_gi_get_ao(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->ao;
}
-void RendererStorageRD::gi_probe_set_ao_size(RID p_gi_probe, float p_strength) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->ao_size = p_strength;
+ voxel_gi->ao_size = p_strength;
}
-float RendererStorageRD::gi_probe_get_ao_size(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->ao_size;
+float RendererStorageRD::voxel_gi_get_ao_size(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->ao_size;
}
-void RendererStorageRD::gi_probe_set_bias(RID p_gi_probe, float p_bias) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->bias = p_bias;
+ voxel_gi->bias = p_bias;
}
-float RendererStorageRD::gi_probe_get_bias(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->bias;
+float RendererStorageRD::voxel_gi_get_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->bias;
}
-void RendererStorageRD::gi_probe_set_normal_bias(RID p_gi_probe, float p_normal_bias) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->normal_bias = p_normal_bias;
+ voxel_gi->normal_bias = p_normal_bias;
}
-float RendererStorageRD::gi_probe_get_normal_bias(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->normal_bias;
+float RendererStorageRD::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->normal_bias;
}
-void RendererStorageRD::gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->anisotropy_strength = p_strength;
+ voxel_gi->anisotropy_strength = p_strength;
}
-float RendererStorageRD::gi_probe_get_anisotropy_strength(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->anisotropy_strength;
+float RendererStorageRD::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->anisotropy_strength;
}
-void RendererStorageRD::gi_probe_set_interior(RID p_gi_probe, bool p_enable) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->interior = p_enable;
+ voxel_gi->interior = p_enable;
}
-void RendererStorageRD::gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND(!gi_probe);
+void RendererStorageRD::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->use_two_bounces = p_enable;
- gi_probe->version++;
+ voxel_gi->use_two_bounces = p_enable;
+ voxel_gi->version++;
}
-bool RendererStorageRD::gi_probe_is_using_two_bounces(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, false);
- return gi_probe->use_two_bounces;
+bool RendererStorageRD::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, false);
+ return voxel_gi->use_two_bounces;
}
-bool RendererStorageRD::gi_probe_is_interior(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->interior;
+bool RendererStorageRD::voxel_gi_is_interior(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->interior;
}
-uint32_t RendererStorageRD::gi_probe_get_version(RID p_gi_probe) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->version;
+uint32_t RendererStorageRD::voxel_gi_get_version(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->version;
}
-uint32_t RendererStorageRD::gi_probe_get_data_version(RID p_gi_probe) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, 0);
- return gi_probe->data_version;
+uint32_t RendererStorageRD::voxel_gi_get_data_version(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->data_version;
}
-RID RendererStorageRD::gi_probe_get_octree_buffer(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, RID());
- return gi_probe->octree_buffer;
+RID RendererStorageRD::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->octree_buffer;
}
-RID RendererStorageRD::gi_probe_get_data_buffer(RID p_gi_probe) const {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, RID());
- return gi_probe->data_buffer;
+RID RendererStorageRD::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->data_buffer;
}
-RID RendererStorageRD::gi_probe_get_sdf_texture(RID p_gi_probe) {
- GIProbe *gi_probe = gi_probe_owner.getornull(p_gi_probe);
- ERR_FAIL_COND_V(!gi_probe, RID());
+RID RendererStorageRD::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
- return gi_probe->sdf_texture;
+ return voxel_gi->sdf_texture;
}
/* LIGHTMAP API */
@@ -6854,6 +7201,20 @@ Rect2i RendererStorageRD::render_target_get_sdf_rect(RID p_render_target) const
return _render_target_get_sdf_rect(rt);
}
+void RendererStorageRD::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->sdf_enabled = p_enabled;
+}
+
+bool RendererStorageRD::render_target_is_sdf_enabled(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->sdf_enabled;
+}
+
RID RendererStorageRD::render_target_get_sdf_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
@@ -6868,7 +7229,7 @@ RID RendererStorageRD::render_target_get_sdf_texture(RID p_render_target) {
Vector<uint8_t> pv;
pv.resize(16 * 4);
- zeromem(pv.ptrw(), 16 * 4);
+ memset(pv.ptrw(), 0, 16 * 4);
Vector<Vector<uint8_t>> vpv;
rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
@@ -6921,7 +7282,7 @@ void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) {
rt->process_size.x = MAX(rt->process_size.x, 1);
rt->process_size.y = MAX(rt->process_size.y, 1);
- tformat.format = RD::DATA_FORMAT_R16G16_UINT;
+ tformat.format = RD::DATA_FORMAT_R16G16_SINT;
tformat.width = rt->process_size.width;
tformat.height = rt->process_size.height;
tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
@@ -6929,7 +7290,7 @@ void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) {
rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- tformat.format = RD::DATA_FORMAT_R16_UNORM;
+ tformat.format = RD::DATA_FORMAT_R16_SNORM;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView());
@@ -7205,8 +7566,8 @@ void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_
} else if (decal_owner.owns(p_base)) {
Decal *decal = decal_owner.getornull(p_base);
p_instance->update_dependency(&decal->dependency);
- } else if (gi_probe_owner.owns(p_base)) {
- GIProbe *gip = gi_probe_owner.getornull(p_base);
+ } else if (voxel_gi_owner.owns(p_base)) {
+ VoxelGI *gip = voxel_gi_owner.getornull(p_base);
p_instance->update_dependency(&gip->dependency);
} else if (lightmap_owner.owns(p_base)) {
Lightmap *lm = lightmap_owner.getornull(p_base);
@@ -7243,8 +7604,8 @@ RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
if (decal_owner.owns(p_rid)) {
return RS::INSTANCE_DECAL;
}
- if (gi_probe_owner.owns(p_rid)) {
- return RS::INSTANCE_GI_PROBE;
+ if (voxel_gi_owner.owns(p_rid)) {
+ return RS::INSTANCE_VOXEL_GI;
}
if (light_owner.owns(p_rid)) {
return RS::INSTANCE_LIGHT;
@@ -7355,7 +7716,7 @@ void RendererStorageRD::_update_decal_atlas() {
v_offsetsv.resize(base_size);
int *v_offsets = v_offsetsv.ptrw();
- zeromem(v_offsets, sizeof(int) * base_size);
+ memset(v_offsets, 0, sizeof(int) * base_size);
int max_height = 0;
@@ -7768,7 +8129,7 @@ void RendererStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::Gl
} break;
case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- Transform v = p_value;
+ Transform3D v = p_value;
bv[0].x = v.basis.elements[0][0];
bv[0].y = v.basis.elements[1][0];
bv[0].z = v.basis.elements[2][0];
@@ -7919,7 +8280,6 @@ void RendererStorageRD::global_variable_set_override(const StringName &p_name, c
_global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
} else {
//texture
- //texture
for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
Material *material = material_owner.getornull(E->get());
ERR_CONTINUE(!material);
@@ -8112,7 +8472,7 @@ void RendererStorageRD::_update_global_variables() {
if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
// 25% of regions dirty, just update all buffer
RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values);
- zeromem(global_variables.buffer_dirty_regions, sizeof(bool) * total_regions);
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
} else {
uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
@@ -8302,11 +8662,11 @@ bool RendererStorageRD::free(RID p_rid) {
}
decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
- } else if (gi_probe_owner.owns(p_rid)) {
- gi_probe_allocate_data(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
- GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
- gi_probe->dependency.deleted_notify(p_rid);
- gi_probe_owner.free(p_rid);
+ } else if (voxel_gi_owner.owns(p_rid)) {
+ voxel_gi_allocate_data(p_rid, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
+ VoxelGI *voxel_gi = voxel_gi_owner.getornull(p_rid);
+ voxel_gi->dependency.deleted_notify(p_rid);
+ voxel_gi_owner.free(p_rid);
} else if (lightmap_owner.owns(p_rid)) {
lightmap_set_textures(p_rid, RID(), false);
Lightmap *lightmap = lightmap_owner.getornull(p_rid);
@@ -8321,9 +8681,10 @@ bool RendererStorageRD::free(RID p_rid) {
light_owner.free(p_rid);
} else if (particles_owner.owns(p_rid)) {
+ update_particles();
Particles *particles = particles_owner.getornull(p_rid);
- _particles_free_data(particles);
particles->dependency.deleted_notify(p_rid);
+ _particles_free_data(particles);
particles_owner.free(p_rid);
} else if (particles_collision_owner.owns(p_rid)) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
@@ -8400,10 +8761,10 @@ RendererStorageRD::RendererStorageRD() {
global_variables.buffer_size = GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size");
global_variables.buffer_size = MAX(4096, global_variables.buffer_size);
global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
- zeromem(global_variables.buffer_values, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
+ memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size);
global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
- zeromem(global_variables.buffer_dirty_regions, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
material_update_list = nullptr;
@@ -8820,11 +9181,10 @@ RendererStorageRD::RendererStorageRD() {
{
Vector<String> sdf_versions;
sdf_versions.push_back(""); //one only
- giprobe_sdf_shader.initialize(sdf_versions);
- giprobe_sdf_shader_version = giprobe_sdf_shader.version_create();
- giprobe_sdf_shader.version_set_compute_code(giprobe_sdf_shader_version, "", "", "", Vector<String>());
- giprobe_sdf_shader_version_shader = giprobe_sdf_shader.version_get_shader(giprobe_sdf_shader_version, 0);
- giprobe_sdf_shader_pipeline = RD::get_singleton()->compute_pipeline_create(giprobe_sdf_shader_version_shader);
+ voxel_gi_sdf_shader.initialize(sdf_versions);
+ voxel_gi_sdf_shader_version = voxel_gi_sdf_shader.version_create();
+ voxel_gi_sdf_shader_version_shader = voxel_gi_sdf_shader.version_get_shader(voxel_gi_sdf_shader_version, 0);
+ voxel_gi_sdf_shader_pipeline = RD::get_singleton()->compute_pipeline_create(voxel_gi_sdf_shader_version_shader);
}
using_lightmap_array = true; // high end
@@ -8861,14 +9221,17 @@ RendererStorageRD::RendererStorageRD() {
actions.renames["COLOR"] = "PARTICLE.color";
actions.renames["VELOCITY"] = "PARTICLE.velocity";
//actions.renames["MASS"] = "mass"; ?
- actions.renames["ACTIVE"] = "PARTICLE.is_active";
+ actions.renames["ACTIVE"] = "particle_active";
actions.renames["RESTART"] = "restart";
actions.renames["CUSTOM"] = "PARTICLE.custom";
actions.renames["TRANSFORM"] = "PARTICLE.xform";
actions.renames["TIME"] = "FRAME.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
actions.renames["LIFETIME"] = "params.lifetime";
actions.renames["DELTA"] = "local_delta";
- actions.renames["NUMBER"] = "particle";
+ actions.renames["NUMBER"] = "particle_number";
actions.renames["INDEX"] = "index";
//actions.renames["GRAVITY"] = "current_gravity";
actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
@@ -8911,7 +9274,7 @@ RendererStorageRD::RendererStorageRD() {
// default material and shader for particles shader
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
- shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
+ shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
particles_shader.default_material = material_allocate();
material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);
@@ -8958,6 +9321,7 @@ RendererStorageRD::RendererStorageRD() {
{
Vector<String> copy_modes;
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
+ copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define MODE_2D\n");
copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
@@ -9036,7 +9400,7 @@ RendererStorageRD::~RendererStorageRD() {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
- giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+ voxel_gi_sdf_shader.version_free(voxel_gi_sdf_shader_version);
particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
rt_sdf.shader.version_free(rt_sdf.shader_version);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index cd3d4604eb..8bfab545fd 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -38,15 +38,15 @@
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
class RendererStorageRD : public RendererStorage {
public:
- static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
+ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
p_array[2] = p_mtx.basis.elements[2][0];
@@ -95,7 +95,7 @@ public:
p_array[11] = 0;
}
- static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform &p_mtx, float *p_array) {
+ static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[0][1];
p_array[2] = p_mtx.basis.elements[0][2];
@@ -580,6 +580,7 @@ private:
RID buffer; //storage buffer
RID uniform_set_3d;
+ RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
@@ -637,7 +638,9 @@ private:
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
- COLLISION_TYPE_HEIGHT_FIELD
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
};
struct Collider {
@@ -660,6 +663,11 @@ private:
float time;
float delta;
+ uint32_t frame;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
@@ -691,23 +699,37 @@ private:
};
struct Particles {
- bool inactive;
- float inactive_time;
- bool emitting;
- bool one_shot;
- int amount;
- float lifetime;
- float pre_process_time;
- float explosiveness;
- float randomness;
- bool restart_request;
- AABB custom_aabb;
- bool use_local_coords;
+ RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
+ bool inactive = true;
+ float inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ float lifetime = 1.0;
+ float pre_process_time = 0.0;
+ float explosiveness = 0.0;
+ float randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = true;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ RID sdf_collision_texture;
+
RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
- RS::ParticlesDrawOrder draw_order;
+ RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
+ Vector<Transform3D> trail_bind_poses;
+ bool trail_bind_poses_dirty = false;
+ RID trail_bind_pose_buffer;
+ RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
@@ -730,25 +752,26 @@ private:
RID sub_emitter;
- float phase;
- float prev_phase;
- uint64_t prev_ticks;
- uint32_t random_seed;
+ float phase = 0.0;
+ float prev_phase = 0.0;
+ uint64_t prev_ticks = 0;
+ uint32_t random_seed = 0;
- uint32_t cycle_number;
+ uint32_t cycle_number = 0;
- float speed_scale;
+ float speed_scale = 1.0;
- int fixed_fps;
- bool fractional_delta;
- float frame_remainder;
- float collision_base_size;
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ float frame_remainder = 0;
+ float collision_base_size = 0.01;
- bool clear;
+ bool clear = true;
bool force_sub_emit = false;
- Transform emission_transform;
+ Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
@@ -757,39 +780,21 @@ private:
Set<RID> collisions;
- Particles() :
- inactive(true),
- inactive_time(0.0),
- emitting(false),
- one_shot(false),
- amount(0),
- lifetime(1.0),
- pre_process_time(0.0),
- explosiveness(0.0),
- randomness(0.0),
- restart_request(false),
- custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
- use_local_coords(true),
- draw_order(RS::PARTICLES_DRAW_ORDER_INDEX),
- prev_ticks(0),
- random_seed(0),
- cycle_number(0),
- speed_scale(1.0),
- fixed_fps(0),
- fractional_delta(false),
- frame_remainder(0),
- collision_base_size(0.01),
- clear(true) {
- }
-
Dependency dependency;
- ParticlesFrameParams frame_params;
+ float trail_length = 1.0;
+ bool trails_enabled = false;
+ LocalVector<ParticlesFrameParams> frame_history;
+ LocalVector<ParticlesFrameParams> trail_params;
+
+ Particles() {
+ }
};
void _particles_process(Particles *p_particles, float p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
@@ -801,7 +806,7 @@ private:
uint32_t use_fractional_delta;
uint32_t sub_emitter_mode;
uint32_t can_emit;
- uint32_t pad;
+ uint32_t trail_pass;
};
ParticlesShaderRD shader;
@@ -816,10 +821,24 @@ private:
struct CopyPushConstant {
float sort_direction[3];
uint32_t total_particles;
+
+ uint32_t trail_size;
+ uint32_t trail_total;
+ float frame_delta;
+ float frame_remainder;
+
+ float align_up[3];
+ uint32_t align_mode;
+
+ uint32_t order_by_lifetime;
+ uint32_t lifetime_split;
+ uint32_t lifetime_reverse;
+ uint32_t pad;
};
enum {
COPY_MODE_FILL_INSTANCES,
+ COPY_MODE_FILL_INSTANCES_2D,
COPY_MODE_FILL_SORT_BUFFER,
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
COPY_MODE_MAX,
@@ -829,6 +848,8 @@ private:
RID copy_shader_version;
RID copy_pipelines[COPY_MODE_MAX];
+ LocalVector<float> pose_update_buffer;
+
} particles_shader;
Particles *particle_update_list = nullptr;
@@ -836,6 +857,7 @@ private:
struct ParticlesShaderData : public ShaderData {
bool valid;
RID version;
+ bool uses_collision = false;
//PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
@@ -919,7 +941,7 @@ private:
struct ParticlesCollisionInstance {
RID collision;
- Transform transform;
+ Transform3D transform;
bool active = false;
};
@@ -1023,9 +1045,9 @@ private:
mutable RID_Owner<Decal, true> decal_owner;
- /* GI PROBE */
+ /* VOXEL GI */
- struct GIProbe {
+ struct VoxelGI {
RID octree_buffer;
RID data_buffer;
RID sdf_texture;
@@ -1037,7 +1059,7 @@ private:
int cell_count = 0;
- Transform to_cell_xform;
+ Transform3D to_cell_xform;
AABB bounds;
Vector3i octree_size;
@@ -1059,12 +1081,12 @@ private:
Dependency dependency;
};
- GiprobeSdfShaderRD giprobe_sdf_shader;
- RID giprobe_sdf_shader_version;
- RID giprobe_sdf_shader_version_shader;
- RID giprobe_sdf_shader_pipeline;
+ VoxelGiSdfShaderRD voxel_gi_sdf_shader;
+ RID voxel_gi_sdf_shader_version;
+ RID voxel_gi_sdf_shader_version_shader;
+ RID voxel_gi_sdf_shader_pipeline;
- mutable RID_Owner<GIProbe, true> gi_probe_owner;
+ mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* REFLECTION PROBE */
@@ -1113,6 +1135,8 @@ private:
bool flags[RENDER_TARGET_FLAG_MAX];
+ bool sdf_enabled = false;
+
RID backbuffer; //used for effects
RID backbuffer_fb;
RID backbuffer_mipmap0;
@@ -1637,14 +1661,14 @@ public:
int multimesh_get_instance_count(RID p_multimesh) const;
void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
+ void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform);
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
RID multimesh_get_mesh(RID p_multimesh) const;
- Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
+ Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
@@ -1695,6 +1719,21 @@ public:
return multimesh->uniform_set_3d;
}
+ _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ if (!multimesh->uniform_set_2d.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(multimesh->buffer);
+ uniforms.push_back(u);
+ multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
+ }
+
+ return multimesh->uniform_set_2d;
+ }
+
/* IMMEDIATE API */
RID immediate_allocate() { return RID(); }
@@ -1720,10 +1759,10 @@ public:
void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
- void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform);
+ void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform);
int skeleton_get_bone_count(RID p_skeleton) const;
- void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
- Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
+ void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform);
+ Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
@@ -1980,59 +2019,59 @@ public:
virtual AABB decal_get_aabb(RID p_decal) const;
- /* GI PROBE API */
+ /* VOXEL GI API */
- RID gi_probe_allocate();
- void gi_probe_initialize(RID p_gi_probe);
+ RID voxel_gi_allocate();
+ void voxel_gi_initialize(RID p_voxel_gi);
- void gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
+ void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
- AABB gi_probe_get_bounds(RID p_gi_probe) const;
- Vector3i gi_probe_get_octree_size(RID p_gi_probe) const;
- Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const;
- Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const;
- Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const;
+ AABB voxel_gi_get_bounds(RID p_voxel_gi) const;
+ Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
+ Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
+ Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
+ Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const;
- Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const;
- Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const;
+ Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
+ Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
- void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range);
- float gi_probe_get_dynamic_range(RID p_gi_probe) const;
+ void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
+ float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
- void gi_probe_set_propagation(RID p_gi_probe, float p_range);
- float gi_probe_get_propagation(RID p_gi_probe) const;
+ void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
+ float voxel_gi_get_propagation(RID p_voxel_gi) const;
- void gi_probe_set_energy(RID p_gi_probe, float p_energy);
- float gi_probe_get_energy(RID p_gi_probe) const;
+ void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
+ float voxel_gi_get_energy(RID p_voxel_gi) const;
- void gi_probe_set_ao(RID p_gi_probe, float p_ao);
- float gi_probe_get_ao(RID p_gi_probe) const;
+ void voxel_gi_set_ao(RID p_voxel_gi, float p_ao);
+ float voxel_gi_get_ao(RID p_voxel_gi) const;
- void gi_probe_set_ao_size(RID p_gi_probe, float p_strength);
- float gi_probe_get_ao_size(RID p_gi_probe) const;
+ void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength);
+ float voxel_gi_get_ao_size(RID p_voxel_gi) const;
- void gi_probe_set_bias(RID p_gi_probe, float p_bias);
- float gi_probe_get_bias(RID p_gi_probe) const;
+ void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
+ float voxel_gi_get_bias(RID p_voxel_gi) const;
- void gi_probe_set_normal_bias(RID p_gi_probe, float p_range);
- float gi_probe_get_normal_bias(RID p_gi_probe) const;
+ void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
+ float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
- void gi_probe_set_interior(RID p_gi_probe, bool p_enable);
- bool gi_probe_is_interior(RID p_gi_probe) const;
+ void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
+ bool voxel_gi_is_interior(RID p_voxel_gi) const;
- void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable);
- bool gi_probe_is_using_two_bounces(RID p_gi_probe) const;
+ void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable);
+ bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const;
- void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength);
- float gi_probe_get_anisotropy_strength(RID p_gi_probe) const;
+ void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
+ float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
- uint32_t gi_probe_get_version(RID p_probe);
- uint32_t gi_probe_get_data_version(RID p_probe);
+ uint32_t voxel_gi_get_version(RID p_probe);
+ uint32_t voxel_gi_get_data_version(RID p_probe);
- RID gi_probe_get_octree_buffer(RID p_gi_probe) const;
- RID gi_probe_get_data_buffer(RID p_gi_probe) const;
+ RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
+ RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
- RID gi_probe_get_sdf_texture(RID p_gi_probe);
+ RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
/* LIGHTMAP CAPTURE */
@@ -2089,6 +2128,7 @@ public:
RID particles_allocate();
void particles_initialize(RID p_particles_collision);
+ void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
void particles_set_lifetime(RID p_particles, float p_lifetime);
@@ -2101,10 +2141,17 @@ public:
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
void particles_set_fixed_fps(RID p_particles, int p_fps);
+ void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
void particles_set_collision_base_size(RID p_particles, float p_size);
+ void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
+
+ void particles_set_trails(RID p_particles, bool p_enable, float p_length);
+ void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
+
void particles_restart(RID p_particles);
- void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
+ void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
+
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
@@ -2116,21 +2163,40 @@ public:
AABB particles_get_current_aabb(RID p_particles);
AABB particles_get_aabb(RID p_particles) const;
- void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
+ void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform);
bool particles_get_emitting(RID p_particles);
int particles_get_draw_passes(RID p_particles) const;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
- void particles_set_view_axis(RID p_particles, const Vector3 &p_axis);
+ void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
virtual bool particles_is_inactive(RID p_particles) const;
- _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ r_trail_divisor = particles->trail_bind_poses.size();
+ } else {
+ r_trail_divisor = 1;
+ }
+
+ return particles->amount * r_trail_divisor;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, 0);
- return particles->amount;
+ return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
@@ -2144,6 +2210,8 @@ public:
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, RID());
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
+ _particles_update_buffers(particles);
+
Vector<RD::Uniform> uniforms;
{
@@ -2162,6 +2230,7 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
+ virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
/* PARTICLES COLLISION */
@@ -2185,7 +2254,7 @@ public:
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision);
- virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform);
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
/* GLOBAL VARIABLES API */
@@ -2236,6 +2305,8 @@ public:
RID render_target_get_sdf_framebuffer(RID p_render_target);
void render_target_sdf_process(RID p_render_target);
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const;
+ void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled);
+ bool render_target_is_sdf_enabled(RID p_render_target) const;
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 8135d388e1..b347197289 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -369,17 +369,24 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S
ERR_FAIL_COND(fidx == -1);
+ Vector<StringName> uses_functions;
+
for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
- if (added.has(E->get())) {
+ uses_functions.push_back(E->get());
+ }
+ uses_functions.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
+
+ for (int k = 0; k < uses_functions.size(); k++) {
+ if (added.has(uses_functions[k])) {
continue; //was added already
}
- _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
+ _dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added);
SL::FunctionNode *fnode = nullptr;
for (int i = 0; i < p_node->functions.size(); i++) {
- if (p_node->functions[i].name == E->get()) {
+ if (p_node->functions[i].name == uses_functions[k]) {
fnode = p_node->functions[i].function;
break;
}
@@ -391,10 +398,21 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S
String header;
if (fnode->return_type == SL::TYPE_STRUCT) {
- header = _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "(";
+ header = _mkid(fnode->return_struct_name);
} else {
- header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
+ header = _typestr(fnode->return_type);
+ }
+
+ if (fnode->return_array_size > 0) {
+ header += "[";
+ header += itos(fnode->return_array_size);
+ header += "]";
}
+
+ header += " ";
+ header += _mkid(fnode->name);
+ header += "(";
+
for (int i = 0; i < fnode->arguments.size(); i++) {
if (i > 0) {
header += ", ";
@@ -407,13 +425,18 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S
} else {
header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
}
+ if (fnode->arguments[i].array_size > 0) {
+ header += "[";
+ header += itos(fnode->arguments[i].array_size);
+ header += "]";
+ }
}
header += ")\n";
r_to_add += header;
- r_to_add += p_func_code[E->get()];
+ r_to_add += p_func_code[uses_functions[k]];
- added.insert(E->get());
+ added.insert(uses_functions[k]);
}
}
@@ -535,9 +558,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
struct_code += "}";
struct_code += ";\n";
- r_gen_code.vertex_global += struct_code;
- r_gen_code.fragment_global += struct_code;
- r_gen_code.compute_global += struct_code;
+ for (int j = 0; j < STAGE_MAX; j++) {
+ r_gen_code.stage_globals[j] += struct_code;
+ }
}
int max_texture_uniforms = 0;
@@ -565,64 +588,74 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uniform_defines.resize(max_uniforms);
bool uses_uniforms = false;
+ Vector<StringName> uniform_names;
+
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
+ uniform_names.push_back(E->key());
+ }
+
+ uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
+
+ for (int k = 0; k < uniform_names.size(); k++) {
+ StringName uniform_name = uniform_names[k];
+ const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name];
+
String ucode;
- if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
//insert, but don't generate any code.
- p_actions.uniforms->insert(E->key(), E->get());
+ p_actions.uniforms->insert(uniform_name, uniform);
continue; //instances are indexed directly, dont need index uniforms
}
- if (SL::is_sampler_type(E->get().type)) {
- ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + E->get().texture_order) + ") uniform ";
+ if (SL::is_sampler_type(uniform.type)) {
+ ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform ";
}
- bool is_buffer_global = !SL::is_sampler_type(E->get().type) && E->get().scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;
+ bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;
if (is_buffer_global) {
//this is an integer to index the global table
ucode += _typestr(ShaderLanguage::TYPE_UINT);
} else {
- ucode += _prestr(E->get().precision);
- ucode += _typestr(E->get().type);
+ ucode += _prestr(uniform.precision);
+ ucode += _typestr(uniform.type);
}
- ucode += " " + _mkid(E->key());
+ ucode += " " + _mkid(uniform_name);
ucode += ";\n";
- if (SL::is_sampler_type(E->get().type)) {
- r_gen_code.vertex_global += ucode;
- r_gen_code.fragment_global += ucode;
- r_gen_code.compute_global += ucode;
+ if (SL::is_sampler_type(uniform.type)) {
+ for (int j = 0; j < STAGE_MAX; j++) {
+ r_gen_code.stage_globals[j] += ucode;
+ }
GeneratedCode::Texture texture;
- texture.name = E->key();
- texture.hint = E->get().hint;
- texture.type = E->get().type;
- texture.filter = E->get().filter;
- texture.repeat = E->get().repeat;
- texture.global = E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;
+ texture.name = uniform_name;
+ texture.hint = uniform.hint;
+ texture.type = uniform.type;
+ texture.filter = uniform.filter;
+ texture.repeat = uniform.repeat;
+ texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;
if (texture.global) {
r_gen_code.uses_global_textures = true;
}
- r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
+ r_gen_code.texture_uniforms.write[uniform.texture_order] = texture;
} else {
if (!uses_uniforms) {
- r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
uses_uniforms = true;
}
- uniform_defines.write[E->get().order] = ucode;
+ uniform_defines.write[uniform.order] = ucode;
if (is_buffer_global) {
//globals are indices into the global table
- uniform_sizes.write[E->get().order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
- uniform_alignments.write[E->get().order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
+ uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
+ uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
} else {
- uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
- uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
+ uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type);
+ uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
}
}
- p_actions.uniforms->insert(E->key(), E->get());
+ p_actions.uniforms->insert(uniform_name, uniform);
}
for (int i = 0; i < max_uniforms; i++) {
@@ -689,27 +722,39 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
+ Vector<StringName> varying_names;
+
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
- if (E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
- var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E->key(), E->get()));
- fragment_varyings.insert(E->key());
+ varying_names.push_back(E->key());
+ }
+
+ varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
+
+ for (int k = 0; k < varying_names.size(); k++) {
+ StringName varying_name = varying_names[k];
+ const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name];
+
+ if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
+ var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying));
+ fragment_varyings.insert(varying_name);
continue;
}
String vcode;
- String interp_mode = _interpstr(E->get().interpolation);
- vcode += _prestr(E->get().precision);
- vcode += _typestr(E->get().type);
- vcode += " " + _mkid(E->key());
- if (E->get().array_size > 0) {
+ String interp_mode = _interpstr(varying.interpolation);
+ vcode += _prestr(varying.precision);
+ vcode += _typestr(varying.type);
+ vcode += " " + _mkid(varying_name);
+ if (varying.array_size > 0) {
vcode += "[";
- vcode += itos(E->get().array_size);
+ vcode += itos(varying.array_size);
vcode += "]";
}
vcode += ";\n";
- r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
- r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
- r_gen_code.compute_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
+
+ r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
+ r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
+
index++;
}
@@ -725,7 +770,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += ";\n";
}
gcode += "} frag_to_light;\n";
- r_gen_code.fragment_global += gcode;
+ r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
}
for (int i = 0; i < pnode->vconstants.size(); i++) {
@@ -747,9 +792,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += "=";
gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
gcode += ";\n";
- r_gen_code.vertex_global += gcode;
- r_gen_code.fragment_global += gcode;
- r_gen_code.compute_global += gcode;
+ for (int j = 0; j < STAGE_MAX; j++) {
+ r_gen_code.stage_globals[j] += gcode;
+ }
}
Map<StringName, String> function_code;
@@ -765,9 +810,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
//place functions in actual code
- Set<StringName> added_vtx;
- Set<StringName> added_fragment; //share for light
- Set<StringName> added_compute; //share for light
+ Set<StringName> added_funcs_per_stage[STAGE_MAX];
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
@@ -776,24 +819,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
current_func_name = fnode->name;
- if (fnode->name == vertex_name) {
- _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
- r_gen_code.vertex = function_code[vertex_name];
- }
-
- if (fnode->name == fragment_name) {
- _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
- r_gen_code.fragment = function_code[fragment_name];
- }
-
- if (fnode->name == light_name) {
- _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
- r_gen_code.light = function_code[light_name];
- }
-
- if (fnode->name == compute_name) {
- _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.compute_global, added_compute);
- r_gen_code.compute = function_code[compute_name];
+ if (p_actions.entry_point_stages.has(fnode->name)) {
+ Stage stage = p_actions.entry_point_stages[fnode->name];
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);
+ r_gen_code.code[fnode->name] = function_code[fnode->name];
}
function = nullptr;
@@ -858,7 +887,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
bool use_fragment_varying = false;
- if (current_func_name != vertex_name) {
+ if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (p_assigning) {
if (shader->varyings.has(vnode->name)) {
use_fragment_varying = true;
@@ -921,10 +950,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
if (vnode->name == time_name) {
- if (current_func_name == vertex_name) {
+ if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
r_gen_code.uses_vertex_time = true;
}
- if (current_func_name == fragment_name || current_func_name == light_name) {
+ if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
r_gen_code.uses_fragment_time = true;
}
}
@@ -975,25 +1004,30 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
declaration += itos(adnode->declarations[i].size);
}
declaration += "]";
- int sz = adnode->declarations[i].initializer.size();
- if (sz > 0) {
+ if (adnode->declarations[i].single_expression) {
declaration += "=";
- if (adnode->datatype == SL::TYPE_STRUCT) {
- declaration += _mkid(adnode->struct_name);
- } else {
- declaration += _typestr(adnode->datatype);
- }
- declaration += "[";
- declaration += itos(sz);
- declaration += "]";
- declaration += "(";
- for (int j = 0; j < sz; j++) {
- declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (j != sz - 1) {
- declaration += ", ";
+ declaration += _dump_node_code(adnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } else {
+ int sz = adnode->declarations[i].initializer.size();
+ if (sz > 0) {
+ declaration += "=";
+ if (adnode->datatype == SL::TYPE_STRUCT) {
+ declaration += _mkid(adnode->struct_name);
+ } else {
+ declaration += _typestr(adnode->datatype);
}
+ declaration += "[";
+ declaration += itos(sz);
+ declaration += "]";
+ declaration += "(";
+ for (int j = 0; j < sz; j++) {
+ declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ if (j != sz - 1) {
+ declaration += ", ";
+ }
+ }
+ declaration += ")";
}
- declaration += ")";
}
}
@@ -1003,8 +1037,8 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
bool use_fragment_varying = false;
- if (current_func_name != vertex_name) {
- if (anode->assign_expression != nullptr) {
+ if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
use_fragment_varying = true;
} else {
if (p_assigning) {
@@ -1059,10 +1093,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
if (anode->name == time_name) {
- if (current_func_name == vertex_name) {
+ if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
r_gen_code.uses_vertex_time = true;
}
- if (current_func_name == fragment_name || current_func_name == light_name) {
+ if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
r_gen_code.uses_fragment_time = true;
}
}
@@ -1296,6 +1330,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} else if (mnode->assign_expression != nullptr) {
code += "=";
code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
+ } else if (mnode->call_expression != nullptr) {
+ code += ".";
+ code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
}
} break;
}
@@ -1309,7 +1346,7 @@ ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &
}
Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
- Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
+ Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
if (err != OK) {
Vector<String> shader = p_code.split("\n");
@@ -1322,13 +1359,10 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
}
r_gen_code.defines.clear();
- r_gen_code.vertex = String();
- r_gen_code.vertex_global = String();
- r_gen_code.fragment = String();
- r_gen_code.fragment_global = String();
- r_gen_code.compute = String();
- r_gen_code.compute_global = String();
- r_gen_code.light = String();
+ r_gen_code.code.clear();
+ for (int i = 0; i < STAGE_MAX; i++) {
+ r_gen_code.stage_globals[i] = String();
+ }
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
@@ -1348,10 +1382,6 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
actions = p_actions;
- vertex_name = "vertex";
- fragment_name = "fragment";
- compute_name = "compute";
- light_name = "light";
time_name = "TIME";
List<String> func_list;
@@ -1474,7 +1504,6 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 6575829e73..2da127ffa3 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -38,7 +38,16 @@
class ShaderCompilerRD {
public:
+ enum Stage {
+ STAGE_VERTEX,
+ STAGE_FRAGMENT,
+ STAGE_COMPUTE,
+ STAGE_MAX
+ };
+
struct IdentifierActions {
+ Map<StringName, Stage> entry_point_stages;
+
Map<StringName, Pair<int *, int>> render_mode_values;
Map<StringName, bool *> render_mode_flags;
Map<StringName, bool *> usage_flag_pointers;
@@ -63,13 +72,9 @@ public:
Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size;
String uniforms;
- String vertex_global;
- String vertex;
- String fragment_global;
- String fragment;
- String light;
- String compute_global;
- String compute;
+ String stage_globals[STAGE_MAX];
+
+ Map<String, String> code;
bool uses_global_textures;
bool uses_fragment_time;
@@ -103,10 +108,6 @@ private:
const ShaderLanguage::ShaderNode *shader;
const ShaderLanguage::FunctionNode *function;
StringName current_func_name;
- StringName vertex_name;
- StringName fragment_name;
- StringName light_name;
- StringName compute_name;
StringName time_name;
Set<StringName> texture_functions;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index e4a39ff813..27305cc938 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -30,148 +30,102 @@
#include "shader_rd.h"
-#include "core/string/string_builder.h"
+#include "core/io/compression.h"
+#include "core/io/dir_access.h"
+#include "core/io/file_access.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
-
-void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
- name = p_name;
- //split vertex and shader code (thank you, shader compiler programmers from you know what company).
- if (p_vertex_code) {
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nVERTEX_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nVERTEX_SHADER_CODE";
- String code = p_vertex_code;
-
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- vertex_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
- }
-
- cpos = code.find(material_tag);
-
- if (cpos == -1) {
- vertex_code0 = code.ascii();
- } else {
- vertex_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
-
- cpos = code.find(globals_tag);
-
- if (cpos == -1) {
- vertex_code1 = code.ascii();
- } else {
- vertex_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
-
- cpos = code2.find(code_tag);
- if (cpos == -1) {
- vertex_code2 = code2.ascii();
- } else {
- vertex_code2 = code2.substr(0, cpos).ascii();
- vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
+#include "thirdparty/misc/smolv.h"
+
+void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
+ Vector<String> lines = String(p_code).split("\n");
+
+ String text;
+
+ for (int i = 0; i < lines.size(); i++) {
+ String l = lines[i];
+ bool push_chunk = false;
+
+ StageTemplate::Chunk chunk;
+
+ if (l.begins_with("#VERSION_DEFINES")) {
+ chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
+ push_chunk = true;
+ } else if (l.begins_with("#GLOBALS")) {
+ switch (p_stage_type) {
+ case STAGE_TYPE_VERTEX:
+ chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
+ break;
+ case STAGE_TYPE_FRAGMENT:
+ chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
+ break;
+ case STAGE_TYPE_COMPUTE:
+ chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
+ break;
+ default: {
}
}
- }
- }
-
- if (p_fragment_code) {
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nFRAGMENT_SHADER_CODE";
- String light_code_tag = "\nLIGHT_SHADER_CODE";
- String code = p_fragment_code;
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- fragment_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
- }
-
- cpos = code.find(material_tag);
- if (cpos == -1) {
- fragment_code0 = code.ascii();
+ push_chunk = true;
+ } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
+ chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
+ push_chunk = true;
+ } else if (l.begins_with("#CODE")) {
+ chunk.type = StageTemplate::Chunk::TYPE_CODE;
+ push_chunk = true;
+ chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
} else {
- fragment_code0 = code.substr(0, cpos).ascii();
- //print_line("CODE0:\n"+String(fragment_code0.get_data()));
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
-
- if (cpos == -1) {
- fragment_code1 = code.ascii();
- } else {
- fragment_code1 = code.substr(0, cpos).ascii();
- //print_line("CODE1:\n"+String(fragment_code1.get_data()));
-
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(light_code_tag);
+ text += l + "\n";
+ }
- if (cpos == -1) {
- fragment_code2 = code2.ascii();
- } else {
- fragment_code2 = code2.substr(0, cpos).ascii();
- //print_line("CODE2:\n"+String(fragment_code2.get_data()));
-
- String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
-
- cpos = code3.find(code_tag);
- if (cpos == -1) {
- fragment_code3 = code3.ascii();
- } else {
- fragment_code3 = code3.substr(0, cpos).ascii();
- //print_line("CODE3:\n"+String(fragment_code3.get_data()));
- fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
- //print_line("CODE4:\n"+String(fragment_code4.get_data()));
- }
- }
+ if (push_chunk) {
+ if (text != String()) {
+ StageTemplate::Chunk text_chunk;
+ text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
+ text_chunk.text = text.utf8();
+ stage_templates[p_stage_type].chunks.push_back(text_chunk);
+ text = String();
}
+ stage_templates[p_stage_type].chunks.push_back(chunk);
}
}
- if (p_compute_code) {
- is_compute = true;
+ if (text != String()) {
+ StageTemplate::Chunk text_chunk;
+ text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
+ text_chunk.text = text.utf8();
+ stage_templates[p_stage_type].chunks.push_back(text_chunk);
+ text = String();
+ }
+}
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nCOMPUTE_SHADER_CODE";
- String code = p_compute_code;
+void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
+ name = p_name;
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- compute_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
+ if (p_compute_code) {
+ _add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
+ is_compute = true;
+ } else {
+ is_compute = false;
+ if (p_vertex_code) {
+ _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
}
-
- cpos = code.find(material_tag);
-
- if (cpos == -1) {
- compute_code0 = code.ascii();
- } else {
- compute_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
-
- cpos = code.find(globals_tag);
-
- if (cpos == -1) {
- compute_code1 = code.ascii();
- } else {
- compute_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
-
- cpos = code2.find(code_tag);
- if (cpos == -1) {
- compute_code2 = code2.ascii();
- } else {
- compute_code2 = code2.substr(0, cpos).ascii();
- compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
- }
- }
+ if (p_fragment_code) {
+ _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
}
}
+
+ StringBuilder tohash;
+ tohash.append("[VersionKey]");
+ tohash.append(RenderingDevice::get_singleton()->shader_get_cache_key());
+ tohash.append("[Vertex]");
+ tohash.append(p_vertex_code ? p_vertex_code : "");
+ tohash.append("[Fragment]");
+ tohash.append(p_fragment_code ? p_fragment_code : "");
+ tohash.append("[Compute]");
+ tohash.append(p_compute_code ? p_compute_code : "");
+
+ base_sha256 = tohash.as_string().sha256_text();
}
RID ShaderRD::version_create() {
@@ -194,16 +148,62 @@ void ShaderRD::_clear_version(Version *p_version) {
}
memdelete_arr(p_version->variants);
+ if (p_version->variant_stages) {
+ memdelete_arr(p_version->variant_stages);
+ }
p_version->variants = nullptr;
}
}
+void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
+ for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
+ const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ switch (chunk.type) {
+ case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[p_variant].get_data());
+ for (int j = 0; j < p_version->custom_defines.size(); j++) {
+ builder.append(p_version->custom_defines[j].get_data());
+ }
+ builder.append("\n"); //make sure defines begin at newline
+ if (p_version->uniforms.size()) {
+ builder.append("#define MATERIAL_UNIFORMS_USED\n");
+ }
+ for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
+ builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n");
+ }
+ } break;
+ case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
+ builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+ } break;
+ case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
+ builder.append(p_version->vertex_globals.get_data()); // vertex globals
+ } break;
+ case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
+ builder.append(p_version->fragment_globals.get_data()); // fragment globals
+ } break;
+ case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
+ builder.append(p_version->compute_globals.get_data()); // compute globals
+ } break;
+ case StageTemplate::Chunk::TYPE_CODE: {
+ if (p_version->code_sections.has(chunk.code)) {
+ builder.append(p_version->code_sections[chunk.code].get_data());
+ }
+ } break;
+ case StageTemplate::Chunk::TYPE_TEXT: {
+ builder.append(chunk.text.get_data());
+ } break;
+ }
+ }
+}
+
void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
if (!variants_enabled[p_variant]) {
return; //variant is disabled, return
}
- Vector<RD::ShaderStageData> stages;
+ Vector<RD::ShaderStageData> &stages = p_version->variant_stages[p_variant];
String error;
String current_source;
@@ -214,29 +214,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
//vertex stage
StringBuilder builder;
-
- builder.append(vertex_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
-
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
-
- builder.append(vertex_code0.get_data()); //first part of vertex
-
- builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
-
- builder.append(vertex_code1.get_data()); //second part of vertex
-
- builder.append(p_version->vertex_globals.get_data()); // vertex globals
-
- builder.append(vertex_code2.get_data()); //third part of vertex
-
- builder.append(p_version->vertex_code.get_data()); // code
-
- builder.append(vertex_code3.get_data()); //fourth of vertex
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX]);
current_source = builder.as_string();
RD::ShaderStageData stage;
@@ -254,33 +232,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
current_stage = RD::SHADER_STAGE_FRAGMENT;
StringBuilder builder;
-
- builder.append(fragment_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
-
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
-
- builder.append(fragment_code0.get_data()); //first part of fragment
-
- builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
-
- builder.append(fragment_code1.get_data()); //first part of fragment
-
- builder.append(p_version->fragment_globals.get_data()); // fragment globals
-
- builder.append(fragment_code2.get_data()); //third part of fragment
-
- builder.append(p_version->fragment_light.get_data()); // fragment light
-
- builder.append(fragment_code3.get_data()); //fourth part of fragment
-
- builder.append(p_version->fragment_code.get_data()); // fragment code
-
- builder.append(fragment_code4.get_data()); //fourth part of fragment
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT]);
current_source = builder.as_string();
RD::ShaderStageData stage;
@@ -298,32 +250,10 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
current_stage = RD::SHADER_STAGE_COMPUTE;
StringBuilder builder;
-
- builder.append(compute_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(base_compute_defines.get_data());
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
-
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
-
- builder.append(compute_code0.get_data()); //first part of compute
-
- builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
-
- builder.append(compute_code1.get_data()); //second part of compute
-
- builder.append(p_version->compute_globals.get_data()); // compute globals
-
- builder.append(compute_code2.get_data()); //third part of compute
-
- builder.append(p_version->compute_code.get_data()); // code
-
- builder.append(compute_code3.get_data()); //fourth of compute
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_COMPUTE]);
current_source = builder.as_string();
+
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
@@ -364,113 +294,234 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
//vertex stage
StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
- builder.append(vertex_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[i].get_data());
-
- for (int j = 0; j < version->custom_defines.size(); j++) {
- builder.append(version->custom_defines[j].get_data());
- }
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "vertex";
+ stage.code = builder.as_string();
- builder.append(vertex_code0.get_data()); //first part of vertex
+ source_code.versions.write[i].stages.push_back(stage);
+ }
- builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+ if (!is_compute) {
+ //fragment stage
- builder.append(vertex_code1.get_data()); //second part of vertex
+ StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
- builder.append(version->vertex_globals.get_data()); // vertex globals
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "fragment";
+ stage.code = builder.as_string();
- builder.append(vertex_code2.get_data()); //third part of vertex
+ source_code.versions.write[i].stages.push_back(stage);
+ }
- builder.append(version->vertex_code.get_data()); // code
+ if (is_compute) {
+ //compute stage
- builder.append(vertex_code3.get_data()); //fourth of vertex
+ StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
RS::ShaderNativeSourceCode::Version::Stage stage;
- stage.name = "vertex";
+ stage.name = "compute";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
+ }
- if (!is_compute) {
- //fragment stage
+ return source_code;
+}
- StringBuilder builder;
+String ShaderRD::_version_get_sha1(Version *p_version) const {
+ StringBuilder hash_build;
+
+ hash_build.append("[uniforms]");
+ hash_build.append(p_version->uniforms.get_data());
+ hash_build.append("[vertex_globals]");
+ hash_build.append(p_version->vertex_globals.get_data());
+ hash_build.append("[fragment_globals]");
+ hash_build.append(p_version->fragment_globals.get_data());
+ hash_build.append("[compute_globals]");
+ hash_build.append(p_version->compute_globals.get_data());
+
+ Vector<StringName> code_sections;
+ for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
+ code_sections.push_back(E->key());
+ }
+ code_sections.sort_custom<StringName::AlphCompare>();
- builder.append(fragment_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[i].get_data());
- for (int j = 0; j < version->custom_defines.size(); j++) {
- builder.append(version->custom_defines[j].get_data());
- }
+ for (int i = 0; i < code_sections.size(); i++) {
+ hash_build.append(String("[code:") + String(code_sections[i]) + "]");
+ hash_build.append(p_version->code_sections[code_sections[i]].get_data());
+ }
+ for (int i = 0; i < p_version->custom_defines.size(); i++) {
+ hash_build.append("[custom_defines:" + itos(i) + "]");
+ hash_build.append(p_version->custom_defines[i].get_data());
+ }
- builder.append(fragment_code0.get_data()); //first part of fragment
+ return hash_build.as_string().sha1_text();
+}
- builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
+static const char *shader_file_header = "GDSC";
+static const uint32_t cache_file_version = 1;
- builder.append(fragment_code1.get_data()); //first part of fragment
+bool ShaderRD::_load_from_cache(Version *p_version) {
+ String sha1 = _version_get_sha1(p_version);
+ String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- builder.append(version->fragment_globals.get_data()); // fragment globals
+ uint64_t time_from = OS::get_singleton()->get_ticks_usec();
- builder.append(fragment_code2.get_data()); //third part of fragment
+ FileAccessRef f = FileAccess::open(path, FileAccess::READ);
+ if (!f) {
+ return false;
+ }
- builder.append(version->fragment_light.get_data()); // fragment light
+ char header[5] = { 0, 0, 0, 0, 0 };
+ f->get_buffer((uint8_t *)header, 4);
+ ERR_FAIL_COND_V(header != String(shader_file_header), false);
- builder.append(fragment_code3.get_data()); //fourth part of fragment
+ uint32_t file_version = f->get_32();
+ if (file_version != cache_file_version) {
+ return false; // wrong version
+ }
- builder.append(version->fragment_code.get_data()); // fragment code
+ uint32_t variant_count = f->get_32();
- builder.append(fragment_code4.get_data()); //fourth part of fragment
+ ERR_FAIL_COND_V(variant_count != (uint32_t)variant_defines.size(), false); //should not happen but check
- RS::ShaderNativeSourceCode::Version::Stage stage;
- stage.name = "fragment";
- stage.code = builder.as_string();
+ bool success = true;
+ for (uint32_t i = 0; i < variant_count; i++) {
+ uint32_t stage_count = f->get_32();
+ p_version->variant_stages[i].resize(stage_count);
+ for (uint32_t j = 0; j < stage_count; j++) {
+ p_version->variant_stages[i].write[j].shader_stage = RD::ShaderStage(f->get_32());
- source_code.versions.write[i].stages.push_back(stage);
- }
+ int compression = f->get_32();
+ uint32_t length = f->get_32();
- if (is_compute) {
- //compute stage
+ if (compression == 0) {
+ Vector<uint8_t> data;
+ data.resize(length);
- StringBuilder builder;
+ f->get_buffer(data.ptrw(), length);
- builder.append(compute_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(base_compute_defines.get_data());
- builder.append(general_defines.get_data());
- builder.append(variant_defines[i].get_data());
+ p_version->variant_stages[i].write[j].spir_v = data;
+ } else {
+ Vector<uint8_t> data;
- for (int j = 0; j < version->custom_defines.size(); j++) {
- builder.append(version->custom_defines[j].get_data());
- }
+ if (compression == 2) {
+ //zstd
+ int smol_length = f->get_32();
+ Vector<uint8_t> zstd_data;
- builder.append(compute_code0.get_data()); //first part of compute
+ zstd_data.resize(smol_length);
+ f->get_buffer(zstd_data.ptrw(), smol_length);
- builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
+ data.resize(length);
+ Compression::decompress(data.ptrw(), data.size(), zstd_data.ptr(), zstd_data.size(), Compression::MODE_ZSTD);
- builder.append(compute_code1.get_data()); //second part of compute
+ } else {
+ data.resize(length);
+ f->get_buffer(data.ptrw(), length);
+ }
- builder.append(version->compute_globals.get_data()); // compute globals
+ Vector<uint8_t> spirv;
+ uint32_t spirv_size = smolv::GetDecodedBufferSize(data.ptr(), data.size());
+ spirv.resize(spirv_size);
+ if (!smolv::Decode(data.ptr(), data.size(), spirv.ptrw(), spirv_size)) {
+ ERR_PRINT("Malformed smolv input uncompressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(j));
+ success = false;
+ break;
+ }
+ p_version->variant_stages[i].write[j].spir_v = spirv;
+ }
+ }
+ }
- builder.append(compute_code2.get_data()); //third part of compute
+ if (!success) {
+ for (uint32_t i = 0; i < variant_count; i++) {
+ p_version->variant_stages[i].resize(0);
+ }
+ return false;
+ }
- builder.append(version->compute_code.get_data()); // code
+ float time_ms = double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
- builder.append(compute_code3.get_data()); //fourth of compute
+ print_verbose("Shader cache load success '" + path + "' " + rtos(time_ms) + "ms.");
- RS::ShaderNativeSourceCode::Version::Stage stage;
- stage.name = "compute";
- stage.code = builder.as_string();
+ for (uint32_t i = 0; i < variant_count; i++) {
+ RID shader = RD::get_singleton()->shader_create(p_version->variant_stages[i]);
+ {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[i] = shader;
+ }
+ }
- source_code.versions.write[i].stages.push_back(stage);
+ memdelete_arr(p_version->variant_stages); //clear stages
+ p_version->variant_stages = nullptr;
+ p_version->valid = true;
+ return true;
+}
+
+void ShaderRD::_save_to_cache(Version *p_version) {
+ String sha1 = _version_get_sha1(p_version);
+ String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
+
+ FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
+ ERR_FAIL_COND(!f);
+ f->store_buffer((const uint8_t *)shader_file_header, 4);
+ f->store_32(cache_file_version); //file version
+ uint32_t variant_count = variant_defines.size();
+ f->store_32(variant_count); //variant count
+
+ for (uint32_t i = 0; i < variant_count; i++) {
+ f->store_32(p_version->variant_stages[i].size()); //stage count
+ for (int j = 0; j < p_version->variant_stages[i].size(); j++) {
+ f->store_32(p_version->variant_stages[i][j].shader_stage); //stage count
+ Vector<uint8_t> spirv = p_version->variant_stages[i][j].spir_v;
+
+ bool save_uncompressed = true;
+ if (shader_cache_save_compressed) {
+ smolv::ByteArray smolv;
+ bool strip_debug = !shader_cache_save_debug;
+ if (!smolv::Encode(spirv.ptr(), spirv.size(), smolv, strip_debug ? smolv::kEncodeFlagStripDebugInfo : 0)) {
+ ERR_PRINT("Error compressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(i));
+ } else {
+ bool compress_zstd = shader_cache_save_compressed_zstd;
+
+ if (compress_zstd) {
+ Vector<uint8_t> zstd;
+ zstd.resize(Compression::get_max_compressed_buffer_size(smolv.size(), Compression::MODE_ZSTD));
+ int dst_size = Compression::compress(zstd.ptrw(), &smolv[0], smolv.size(), Compression::MODE_ZSTD);
+ if (dst_size >= 0 && (uint32_t)dst_size < smolv.size()) {
+ f->store_32(2); //compressed zstd
+ f->store_32(smolv.size()); //size of smolv buffer
+ f->store_32(dst_size); //size of smolv buffer
+ f->store_buffer(zstd.ptr(), dst_size); //smolv buffer
+ } else {
+ compress_zstd = false;
+ }
+ }
+
+ if (!compress_zstd) {
+ f->store_32(1); //compressed
+ f->store_32(smolv.size()); //size of smolv buffer
+ f->store_buffer(&smolv[0], smolv.size()); //smolv buffer
+ }
+ save_uncompressed = false;
+ }
+ }
+
+ if (save_uncompressed) {
+ f->store_32(0); //uncompressed
+ f->store_32(spirv.size()); //stage count
+ f->store_buffer(spirv.ptr(), spirv.size()); //stage count
+ }
}
}
- return source_code;
+ f->close();
}
void ShaderRD::_compile_version(Version *p_version) {
@@ -480,6 +531,15 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->dirty = false;
p_version->variants = memnew_arr(RID, variant_defines.size());
+ typedef Vector<RD::ShaderStageData> ShaderStageArray;
+ p_version->variant_stages = memnew_arr(ShaderStageArray, variant_defines.size());
+
+ if (shader_cache_dir_valid) {
+ if (_load_from_cache(p_version)) {
+ return;
+ }
+ }
+
#if 1
RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
@@ -511,24 +571,35 @@ void ShaderRD::_compile_version(Version *p_version) {
}
}
memdelete_arr(p_version->variants);
+ if (p_version->variant_stages) {
+ memdelete_arr(p_version->variant_stages);
+ }
p_version->variants = nullptr;
+ p_version->variant_stages = nullptr;
return;
+ } else if (shader_cache_dir_valid) {
+ //save shader cache
+ _save_to_cache(p_version);
}
+ memdelete_arr(p_version->variant_stages); //clear stages
+ p_version->variant_stages = nullptr;
+
p_version->valid = true;
}
-void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
version->vertex_globals = p_vertex_globals.utf8();
- version->vertex_code = p_vertex_code.utf8();
- version->fragment_light = p_fragment_light.utf8();
version->fragment_globals = p_fragment_globals.utf8();
- version->fragment_code = p_fragment_code.utf8();
version->uniforms = p_uniforms.utf8();
+ version->code_sections.clear();
+ for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
+ version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+ }
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
@@ -542,15 +613,20 @@ void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const S
}
}
-void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(!is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
+
version->compute_globals = p_compute_globals.utf8();
- version->compute_code = p_compute_code.utf8();
version->uniforms = p_uniforms.utf8();
+ version->code_sections.clear();
+ for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
+ version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+ }
+
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
version->custom_defines.push_back(p_custom_defines[i].utf8());
@@ -597,6 +673,8 @@ bool ShaderRD::is_variant_enabled(int p_variant) const {
return variants_enabled[p_variant];
}
+bool ShaderRD::shader_cache_cleanup_on_start = false;
+
ShaderRD::ShaderRD() {
// Do not feel forced to use this, in most cases it makes little to no difference.
bool use_32_threads = false;
@@ -623,8 +701,64 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String
variant_defines.push_back(p_variant_defines[i].utf8());
variants_enabled.push_back(true);
}
+
+ if (shader_cache_dir != String()) {
+ StringBuilder hash_build;
+
+ hash_build.append("[base_hash]");
+ hash_build.append(base_sha256);
+ hash_build.append("[general_defines]");
+ hash_build.append(general_defines.get_data());
+ for (int i = 0; i < variant_defines.size(); i++) {
+ hash_build.append("[variant_defines:" + itos(i) + "]");
+ hash_build.append(variant_defines[i].get_data());
+ }
+
+ base_sha256 = hash_build.as_string().sha256_text();
+
+ DirAccessRef d = DirAccess::open(shader_cache_dir);
+ ERR_FAIL_COND(!d);
+ if (d->change_dir(name) != OK) {
+ Error err = d->make_dir(name);
+ ERR_FAIL_COND(err != OK);
+ d->change_dir(name);
+ }
+
+ //erase other versions?
+ if (shader_cache_cleanup_on_start) {
+ }
+ //
+ if (d->change_dir(base_sha256) != OK) {
+ Error err = d->make_dir(base_sha256);
+ ERR_FAIL_COND(err != OK);
+ }
+ shader_cache_dir_valid = true;
+
+ print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
+ }
+}
+
+void ShaderRD::set_shader_cache_dir(const String &p_dir) {
+ shader_cache_dir = p_dir;
+}
+
+void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
+ shader_cache_save_compressed = p_enable;
}
+void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
+ shader_cache_save_compressed_zstd = p_enable;
+}
+
+void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
+ shader_cache_save_debug = p_enable;
+}
+
+String ShaderRD::shader_cache_dir;
+bool ShaderRD::shader_cache_save_compressed = true;
+bool ShaderRD::shader_cache_save_compressed_zstd = true;
+bool ShaderRD::shader_cache_save_debug = true;
+
ShaderRD::~ShaderRD() {
List<RID> remaining;
version_owner.get_owned_list(&remaining);
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index e0f4dcf2d0..9a68e02007 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -32,7 +32,9 @@
#define SHADER_RD_H
#include "core/os/mutex.h"
+#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
+#include "core/templates/local_vector.h"
#include "core/templates/map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
@@ -52,15 +54,13 @@ class ShaderRD {
struct Version {
CharString uniforms;
CharString vertex_globals;
- CharString vertex_code;
CharString compute_globals;
- CharString compute_code;
- CharString fragment_light;
CharString fragment_globals;
- CharString fragment_code;
+ Map<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
- RID *variants; //same size as version defines
+ Vector<RD::ShaderStageData> *variant_stages = nullptr;
+ RID *variants = nullptr; //same size as version defines
bool valid;
bool dirty;
@@ -76,31 +76,57 @@ class ShaderRD {
RID_Owner<Version> version_owner;
- CharString fragment_codev; //for version and extensions
- CharString fragment_code0;
- CharString fragment_code1;
- CharString fragment_code2;
- CharString fragment_code3;
- CharString fragment_code4;
-
- CharString vertex_codev; //for version and extensions
- CharString vertex_code0;
- CharString vertex_code1;
- CharString vertex_code2;
- CharString vertex_code3;
+ struct StageTemplate {
+ struct Chunk {
+ enum Type {
+ TYPE_VERSION_DEFINES,
+ TYPE_MATERIAL_UNIFORMS,
+ TYPE_VERTEX_GLOBALS,
+ TYPE_FRAGMENT_GLOBALS,
+ TYPE_COMPUTE_GLOBALS,
+ TYPE_CODE,
+ TYPE_TEXT
+ };
+
+ Type type;
+ StringName code;
+ CharString text;
+ };
+ LocalVector<Chunk> chunks;
+ };
bool is_compute = false;
- CharString compute_codev; //for version and extensions
- CharString compute_code0;
- CharString compute_code1;
- CharString compute_code2;
- CharString compute_code3;
-
- const char *name;
+ String name;
CharString base_compute_defines;
+ String base_sha256;
+
+ static String shader_cache_dir;
+ static bool shader_cache_cleanup_on_start;
+ static bool shader_cache_save_compressed;
+ static bool shader_cache_save_compressed_zstd;
+ static bool shader_cache_save_debug;
+ bool shader_cache_dir_valid = false;
+
+ enum StageType {
+ STAGE_TYPE_VERTEX,
+ STAGE_TYPE_FRAGMENT,
+ STAGE_TYPE_COMPUTE,
+ STAGE_TYPE_MAX,
+ };
+
+ StageTemplate stage_templates[STAGE_TYPE_MAX];
+
+ void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
+
+ void _add_stage(const char *p_code, StageType p_stage_type);
+
+ String _version_get_sha1(Version *p_version) const;
+ bool _load_from_cache(Version *p_version);
+ void _save_to_cache(Version *p_version);
+
protected:
ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
@@ -108,8 +134,8 @@ protected:
public:
RID version_create();
- void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
- void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
+ void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
+ void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
@@ -136,6 +162,11 @@ public:
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
+ static void set_shader_cache_dir(const String &p_dir);
+ static void set_shader_cache_save_compressed(bool p_enable);
+ static void set_shader_cache_save_compressed_zstd(bool p_enable);
+ static void set_shader_cache_save_debug(bool p_enable);
+
RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
new file mode 100644
index 0000000000..967da1e6e4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -0,0 +1,95 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 dst_rect;
+
+ vec2 eye_center;
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint layer;
+ uint pad1;
+}
+data;
+
+layout(location = 0) out vec2 uv;
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv = base_arr[gl_VertexIndex];
+ vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw;
+ gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 dst_rect;
+
+ vec2 eye_center;
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint layer;
+ uint pad1;
+}
+data;
+
+layout(location = 0) in vec2 uv;
+
+layout(location = 0) out vec4 color;
+
+#ifdef USE_LAYER
+layout(binding = 0) uniform sampler2DArray src_rt;
+#else
+layout(binding = 0) uniform sampler2D src_rt;
+#endif
+
+void main() {
+#ifdef APPLY_LENS_DISTORTION
+ vec2 coords = uv * 2.0 - 1.0;
+ vec2 offset = coords - data.eye_center;
+
+ // take aspect ratio into account
+ offset.y /= data.aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= data.aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + data.eye_center;
+ coords /= data.upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ // layer is always used here
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ color = texture(src_rt, vec3(coords, data.layer));
+ }
+#elif defined(USE_LAYER)
+ color = texture(src_rt, vec3(uv, data.layer));
+#else
+ color = texture(src_rt, uv);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
index 63f086a83d..b70e0b6bd5 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 3b39edc70e..2186bd174b 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
@@ -26,17 +26,15 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
-/* clang-format off */
-VERTEX_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -86,40 +84,82 @@ void main() {
mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
-#if 0
- if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
- uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
- offset *= gl_InstanceIndex;
- mat4 instance_xform = mat4(
- vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
- vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(0.0, 0.0, 0.0, 1.0));
- offset += 8;
- if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
- vec4 instance_color;
- if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
- instance_color = unpackUnorm4x8(bits);
- offset += 1;
- } else {
- instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- offset += 4;
- }
+#define FLAGS_INSTANCING_MASK 0x7F
+#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
+#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8)
+
+ uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
+
+#ifdef USE_ATTRIBUTES
+
+ if (instancing > 1) {
+ // trails
- color *= instance_color;
+ uint stride = 2 + 1 + 1; //particles always uses this format
+
+ uint trail_size = instancing;
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+ vec4 pcolor;
+ vec2 new_vertex;
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x;
+ pcolor = transforms.data[boffset + 2] * weight_attrib.x;
}
- if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
- if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
- uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
- instance_custom = unpackUnorm4x8(bits);
- } else {
- instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.y;
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.z;
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w;
+ pcolor += transforms.data[boffset + 2] * weight_attrib.w;
+ }
+
+ instance_custom = transforms.data[offset + 3];
+
+ vertex = new_vertex;
+ color *= pcolor;
+
+ } else
+#endif // USE_ATTRIBUTES
+
+ if (instancing == 1) {
+ uint stride = 2;
+ {
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ stride += 1;
+ }
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ stride += 1;
}
}
- }
-#endif
+ uint offset = stride * gl_InstanceIndex;
+
+ mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ color *= transforms.data[offset];
+ offset += 1;
+ }
+
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
+ }
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
@@ -132,9 +172,7 @@ void main() {
float point_size = 1.0;
#endif
{
- /* clang-format off */
-VERTEX_SHADER_CODE
- /* clang-format on */
+#CODE : VERTEX
}
#ifdef USE_NINEPATCH
@@ -212,7 +250,7 @@ VERTEX_SHADER_CODE
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "canvas_uniforms_inc.glsl"
@@ -228,11 +266,11 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
@@ -243,7 +281,7 @@ vec2 screen_uv_to_sdf(vec2 p_uv) {
float texture_sdf(vec2 p_sdf) {
vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r;
- d = d * SDF_MAX_LENGTH - 1.0;
+ d *= SDF_MAX_LENGTH;
return d * canvas_data.tex_to_sdf;
}
@@ -260,11 +298,9 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * canvas_data.sdf_to_screen;
}
-/* clang-format off */
-FRAGMENT_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
vec4 light_compute(
vec3 light_vertex,
@@ -278,9 +314,9 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
- /* clang-format off */
-LIGHT_SHADER_CODE
- /* clang-format on */
+
+#CODE : LIGHT
+
return light;
}
@@ -356,7 +392,7 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
@@ -395,7 +431,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
}
vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
@@ -504,11 +540,7 @@ void main() {
normal_used = true;
#endif
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
+#CODE : FRAGMENT
#if defined(NORMAL_MAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
@@ -543,7 +575,7 @@ FRAGMENT_SHADER_CODE
vec2 direction = light_array.data[light_base].position;
vec4 light_color = light_array.data[light_base].color;
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
@@ -561,7 +593,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
@@ -599,7 +631,7 @@ FRAGMENT_SHADER_CODE
vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
vec4 light_base_color = light_array.data[light_base].color;
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
@@ -657,7 +689,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 5c25235c58..9f89f4b3b7 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in highp vec3 vertex;
@@ -32,7 +32,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
index 302ad03b41..2bdfbabfcf 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -2,12 +2,12 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(r8, set = 0, binding = 1) uniform restrict readonly image2D src_pixels;
-layout(r16, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf;
+layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf;
layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
@@ -32,7 +32,7 @@ void main() {
#ifdef MODE_LOAD
bool solid = imageLoad(src_pixels, pos).r > 0.5;
- imageStore(dst_process, pos, solid ? ivec4(pos, 0, 0) : ivec4(ivec2(32767), 0, 0));
+ imageStore(dst_process, pos, solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0));
#endif
#ifdef MODE_LOAD_SHRINK
@@ -43,6 +43,8 @@ void main() {
ivec2 rel = ivec2(32767);
float d = 1e20;
+ int found = 0;
+ int solid_found = 0;
for (int i = 0; i < s; i++) {
for (int j = 0; j < s; j++) {
ivec2 src_pos = base + ivec2(i, j);
@@ -56,10 +58,17 @@ void main() {
d = dist;
rel = src_pos;
}
+ solid_found++;
}
+ found++;
}
}
+ if (solid_found == found) {
+ //mark solid only if all are solid
+ rel = ivec2(-32767);
+ }
+
imageStore(dst_process, pos, ivec4(rel, 0, 0));
#endif
@@ -70,6 +79,12 @@ void main() {
ivec2 rel = imageLoad(src_process, pos).xy;
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
if (center != rel) {
//only process if it does not point to itself
const int ofs_table_size = 8;
@@ -92,6 +107,15 @@ void main() {
continue;
}
ivec2 src_rel = imageLoad(src_process, src_pos).xy;
+ bool src_solid = src_rel.x < 0;
+ if (src_solid) {
+ src_rel = -src_rel - ivec2(1);
+ }
+
+ if (src_solid != solid) {
+ src_rel = ivec2(src_pos << params.shift); //point to itself if of different type
+ }
+
float src_dist = length(vec2(src_rel - center));
if (src_dist < dist) {
dist = src_dist;
@@ -100,18 +124,31 @@ void main() {
}
}
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
imageStore(dst_process, pos, ivec4(rel, 0, 0));
#endif
#ifdef MODE_STORE
ivec2 rel = imageLoad(src_process, pos).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
float d = length(vec2(rel - pos));
- if (d > 0.01) {
- d += 1.0; //make it signed
+
+ if (solid) {
+ d = -d;
}
+
d /= SDF_MAX_LENGTH;
- d = clamp(d, 0.0, 1.0);
+ d = clamp(d, -1.0, 1.0);
imageStore(dst_sdf, pos, vec4(d));
#endif
@@ -122,13 +159,20 @@ void main() {
ivec2 center = base + ivec2(params.shift);
ivec2 rel = imageLoad(src_process, pos).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
float d = length(vec2(rel - center));
- if (d > 0.01) {
- d += 1.0; //make it signed
+ if (solid) {
+ d = -d;
}
d /= SDF_MAX_LENGTH;
- d = clamp(d, 0.0, 1.0);
+ d = clamp(d, -1.0, 1.0);
imageStore(dst_sdf, pos, vec4(d));
#endif
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index cf7678ea31..451f9b0089 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -5,12 +5,10 @@
#define SDF_MAX_LENGTH 16384.0
-#define FLAGS_INSTANCING_STRIDE_MASK 0xF
-#define FLAGS_INSTANCING_ENABLED (1 << 4)
-#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
-#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
-#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
-#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8)
+//1 means enabled, 2+ means trails in use
+#define FLAGS_INSTANCING_MASK 0x7F
+#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
+#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8)
#define FLAGS_CLIP_RECT_UV (1 << 9)
#define FLAGS_TRANSPOSE_RECT (1 << 10)
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
index 3a4bf4da07..8e616ebe1f 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -1,105 +1,3 @@
-
#define CLUSTER_COUNTER_SHIFT 20
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
#define CLUSTER_COUNTER_MASK 0xfff
-
-struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
-
- vec3 direction;
- float size;
-
- vec3 color;
- float attenuation;
-
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
- bool shadow_enabled;
-
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- float shadow_volumetric_fog_fade;
- uint pad;
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
-#define REFLECTION_AMBIENT_DISABLED 0
-#define REFLECTION_AMBIENT_ENVIRONMENT 1
-#define REFLECTION_AMBIENT_COLOR 2
-
-struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec3 ambient; // ambient color
- float intensity;
- bool exterior;
- bool box_project;
- uint ambient_mode;
- uint pad;
- //0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- bool blend_splits;
- bool shadow_enabled;
- float fade_from;
- float fade_to;
- uvec3 pad;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_z_range;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
-};
-
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
-};
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
index 70a875192c..40da2c6e5c 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 8723ea78e4..da7d189281 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec3 vertex_attrib;
@@ -63,9 +63,9 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic) && defined(GL_KHR_shader_subgroup_vote)
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
index 5be0893c4f..b0606efa94 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index cdd35dfb3f..4110a95ddb 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 9751e13b4e..8c68e2dc2f 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -37,7 +37,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index c3ac0bee57..dfbce29119 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
@@ -26,7 +26,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
index 7f269b7af3..9fa84657d1 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
@@ -22,7 +22,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
index 987545fb76..2a774b0eb4 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
@@ -22,7 +22,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define GROUP_SIZE 64
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index 5cbb00baa4..ce7c03c1d4 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define GROUP_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
new file mode 100644
index 0000000000..ccaad13311
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -0,0 +1,18 @@
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 92a5682572..3977f4efa0 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
@@ -35,7 +35,7 @@ layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 12) uniform texture2D depth_buffer;
layout(set = 0, binding = 13) uniform texture2D normal_roughness_buffer;
-layout(set = 0, binding = 14) uniform utexture2D giprobe_buffer;
+layout(set = 0, binding = 14) uniform utexture2D voxel_gi_buffer;
layout(set = 0, binding = 15, std140) uniform SDFGI {
vec3 grid_size;
@@ -65,9 +65,9 @@ layout(set = 0, binding = 15, std140) uniform SDFGI {
}
sdfgi;
-#define MAX_GI_PROBES 8
+#define MAX_VOXEL_GI_INSTANCES 8
-struct GIProbeData {
+struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
@@ -83,12 +83,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 0, binding = 16, std140) uniform GIProbes {
- GIProbeData data[MAX_GI_PROBES];
+layout(set = 0, binding = 16, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
}
-gi_probes;
+voxel_gi_instances;
-layout(set = 0, binding = 17) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
layout(push_constant, binding = 0, std430) uniform Params {
ivec2 screen_size;
@@ -98,7 +98,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
vec3 ao_color;
- uint max_giprobes;
+ uint max_voxel_gi_instances;
bool high_quality_vct;
bool orthogonal;
@@ -155,7 +155,7 @@ vec3 reconstruct_position(ivec2 screen_pos) {
return pos;
}
-void sdfgi_probe_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
+void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
cascade_pos += cam_normal * sdfgi.normal_bias;
vec3 base_pos = floor(cascade_pos);
@@ -293,7 +293,7 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
float blend;
vec3 diffuse, specular;
- sdfgi_probe_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular);
+ sdfvoxel_gi_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular);
{
//process blend
@@ -323,7 +323,7 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
} else {
vec3 diffuse2, specular2;
cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe;
- sdfgi_probe_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2);
+ sdfvoxel_gi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2);
diffuse = mix(diffuse, diffuse2, blend);
specular = mix(specular, specular2, blend);
}
@@ -494,26 +494,26 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3
return color;
}
-void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) {
- position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
- ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
- normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
+void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) {
+ position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz;
+ ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz);
+ normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz);
- position += normal * gi_probes.data[index].normal_bias;
+ position += normal * voxel_gi_instances.data[index].normal_bias;
//this causes corrupted pixels, i have no idea why..
- if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
+ if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) {
return;
}
- mat3 dir_xform = mat3(gi_probes.data[index].xform) * normal_xform;
+ mat3 dir_xform = mat3(voxel_gi_instances.data[index].xform) * normal_xform;
- vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
+ vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0);
float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
//float blend=1.0;
- float max_distance = length(gi_probes.data[index].bounds);
- vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
+ float max_distance = length(voxel_gi_instances.data[index].bounds);
+ vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds;
//irradiance
@@ -534,7 +534,7 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
for (uint i = 0; i < cone_dir_count; i++) {
vec3 dir = normalize(dir_xform * cone_dirs[i]);
- light += cone_weights[i] * voxel_cone_trace(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
+ light += cone_weights[i] * voxel_cone_trace(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias);
}
} else {
const uint cone_dir_count = 4;
@@ -547,42 +547,42 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
float cone_weights[cone_dir_count] = float[](0.25, 0.25, 0.25, 0.25);
for (int i = 0; i < cone_dir_count; i++) {
vec3 dir = normalize(dir_xform * cone_dirs[i]);
- light += cone_weights[i] * voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, max_distance, gi_probes.data[index].bias);
+ light += cone_weights[i] * voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, max_distance, voxel_gi_instances.data[index].bias);
}
}
- if (gi_probes.data[index].ambient_occlusion > 0.001) {
- float size = 1.0 + gi_probes.data[index].ambient_occlusion_size * 7.0;
+ if (voxel_gi_instances.data[index].ambient_occlusion > 0.001) {
+ float size = 1.0 + voxel_gi_instances.data[index].ambient_occlusion_size * 7.0;
float taps, blend;
blend = modf(size, taps);
float ao = 0.0;
for (float i = 1.0; i <= taps; i++) {
vec3 ofs = (position + normal * (i * 0.5 + 1.0)) * cell_size;
- ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i;
+ ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i;
}
if (blend > 0.001) {
vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size;
- ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend;
+ ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend;
}
ao = 1.0 - min(1.0, ao);
- light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, gi_probes.data[index].ambient_occlusion));
+ light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, voxel_gi_instances.data[index].ambient_occlusion));
}
- light.rgb *= gi_probes.data[index].dynamic_range;
- if (!gi_probes.data[index].blend_ambient) {
+ light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
}
out_diff += light * blend;
//radiance
- vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
- irr_light.rgb *= gi_probes.data[index].dynamic_range;
- if (!gi_probes.data[index].blend_ambient) {
+ vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ if (!voxel_gi_instances.data[index].blend_ambient) {
irr_light.a = 1.0;
}
@@ -614,9 +614,9 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
#endif
-#ifdef USE_GIPROBES
+#ifdef USE_VOXEL_GI_INSTANCES
{
- uvec2 giprobe_tex = texelFetch(usampler2D(giprobe_buffer, linear_sampler), pos, 0).rg;
+ uvec2 voxel_gi_tex = texelFetch(usampler2D(voxel_gi_buffer, linear_sampler), pos, 0).rg;
roughness *= roughness;
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
@@ -628,9 +628,9 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
vec4 spec_accum = vec4(0.0);
float blend_accum = 0.0;
- for (uint i = 0; i < params.max_giprobes; i++) {
- if (any(equal(uvec2(i), giprobe_tex))) {
- gi_probe_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum);
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ if (any(equal(uvec2(i), voxel_gi_tex))) {
+ voxel_gi_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum);
}
}
if (blend_accum > 0.0) {
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 56b3b7ccb4..5dc2d08a3b 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
new file mode 100644
index 0000000000..2fce258cff
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -0,0 +1,87 @@
+#define LIGHT_BAKE_DISABLED 0
+#define LIGHT_BAKE_DYNAMIC 1
+#define LIGHT_BAKE_STATIC 2
+
+struct LightData { //this structure needs to be as packed as possible
+ vec3 position;
+ float inv_radius;
+
+ vec3 direction;
+ float size;
+
+ vec3 color;
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ bool shadow_enabled;
+
+ vec4 atlas_rect; // rect in the shadow atlas
+ mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint bake_mode;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec3 ambient; // ambient color
+ float intensity;
+ bool exterior;
+ bool box_project;
+ uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec2 pad;
+ uint bake_mode;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ vec4 shadow_range_begin;
+ vec4 shadow_split_offsets;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
+};
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 8a11c35b78..466442b67a 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index cb6d8dc7f6..9f8410fd8a 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@@ -19,6 +19,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+#define SDF_MAX_LENGTH 16384.0
+
/* SET 0: GLOBAL DATA */
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
@@ -54,6 +56,7 @@ struct Attractor {
#define COLLIDER_TYPE_BOX 1
#define COLLIDER_TYPE_SDF 2
#define COLLIDER_TYPE_HEIGHT_FIELD 3
+#define COLLIDER_TYPE_2D_SDF 4
struct Collider {
mat4 transform;
@@ -76,6 +79,11 @@ struct FrameParams {
float time;
float delta;
+ uint frame;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+
uint random_seed;
uint attractor_count;
uint collider_count;
@@ -92,10 +100,16 @@ layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
}
frame_history;
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+#define PARTICLE_FRAME_MASK uint(0xFFFF)
+#define PARTICLE_FRAME_SHIFT uint(16)
+
struct ParticleData {
mat4 xform;
vec3 velocity;
- bool is_active;
+ uint flags;
vec4 color;
vec4 custom;
};
@@ -146,11 +160,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
/* SET 3: MATERIAL */
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
@@ -162,7 +176,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
bool use_fractional_delta;
bool sub_emitter_mode;
bool can_emit;
- uint pad;
+ bool trail_pass;
}
params;
@@ -196,15 +210,19 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
-/* clang-format off */
-
-COMPUTE_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
void main() {
uint particle = gl_GlobalInvocationID.x;
+ if (params.trail_size > 1) {
+ if (params.trail_pass) {
+ particle += (particle / (params.trail_size - 1)) + 1;
+ } else {
+ particle *= params.trail_size;
+ }
+ }
+
if (particle >= params.total_particles * params.trail_size) {
return; //discard
}
@@ -233,7 +251,7 @@ void main() {
PARTICLE.color = vec4(1.0);
PARTICLE.custom = vec4(0.0);
PARTICLE.velocity = vec3(0.0);
- PARTICLE.is_active = false;
+ PARTICLE.flags = 0;
PARTICLE.xform = mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
@@ -241,6 +259,29 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
}
+ //clear started flag if set
+
+ if (params.trail_pass) {
+ //trail started
+ uint src_idx = index * params.trail_size;
+ if (bool(particles.data[src_idx].flags & PARTICLE_FLAG_STARTED)) {
+ //save start conditions for trails
+ PARTICLE.color = particles.data[src_idx].color;
+ PARTICLE.custom = particles.data[src_idx].custom;
+ PARTICLE.velocity = particles.data[src_idx].velocity;
+ PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start
+ PARTICLE.xform = particles.data[src_idx].xform;
+ }
+
+ if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now
+ // we just assume that this is the first frame of the particle, the rest is deterministic
+ PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT));
+ return; //- this appears like it should be correct, but it seems not to be.. wonder why.
+ }
+ } else {
+ PARTICLE.flags &= ~PARTICLE_FLAG_STARTED;
+ }
+
bool collided = false;
vec3 collision_normal = vec3(0.0);
float collision_depth = 0.0;
@@ -249,197 +290,17 @@ void main() {
#if !defined(DISABLE_VELOCITY)
- if (PARTICLE.is_active) {
+ if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
}
#endif
- /* Process physics if active */
-
- if (PARTICLE.is_active) {
- for (uint i = 0; i < FRAME.attractor_count; i++) {
- vec3 dir;
- float amount;
- vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
- vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
-
- switch (FRAME.attractors[i].type) {
- case ATTRACTOR_TYPE_SPHERE: {
- dir = normalize(rel_vec);
- float d = length(local_pos) / FRAME.attractors[i].extents.x;
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
- } break;
- case ATTRACTOR_TYPE_BOX: {
- dir = normalize(rel_vec);
-
- vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
- float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
-
- } break;
- case ATTRACTOR_TYPE_VECTOR_FIELD: {
- vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
- if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
- continue;
- }
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
- dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
- amount = length(s);
-
- } break;
- }
- amount = pow(amount, FRAME.attractors[i].attenuation);
- dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
- attractor_force -= amount * dir * FRAME.attractors[i].strength;
- }
-
- float particle_size = FRAME.particle_size;
-
-#ifdef USE_COLLISON_SCALE
-
- particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
-
-#endif
-
- for (uint i = 0; i < FRAME.collider_count; i++) {
- vec3 normal;
- float depth;
- bool col = false;
-
- vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
- vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
-
- switch (FRAME.colliders[i].type) {
- case COLLIDER_TYPE_SPHERE: {
- float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
-
- if (d < 0.0) {
- col = true;
- depth = -d;
- normal = normalize(rel_vec);
- }
-
- } break;
- case COLLIDER_TYPE_BOX: {
- vec3 abs_pos = abs(local_pos);
- vec3 sgn_pos = sign(local_pos);
-
- if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
- //point outside box
-
- vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
- vec3 rel = abs_pos - closest;
- depth = length(rel) - particle_size;
- if (depth < 0.0) {
- col = true;
- normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
- depth = -depth;
- }
- } else {
- //point inside box
- vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
- // there has to be a faster way to do this?
- if (all(lessThan(axis_len.xx, axis_len.yz))) {
- normal = vec3(1, 0, 0);
- } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
- normal = vec3(0, 1, 0);
- } else {
- normal = vec3(0, 0, 1);
- }
-
- col = true;
- depth = dot(normal * axis_len, vec3(1)) + particle_size;
- normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
- }
-
- } break;
- case COLLIDER_TYPE_SDF: {
- vec3 apos = abs(local_pos);
- float extra_dist = 0.0;
- if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
- vec3 mpos = min(apos, FRAME.colliders[i].extents);
- extra_dist = distance(mpos, apos);
- }
-
- if (extra_dist > particle_size) {
- continue;
- }
-
- vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
- float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
- s *= FRAME.colliders[i].scale;
- s += extra_dist;
- if (s < particle_size) {
- col = true;
- depth = particle_size - s;
- const float EPSILON = 0.001;
- normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
- }
-
- } break;
- case COLLIDER_TYPE_HEIGHT_FIELD: {
- vec3 local_pos_bottom = local_pos;
- local_pos_bottom.y -= particle_size;
-
- if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
- continue;
- }
-
- const float DELTA = 1.0 / 8192.0;
-
- vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
-
- float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
-
- if (y > uvw_pos.y) {
- //inside heightfield
-
- vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
- vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
- vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
-
- normal = normalize(cross(pos1 - pos2, pos1 - pos3));
- float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
-
- col = true;
- depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
- }
-
- } break;
- }
-
- if (col) {
- if (!collided) {
- collided = true;
- collision_normal = normal;
- collision_depth = depth;
- } else {
- vec3 c = collision_normal * collision_depth;
- c += normal * max(0.0, depth - dot(normal, c));
- collision_normal = normalize(c);
- collision_depth = length(c);
- }
- }
- }
- }
-
- if (params.sub_emitter_mode) {
- if (!PARTICLE.is_active) {
+ if (!params.trail_pass && params.sub_emitter_mode) {
+ if (!bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
if (src_index >= 0) {
- PARTICLE.is_active = true;
+ PARTICLE.flags = (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT));
restart = true;
if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
@@ -521,16 +382,12 @@ void main() {
}
}
- uint current_cycle = FRAME.cycle;
-
- if (FRAME.system_phase < restart_phase) {
- current_cycle -= uint(1);
+ if (params.trail_pass) {
+ restart = false;
}
- uint particle_number = current_cycle * uint(params.total_particles) + particle;
-
if (restart) {
- PARTICLE.is_active = FRAME.emitting;
+ PARTICLE.flags = FRAME.emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)) : 0;
restart_position = true;
restart_rotation_scale = true;
restart_velocity = true;
@@ -539,11 +396,237 @@ void main() {
}
}
- if (PARTICLE.is_active) {
- /* clang-format off */
+ bool particle_active = bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE);
+
+ uint particle_number = (PARTICLE.flags >> PARTICLE_FRAME_SHIFT) * uint(params.total_particles) + index;
+
+ if (restart && particle_active) {
+#CODE : START
+ }
+
+ if (particle_active) {
+ for (uint i = 0; i < FRAME.attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
+
+ switch (FRAME.attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = normalize(rel_vec);
+ float d = length(local_pos) / FRAME.attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
+ continue;
+ }
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ amount = length(s);
+
+ } break;
+ }
+ amount = pow(amount, FRAME.attractors[i].attenuation);
+ dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ attractor_force -= amount * dir * FRAME.attractors[i].strength;
+ }
+
+ float particle_size = FRAME.particle_size;
+
+#ifdef USE_COLLISON_SCALE
+
+ particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) {
+ //2D collision
+
+ vec2 pos = PARTICLE.xform[3].xy;
+ vec4 to_sdf_x = FRAME.colliders[0].transform[0];
+ vec4 to_sdf_y = FRAME.colliders[0].transform[1];
+ vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
+
+ vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale);
+
+ vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
+
+ if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
+ vec2 pos2 = pos + vec2(0, particle_size);
+ vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
+ float sdf_particle_size = distance(sdf_pos, sdf_pos2);
+
+ float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH;
+
+ d -= sdf_particle_size;
+
+ if (d < 0.0) {
+ const float EPSILON = 0.001;
+ vec2 n = normalize(vec2(
+ texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r,
+ texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r));
+
+ collided = true;
+ sdf_pos2 = sdf_pos + n * d;
+ pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3]));
+
+ n = pos - pos2;
+
+ collision_normal = normalize(vec3(n, 0.0));
+ collision_depth = length(n);
+ }
+ }
+
+ } else {
+ for (uint i = 0; i < FRAME.collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
+
+ switch (FRAME.colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
+ }
-COMPUTE_SHADER_CODE
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ vec3 apos = abs(local_pos);
+ float extra_dist = 0.0;
+ if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
+ vec3 mpos = min(apos, FRAME.colliders[i].extents);
+ extra_dist = distance(mpos, apos);
+ }
+
+ if (extra_dist > particle_size) {
+ continue;
+ }
+
+ vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
+ s *= FRAME.colliders[i].scale;
+ s += extra_dist;
+ if (s < particle_size) {
+ col = true;
+ depth = particle_size - s;
+ const float EPSILON = 0.001;
+ normal = mat3(FRAME.colliders[i].transform) *
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ }
+
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+ }
+
+ if (particle_active) {
+#CODE : PROCESS
+ }
- /* clang-format on */
+ PARTICLE.flags &= ~PARTICLE_FLAG_ACTIVE;
+ if (particle_active) {
+ PARTICLE.flags |= PARTICLE_FLAG_ACTIVE;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 6c782b6045..4dceeea995 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -2,14 +2,18 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+
struct ParticleData {
mat4 xform;
vec3 velocity;
- bool is_active;
+ uint flags;
vec4 color;
vec4 custom;
};
@@ -33,12 +37,35 @@ sort_buffer;
#endif // USE_SORT_BUFFER
+layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
+ mat4 data[];
+}
+trail_bind_poses;
+
layout(push_constant, binding = 0, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
+
+ uint trail_size;
+ uint trail_total;
+ float frame_delta;
+ float frame_remainder;
+
+ vec3 align_up;
+ uint align_mode;
+
+ bool order_by_lifetime;
+ uint lifetime_split;
+ bool lifetime_reverse;
+ uint pad;
}
params;
+#define TRANSFORM_ALIGN_DISABLED 0
+#define TRANSFORM_ALIGN_Z_BILLBOARD 1
+#define TRANSFORM_ALIGN_Y_TO_VELOCITY 2
+#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY 3
+
void main() {
#ifdef MODE_FILL_SORT_BUFFER
@@ -47,36 +74,152 @@ void main() {
return; //discard
}
- sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
+ uint src_particle = particle;
+ if (params.trail_size > 1) {
+ src_particle = src_particle * params.trail_size + params.trail_size / 2; //use trail center for sorting
+ }
+ sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[src_particle].xform[3].xyz);
sort_buffer.data[particle].y = float(particle);
#endif
#ifdef MODE_FILL_INSTANCES
uint particle = gl_GlobalInvocationID.x;
- uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
if (particle >= params.total_particles) {
return; //discard
}
#ifdef USE_SORT_BUFFER
- particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
-#endif
+
+ if (params.trail_size > 1) {
+ particle = uint(sort_buffer.data[particle / params.trail_size].y) + (particle % params.trail_size);
+ } else {
+ particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
+ }
+#else
+ if (params.order_by_lifetime) {
+ if (params.trail_size > 1) {
+ uint limit = (params.total_particles / params.trail_size) - params.lifetime_split;
+
+ uint base_index = particle / params.trail_size;
+ uint base_offset = particle % params.trail_size;
+
+ if (params.lifetime_reverse) {
+ base_index = (params.total_particles / params.trail_size) - base_index - 1;
+ }
+
+ if (base_index < limit) {
+ base_index = params.lifetime_split + base_index;
+ } else {
+ base_index -= limit;
+ }
+
+ particle = base_index * params.trail_size + base_offset;
+
+ } else {
+ uint limit = params.total_particles - params.lifetime_split;
+
+ if (params.lifetime_reverse) {
+ particle = params.total_particles - particle - 1;
+ }
+
+ if (particle < limit) {
+ particle = params.lifetime_split + particle;
+ } else {
+ particle -= limit;
+ }
+ }
+ }
+#endif // USE_SORT_BUFFER
mat4 txform;
- if (particles.data[particle].is_active) {
- txform = transpose(particles.data[particle].xform);
+ if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) {
+ txform = particles.data[particle].xform;
+ if (params.trail_size > 1) {
+ // since the steps dont fit precisely in the history frames, must do a tiny bit of
+ // interpolation to get them close to their intended location.
+ uint part_ofs = particle % params.trail_size;
+ float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta;
+
+ txform[3].xyz -= particles.data[particle].velocity * natural_ofs;
+ }
+
+ switch (params.align_mode) {
+ case TRANSFORM_ALIGN_DISABLED: {
+ } break; //nothing
+ case TRANSFORM_ALIGN_Z_BILLBOARD: {
+ mat3 local = mat3(normalize(cross(params.align_up, params.sort_direction)), params.align_up, params.sort_direction);
+ local = local * mat3(txform);
+ txform[0].xyz = local[0];
+ txform[1].xyz = local[1];
+ txform[2].xyz = local[2];
+
+ } break;
+ case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
+ vec3 v = particles.data[particle].velocity;
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+ if (length(v) > 0.0) {
+ txform[1].xyz = normalize(v);
+ } else {
+ txform[1].xyz = normalize(txform[1].xyz);
+ }
+
+ txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
+ txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
+ txform[0].xyz *= s;
+ txform[1].xyz *= s;
+ } break;
+ case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
+ vec3 v = particles.data[particle].velocity;
+ vec3 sv = v - params.sort_direction * dot(params.sort_direction, v); //screen velocity
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+
+ if (length(sv) == 0) {
+ sv = params.align_up;
+ }
+
+ sv = normalize(sv);
+
+ txform[0].xyz = normalize(cross(sv, params.sort_direction)) * s;
+ txform[1].xyz = sv * s;
+ txform[2].xyz = params.sort_direction * s;
+
+ } break;
+ }
+
+ txform[3].xyz += particles.data[particle].velocity * params.frame_remainder;
+
+ if (params.trail_size > 1) {
+ uint part_ofs = particle % params.trail_size;
+ txform = txform * trail_bind_poses.data[part_ofs];
+ }
+
+ txform = transpose(txform);
} else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
}
+#ifdef MODE_2D
+
+ uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
+
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = particles.data[particle].color;
+ instances.data[write_offset + 3] = particles.data[particle].custom;
+
+#else
+
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
instances.data[write_offset + 2] = txform[2];
instances.data[write_offset + 3] = particles.data[particle].color;
instances.data[write_offset + 4] = particles.data[particle].custom;
+#endif //MODE_2D
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index e83c4ca93b..a4610e081c 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
@@ -13,9 +13,9 @@ layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
-#ifdef GIPROBE_RESOLVE
-layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe;
-layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe;
+#ifdef VOXEL_GI_RESOLVE
+layout(set = 2, binding = 0) uniform usampler2DMS source_voxel_gi;
+layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_voxel_gi;
#endif
#endif
@@ -38,8 +38,8 @@ void main() {
float best_depth = 1e20;
vec4 best_normal_roughness = vec4(0.0);
-#ifdef GIPROBE_RESOLVE
- uvec2 best_giprobe;
+#ifdef VOXEL_GI_RESOLVE
+ uvec2 best_voxel_gi;
#endif
#if 0
@@ -50,8 +50,8 @@ void main() {
best_depth = depth;
best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
-#ifdef GIPROBE_RESOLVE
- best_giprobe = texelFetch(source_giprobe,pos,i).rg;
+#ifdef VOXEL_GI_RESOLVE
+ best_voxel_gi = texelFetch(source_voxel_gi,pos,i).rg;
#endif
}
}
@@ -204,16 +204,16 @@ void main() {
#endif
best_depth = texelFetch(source_depth, pos, best_index).r;
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
-#ifdef GIPROBE_RESOLVE
- best_giprobe = texelFetch(source_giprobe, pos, best_index).rg;
+#ifdef VOXEL_GI_RESOLVE
+ best_voxel_gi = texelFetch(source_voxel_gi, pos, best_index).rg;
#endif
#endif
imageStore(dest_depth, pos, vec4(best_depth));
imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
-#ifdef GIPROBE_RESOLVE
- imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0));
+#ifdef VOXEL_GI_RESOLVE
+ imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0));
#endif
#endif
diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 464895928a..7b964675ca 100644
--- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
new file mode 100644
index 0000000000..99714b4504
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -0,0 +1,58 @@
+#ifdef ALPHA_HASH_USED
+
+float hash_2d(vec2 p) {
+ return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
+}
+
+float hash_3d(vec3 p) {
+ return hash_2d(vec2(hash_2d(p.xy), p.z));
+}
+
+float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
+ vec3 dx = dFdx(pos);
+ vec3 dy = dFdx(pos);
+ float delta_max_sqr = max(length(dx), length(dy));
+ float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
+
+ vec2 pix_scales =
+ vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
+
+ vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
+ hash_3d(floor(pix_scales.y * pos.xyz)));
+
+ float lerp_factor = fract(log2(pix_scale));
+
+ float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
+
+ float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
+
+ vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
+ (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
+ (2.0 * min_lerp * (1.0 - min_lerp))));
+
+ float alpha_hash_threshold =
+ (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+
+ return clamp(alpha_hash_threshold, 0.0, 1.0);
+}
+
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+
+float calc_mip_level(vec2 texture_coord) {
+ vec2 dx = dFdx(texture_coord);
+ vec2 dy = dFdy(texture_coord);
+ float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
+ return max(0.0, 0.5 * log2(delta_max_sqr));
+}
+
+float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
+ input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
+ input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
+ return clamp(input_alpha, 0.0, 1.0);
+}
+
+#endif // ALPHA_ANTIALIASING_USED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 7b86dac143..23f56fd42d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -48,11 +48,11 @@ layout(location = 8) in vec4 custom2_attrib;
layout(location = 9) in vec4 custom3_attrib;
#endif
-#if defined(BONES_USED)
+#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
layout(location = 10) in uvec4 bone_attrib;
#endif
-#if defined(WEIGHTS_USED)
+#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
layout(location = 11) in vec4 weight_attrib;
#endif
@@ -81,16 +81,14 @@ layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
-invariant gl_Position;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) out float dp_clip;
@@ -99,11 +97,9 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
+invariant gl_Position;
-/* clang-format on */
+#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -129,10 +125,72 @@ void main() {
if (is_multimesh) {
//multimesh, instances are for it
- uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
- offset *= gl_InstanceIndex;
mat4 matrix;
+
+#ifdef USE_PARTICLE_TRAILS
+ uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
+ uint stride = 3 + 1 + 1; //particles always uses this format
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+#ifdef COLOR_USED
+ vec4 pcolor;
+#endif
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
+#ifdef COLOR_USED
+ pcolor = transforms.data[boffset + 3] * weight_attrib.x;
+#endif
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.y;
+#endif
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.z;
+#endif
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.w;
+#endif
+ }
+
+ instance_custom = transforms.data[offset + 4];
+
+#ifdef COLOR_USED
+ color_interp *= pcolor;
+#endif
+
+#else
+ uint stride = 0;
+ {
+ //TODO implement a small lookup table for the stride
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ stride += 2;
+ } else {
+ stride += 3;
+ }
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ stride += 1;
+ }
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
@@ -152,6 +210,7 @@ void main() {
instance_custom = transforms.data[offset];
}
+#endif
//transpose
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
@@ -169,32 +228,6 @@ void main() {
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
-#if 0
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) {
- //multimesh, instances are for it
-
- uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3;
- uvec2 bones_23 = uvec2(bone_attrib.y & 0xFFFF, bone_attrib.y >> 16) * 3;
- vec2 weights_01 = unpackUnorm2x16(bone_attrib.z);
- vec2 weights_23 = unpackUnorm2x16(bone_attrib.w);
-
- mat4 m = mat4(transforms.data[bones_01.x], transforms.data[bones_01.x + 1], transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
- m += mat4(transforms.data[bones_01.y], transforms.data[bones_01.y + 1], transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
- m += mat4(transforms.data[bones_23.x], transforms.data[bones_23.x + 1], transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
- m += mat4(transforms.data[bones_23.y], transforms.data[bones_23.y + 1], transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
-
- //reverse order because its transposed
- vertex = (vec4(vertex, 1.0) * m).xyz;
- normal = (vec4(normal, 0.0) * m).xyz;
-
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- tangent = (vec4(tangent, 0.0) * m).xyz;
- binormal = (vec4(binormal, 0.0) * m).xyz;
-#endif
- }
-#endif
-
#ifdef UV_USED
uv_interp = uv_attrib;
#endif
@@ -230,11 +263,7 @@ void main() {
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
{
- /* clang-format off */
-
-VERTEX_SHADER_CODE
-
- /* clang-format on */
+#CODE : VERTEX
}
// using local coordinates (default)
@@ -325,7 +354,7 @@ VERTEX_SHADER_CODE
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -372,19 +401,15 @@ layout(location = 9) in flat uint instance_index;
#define LIGHT_TRANSMITTANCE_USED
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-/* clang-format off */
+#MATERIAL_UNIFORMS
-FRAGMENT_SHADER_GLOBALS
+} material;
+#endif
-/* clang-format on */
+#GLOBALS
#ifdef MODE_RENDER_DEPTH
@@ -396,13 +421,13 @@ layout(location = 2) out vec4 orm_output_buffer;
layout(location = 3) out vec4 emission_output_buffer;
layout(location = 4) out float depth_output_buffer;
-#endif
+#endif // MODE_RENDER_MATERIAL
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
layout(location = 0) out vec4 normal_roughness_output_buffer;
-#ifdef MODE_RENDER_GIPROBE
-layout(location = 1) out uvec2 giprobe_buffer;
+#ifdef MODE_RENDER_VOXEL_GI
+layout(location = 1) out uvec2 voxel_gi_buffer;
#endif
#endif //MODE_RENDER_NORMAL
@@ -415,1319 +440,19 @@ layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface sc
#else
layout(location = 0) out vec4 frag_color;
-#endif
+#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
-#ifdef ALPHA_HASH_USED
-
-float hash_2d(vec2 p) {
- return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
-}
-
-float hash_3d(vec3 p) {
- return hash_2d(vec2(hash_2d(p.xy), p.z));
-}
-
-float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
- vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
- float delta_max_sqr = max(length(dx), length(dy));
- float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
-
- vec2 pix_scales =
- vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
-
- vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
- hash_3d(floor(pix_scales.y * pos.xyz)));
-
- float lerp_factor = fract(log2(pix_scale));
-
- float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
-
- float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
-
- vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
- (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
-
- float alpha_hash_threshold =
- (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
-
- return clamp(alpha_hash_threshold, 0.0, 1.0);
-}
-
-#endif // ALPHA_HASH_USED
-
-#ifdef ALPHA_ANTIALIASING_EDGE_USED
-
-float calc_mip_level(vec2 texture_coord) {
- vec2 dx = dFdx(texture_coord);
- vec2 dy = dFdy(texture_coord);
- float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
- return max(0.0, 0.5 * log2(delta_max_sqr));
-}
-
-float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
- input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
- input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
- return clamp(input_alpha, 0.0, 1.0);
-}
-
-#endif // ALPHA_ANTIALIASING_USED
-
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+#include "scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
-float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha * alpha;
- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
- return alpha2 / (M_PI * d * d);
-}
-
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
-}
-
-float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
-}
-
-float SchlickFresnel(float u) {
- float m = 1.0 - u;
- float m2 = m * m;
- return m2 * m2 * m; // pow(m,5)
-}
-
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
-vec3 F0(float metallic, float specular, vec3 albedo) {
- float dielectric = 0.16 * specular * specular;
- // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
- // see https://google.github.io/filament/Filament.md.html
- return mix(vec3(dielectric), albedo, vec3(metallic));
-}
-
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
- float transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 B, vec3 T, float anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- float A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
-
-#if defined(USE_LIGHT_SHADER_CODE)
- // light is written by the light shader
-
- vec3 normal = N;
- vec3 light = L;
- vec3 view = V;
-
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
-
-#else
-
-#ifdef USE_SOFT_SHADOWS
- float NdotL = min(A + dot(N, L), 1.0);
-#else
- float NdotL = dot(N, L);
-#endif
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- vec3 H = normalize(V + L);
-#endif
-
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
-#else
- float cNdotH = clamp(dot(N, H), 0.0, 1.0);
-#endif
-#endif
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
-#else
- float cLdotH = clamp(dot(L, H), 0.0, 1.0);
-#endif
-#endif
-
- float metallic = unpackUnorm4x8(orms).z;
- if (metallic < 1.0) {
- float roughness = unpackUnorm4x8(orms).y;
-
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
-
-#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
-#elif defined(DIFFUSE_TOON)
-
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
-
-#elif defined(DIFFUSE_BURLEY)
-
- {
- float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
- float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
- float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- /*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
-
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
- */
- }
-#else
- // lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
-#endif
-
- diffuse_light += light_color * diffuse_brdf_NL * attenuation;
-
-#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
-#endif
-
-#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
-
-#ifdef SSS_MODE_SKIN
-
- {
- float scale = 8.25 / transmittance_depth;
- float d = scale * abs(transmittance_z);
- float dd = -d * d;
- vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
- }
-#else
-
- if (transmittance_depth > 0.0) {
- float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
-
- fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
- fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
-
- diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
- }
-
-#endif //SSS_MODE_SKIN
-
-#endif //LIGHT_TRANSMITTANCE_USED
- }
-
- float roughness = unpackUnorm4x8(orms).y;
- if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
-
- // D
-
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_TOON)
-
- vec3 R = normalize(-reflect(L, N));
- float RdotV = dot(R, V);
- float mid = 1.0 - roughness;
- mid *= mid;
- float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
-
-#elif defined(SPECULAR_DISABLED)
- // none..
-
-#elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
-
-#if defined(LIGHT_ANISOTROPY_USED)
-
- float alpha_ggx = roughness * roughness;
- float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha_ggx / aspect;
- float ay = alpha_ggx * aspect;
- float XdotH = dot(T, H);
- float YdotH = dot(B, H);
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
- float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
- float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
-
- vec3 specular_brdf_NL = cNdotL * D * F * G;
-
- specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
-
-#if defined(LIGHT_CLEARCOAT_USED)
-
-#if !defined(SPECULAR_SCHLICK_GGX)
- float cLdotH5 = SchlickFresnel(cLdotH);
-#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
-
- specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
- }
-
-#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
-#endif
-
-#endif //defined(USE_LIGHT_SHADER_CODE)
-}
-
-#ifndef USE_NO_SHADOWS
-
-// Interleaved Gradient Noise
-// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
-float quick_hash(vec2 pos) {
- const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
- return fract(magic.z * fract(dot(pos, magic.xy)));
-}
-
-float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
- }
-
- return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
-}
-
-float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
- }
-
- return avg * (1.0 / float(scene_data.soft_shadow_samples));
-}
-
-float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
- //find blocker
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
- float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
- if (d < pssm_coord.z) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
- tex_scale *= penumbra;
-
- float s = 0.0;
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
- s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
- }
-
- return s / float(scene_data.directional_penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- return 1.0;
- }
-}
-
-#endif //USE_NO_SHADOWS
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
-
-float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (omni_lights.data[idx].shadow_enabled) {
- // there is a shadowmap
-
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
-
- vec4 v = vec4(vertex, 1.0);
-
- vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- {
- vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (omni_lights.data[idx].shadow_matrix * v);
- }
-
- float shadow;
-
-#ifdef USE_SOFT_SHADOWS
- if (omni_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- vec3 normal = normalize(splane.xyz);
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
-
- tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
- bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
-
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
-
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
-
- float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- tangent *= penumbra;
- bitangent *= penumbra;
-
- z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
-
- shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
- } else {
-#endif
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-#endif
-
- return 1.0;
-}
-
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
- float light_attenuation = omni_attenuation;
- vec3 color = omni_lights.data[idx].color;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (omni_lights.data[idx].size > 0.0) {
- float t = omni_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
- transmittance_color.a *= light_attenuation;
- {
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
-
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
- }
-#endif
-
-#if 0
-
- if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
-
- vec4 atlas_rect = omni_lights.data[idx].projector_rect;
-
- if (local_v.z >= 0.0) {
- local_v.z += 1.0;
- atlas_rect.y += atlas_rect.w;
-
- } else {
- local_v.z = 1.0 - local_v.z;
- }
-
- local_v.xy /= local_v.z;
- local_v.xy = local_v.xy * 0.5 + 0.5;
- vec2 proj_uv = local_v.xy * atlas_rect.zw;
-
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
-
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
-
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
-
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
-
- vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
-
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
-
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
-
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
- }
-
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
-#endif
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light,
- specular_light);
-}
-
-float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (spot_lights.data[idx].shadow_enabled) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec3 spot_dir = spot_lights.data[idx].direction;
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
-
- v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
-
- float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
- normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
- v.xyz += normal_bias;
-
- //adjust with bias
- z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
-
- float shadow;
-
- vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
- splane /= splane.w;
-
-#ifdef USE_SOFT_SHADOWS
- if (spot_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
- vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
- float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- uv_size *= penumbra;
-
- shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
-
- } else {
-#endif
- //hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
-
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-
-#endif //USE_NO_SHADOWS
-
- return 1.0;
-}
-
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
- vec3 spot_dir = spot_lights.data[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
- float light_attenuation = spot_attenuation;
- vec3 color = spot_lights.data[idx].color;
- float specular_amount = spot_lights.data[idx].specular_amount;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (spot_lights.data[idx].size > 0.0) {
- float t = spot_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
- /*
- if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
- transmittance_color.a *= light_attenuation;
- {
- splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= spot_lights.data[idx].inv_radius;
- //distance to light plane
- float z = dot(spot_dir, -light_rel_vec);
- transmittance_z = z - shadow_z;
- }
-#endif //LIGHT_TRANSMITTANCE_USED
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOW
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light, specular_light);
-}
-
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
- vec3 box_extents = reflections.data[ref_index].box_extents;
- vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
-
- if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
- return;
- }
-
- vec3 ref_vec = normalize(reflect(vertex, normal));
-
- vec3 inner_pos = abs(local_pos / box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- //make blend more rounded
- blend = mix(length(inner_pos), blend, blend);
- blend *= blend;
- blend = max(0.0, 1.0 - blend);
-
- if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
-
- vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
-
- if (reflections.data[ref_index].box_project) { //box project
-
- vec3 nrdir = normalize(local_ref_vec);
- vec3 rbmax = (box_extents - local_pos) / nrdir;
- vec3 rbmin = (-box_extents - local_pos) / nrdir;
-
- vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
-
- float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
- vec3 posonbox = local_pos + nrdir * fa;
- local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
- }
-
- vec4 reflection;
-
- reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
-
- if (reflections.data[ref_index].exterior) {
- reflection.rgb = mix(specular_light, reflection.rgb, blend);
- }
-
- reflection.rgb *= reflections.data[ref_index].intensity; //intensity
- reflection.a = blend;
- reflection.rgb *= reflection.a;
-
- reflection_accum += reflection;
- }
-
- switch (reflections.data[ref_index].ambient_mode) {
- case REFLECTION_AMBIENT_DISABLED: {
- //do nothing
- } break;
- case REFLECTION_AMBIENT_ENVIRONMENT: {
- //do nothing
- vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
-
- vec4 ambient_out;
-
- ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
- ambient_out.a = blend;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
-
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- case REFLECTION_AMBIENT_COLOR: {
- vec4 ambient_out;
- ambient_out.a = blend;
- ambient_out.rgb = reflections.data[ref_index].ambient;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- }
-}
+#include "scene_forward_lights_inc.glsl"
#ifdef USE_FORWARD_GI
-//standard voxel cone trace
-vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
-
- while (dist < max_distance && color.a < 0.95) {
- float diameter = max(1.0, 2.0 * tan_half_angle * dist);
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
- float half_diameter = diameter * 0.5;
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
- float a = (1.0 - color.a);
- color += a * scolor;
- dist += half_diameter;
- }
-
- return color;
-}
-
-vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
- float radius = max(0.5, tan_half_angle * dist);
- float lod_level = log2(radius * 2.0);
-
- while (dist < max_distance && color.a < 0.95) {
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
-
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
- lod_level += 1.0;
-
- float a = (1.0 - color.a);
- scolor *= a;
- color += scolor;
- dist += radius;
- radius = max(0.5, tan_half_angle * dist);
- }
-
- return color;
-}
-
-void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
- position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
- ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
- normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
-
- position += normal * gi_probes.data[index].normal_bias;
-
- //this causes corrupted pixels, i have no idea why..
- if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
- return;
- }
-
- vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
- float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
- //float blend=1.0;
-
- float max_distance = length(gi_probes.data[index].bounds);
- vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
-
- //radiance
-
-#define MAX_CONE_DIRS 4
-
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0.0, 0.707107),
- vec3(0.0, 0.707107, 0.707107),
- vec3(-0.707107, 0.0, 0.707107),
- vec3(0.0, -0.707107, 0.707107));
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
- float cone_angle_tan = 0.98269;
-
- vec3 light = vec3(0.0);
-
- for (int i = 0; i < MAX_CONE_DIRS; i++) {
- vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
-
- vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-
- if (gi_probes.data[index].blend_ambient) {
- cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
- }
-
- light += cone_weights[i] * cone_light.rgb;
- }
-
- light *= gi_probes.data[index].dynamic_range;
- out_diff += vec4(light * blend, blend);
-
- //irradiance
- vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
- if (gi_probes.data[index].blend_ambient) {
- irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
- }
- irr_light.rgb *= gi_probes.data[index].dynamic_range;
- //irr_light=vec3(0.0);
-
- out_spec += vec4(irr_light.rgb * blend, blend);
-}
-
-vec2 octahedron_wrap(vec2 v) {
- vec2 signVal;
- signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
- signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
- return (1.0 - abs(v.yx)) * signVal;
-}
-
-vec2 octahedron_encode(vec3 n) {
- // https://twitter.com/Stubbesaurus/status/937994790553227264
- n /= (abs(n.x) + abs(n.y) + abs(n.z));
- n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
- n.xy = n.xy * 0.5 + 0.5;
- return n.xy;
-}
-
-void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
- cascade_pos += cam_normal * sdfgi.normal_bias;
-
- vec3 base_pos = floor(cascade_pos);
- //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 diffuse_accum = vec4(0.0);
- vec3 specular_accum;
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
- tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
-
- vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
-
- vec3 specular_posf;
-
- if (use_specular) {
- specular_accum = vec3(0.0);
- specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
- }
-
- vec4 light_accum = vec4(0.0);
- float weight_accum = 0.0;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
- vec3 probe_dir = normalize(-probe_to_pos);
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(cascade);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
- }
-
- // Compute lightprobe texture position
-
- vec3 diffuse;
- vec3 pos_uvw = diffuse_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
-
- diffuse_accum += vec4(diffuse * weight, weight);
-
- if (use_specular) {
- vec3 specular = vec3(0.0);
- vec3 pos_uvw = specular_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- if (roughness < 0.99) {
- specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
- }
- if (roughness > 0.5) {
- specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
- }
-
- specular_accum += specular * weight;
- }
- }
-
- if (diffuse_accum.a > 0.0) {
- diffuse_accum.rgb /= diffuse_accum.a;
- }
-
- diffuse_light = diffuse_accum.rgb;
-
- if (use_specular) {
- if (diffuse_accum.a > 0.0) {
- specular_accum /= diffuse_accum.a;
- }
-
- specular_light = specular_accum;
- }
-
- {
- //process blend
- float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
- } else {
- blend = 0.0;
- }
- }
-}
+#include "scene_forward_gi_inc.glsl"
#endif //USE_FORWARD_GI
@@ -1735,8 +460,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
#ifndef MODE_RENDER_DEPTH
-#ifndef LOW_END_MODE
-
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
if (fog_pos.z < 0.0) {
@@ -1747,7 +470,6 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
-#endif
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
@@ -1811,26 +533,6 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
}
-float blur_shadow(float shadow) {
- return shadow;
-#if 0
- //disabling for now, will investigate later
- float interp_shadow = shadow;
- if (gl_HelperInvocation) {
- interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
- }
-
- uvec2 fc2 = uvec2(gl_FragCoord.xy);
- interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
- interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
-
- if (interp_shadow >= 0.0) {
- shadow = interp_shadow;
- }
- return shadow;
-#endif
-}
-
#endif //!MODE_RENDER DEPTH
void main() {
@@ -1928,11 +630,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
{
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
+#CODE : FRAGMENT
}
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -1964,7 +662,7 @@ FRAGMENT_SHADER_CODE
#endif
#ifdef ALPHA_ANTIALIASING_EDGE_USED
-// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
#ifdef ALPHA_SCISSOR_USED
alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
#endif
@@ -2019,7 +717,6 @@ FRAGMENT_SHADER_CODE
fog = fog_process(vertex);
}
-#ifndef LOW_END_MODE
if (scene_data.volumetric_fog_enabled) {
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
if (scene_data.fog_enabled) {
@@ -2037,7 +734,6 @@ FRAGMENT_SHADER_CODE
fog = volumetric_fog;
}
}
-#endif //!LOW_END_MODE
#endif //!CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
@@ -2346,7 +1042,7 @@ FRAGMENT_SHADER_CODE
}
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
@@ -2358,12 +1054,12 @@ FRAGMENT_SHADER_CODE
vec4 amb_accum = vec4(0.0);
vec4 spec_accum = vec4(0.0);
- gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
uint index2 = instances.data[instance_index].gi_offset >> 16;
if (index2 != 0xFFFF) {
- gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
}
if (amb_accum.a > 0.0) {
@@ -2377,7 +1073,7 @@ FRAGMENT_SHADER_CODE
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
-#elif !defined(LOW_END_MODE)
+#else
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
@@ -2412,13 +1108,11 @@ FRAGMENT_SHADER_CODE
}
#endif
-#ifndef LOW_END_MODE
if (scene_data.ssao_enabled) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
}
-#endif //LOW_END_MODE
{ // process reflections
@@ -2533,6 +1227,10 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
+ if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = 1.0;
#ifdef USE_SOFT_SHADOWS
@@ -2982,6 +1680,10 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
+ if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = light_process_omni_shadow(light_index, vertex, view);
shadow = blur_shadow(shadow);
@@ -3055,6 +1757,10 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
+ if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = light_process_spot_shadow(light_index, vertex, view);
shadow = blur_shadow(shadow);
@@ -3223,15 +1929,15 @@ FRAGMENT_SHADER_CODE
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
-#ifdef MODE_RENDER_GIPROBE
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+#ifdef MODE_RENDER_VOXEL_GI
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
uint index2 = instances.data[instance_index].gi_offset >> 16;
- giprobe_buffer.x = index1 & 0xFF;
- giprobe_buffer.y = index2 & 0xFF;
+ voxel_gi_buffer.x = index1 & 0xFF;
+ voxel_gi_buffer.y = index2 & 0xFF;
} else {
- giprobe_buffer.x = 0xFF;
- giprobe_buffer.y = 0xFF;
+ voxel_gi_buffer.x = 0xFF;
+ voxel_gi_buffer.y = 0xFF;
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index d78890fa9e..e64e52623e 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -1,9 +1,9 @@
#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
-#define MAX_GI_PROBES 8
+#define MAX_VOXEL_GI_INSTANCES 8
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
@@ -13,8 +13,9 @@
#endif
#include "cluster_data_inc.glsl"
+#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
@@ -28,7 +29,11 @@ layout(push_constant, binding = 0, std430) uniform DrawCall {
}
draw_call;
-/* Set 0 Scene data that never changes, ever */
+#define SDFGI_MAX_CASCADES 8
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -43,10 +48,6 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
-#define SDFGI_MAX_CASCADES 8
-
-/* Set 1: Base Pass (never changes) */
-
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -56,17 +57,16 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
-#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
+#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
-#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
//3 bits of stride
-#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-#define INSTANCE_FLAGS_SKELETON (1 << 19)
-#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
@@ -78,7 +78,7 @@ layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
}
spot_lights;
-layout(set = 0, binding = 5) buffer restrict readonly ReflectionProbeData {
+layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
@@ -122,9 +122,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat
}
global_variables;
-#ifndef LOW_END_MODE
-
-struct SDFGIProbeCascadeData {
+struct SDFVoxelGICascadeData {
vec3 position;
float to_probe;
ivec3 probe_world_offset;
@@ -155,13 +153,11 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
vec3 cascade_probe_size;
uint pad5;
- SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
}
sdfgi;
-#endif //LOW_END_MODE
-
-/* Set 2: Render Pass (changes per render pass) */
+/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
mat4 projection_matrix;
@@ -245,7 +241,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
bool pancake_shadows;
}
-
scene_data;
struct InstanceData {
@@ -280,9 +275,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-#ifndef LOW_END_MOD
-layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
-#endif
+layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
uint data[];
@@ -306,8 +299,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
layout(set = 1, binding = 10) uniform texture2D color_buffer;
-#ifndef LOW_END_MODE
-
layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 12) uniform texture2D ao_buffer;
layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
@@ -315,7 +306,7 @@ layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
-struct GIProbeData {
+struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
@@ -331,15 +322,13 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 17, std140) uniform GIProbes {
- GIProbeData data[MAX_GI_PROBES];
+layout(set = 1, binding = 17, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
}
-gi_probes;
+voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
-#endif // LOW_END_MODE
-
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
new file mode 100644
index 0000000000..c88bd0a14b
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -0,0 +1,242 @@
+// Functions related to gi/sdfgi for our forward renderer
+
+//standard voxel cone trace
+vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ float diameter = max(1.0, 2.0 * tan_half_angle * dist);
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+ float half_diameter = diameter * 0.5;
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
+ float a = (1.0 - color.a);
+ color += a * scolor;
+ dist += half_diameter;
+ }
+
+ return color;
+}
+
+vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+ float radius = max(0.5, tan_half_angle * dist);
+ float lod_level = log2(radius * 2.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
+ lod_level += 1.0;
+
+ float a = (1.0 - color.a);
+ scolor *= a;
+ color += scolor;
+ dist += radius;
+ radius = max(0.5, tan_half_angle * dist);
+ }
+
+ return color;
+}
+
+void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
+ position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz;
+ ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz);
+ normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz);
+
+ position += normal * voxel_gi_instances.data[index].normal_bias;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) {
+ return;
+ }
+
+ vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0);
+ float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
+ //float blend=1.0;
+
+ float max_distance = length(voxel_gi_instances.data[index].bounds);
+ vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds;
+
+ //radiance
+
+#define MAX_CONE_DIRS 4
+
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+ float cone_angle_tan = 0.98269;
+
+ vec3 light = vec3(0.0);
+
+ for (int i = 0; i < MAX_CONE_DIRS; i++) {
+ vec3 dir = normalize((voxel_gi_instances.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
+
+ vec4 cone_light = voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias);
+
+ if (voxel_gi_instances.data[index].blend_ambient) {
+ cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
+ }
+
+ light += cone_weights[i] * cone_light.rgb;
+ }
+
+ light *= voxel_gi_instances.data[index].dynamic_range;
+ out_diff += vec4(light * blend, blend);
+
+ //irradiance
+ vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
+ if (voxel_gi_instances.data[index].blend_ambient) {
+ irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
+ }
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ //irr_light=vec3(0.0);
+
+ out_spec += vec4(irr_light.rgb * blend, blend);
+}
+
+vec2 octahedron_wrap(vec2 v) {
+ vec2 signVal;
+ signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
+ signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
+ return (1.0 - abs(v.yx)) * signVal;
+}
+
+vec2 octahedron_encode(vec3 n) {
+ // https://twitter.com/Stubbesaurus/status/937994790553227264
+ n /= (abs(n.x) + abs(n.y) + abs(n.z));
+ n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
+ n.xy = n.xy * 0.5 + 0.5;
+ return n.xy;
+}
+
+void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
+ cascade_pos += cam_normal * sdfgi.normal_bias;
+
+ vec3 base_pos = floor(cascade_pos);
+ //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 diffuse_accum = vec4(0.0);
+ vec3 specular_accum;
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+ tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
+
+ vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+
+ vec3 specular_posf;
+
+ if (use_specular) {
+ specular_accum = vec3(0.0);
+ specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+ }
+
+ vec4 light_accum = vec4(0.0);
+ float weight_accum = 0.0;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(cascade);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute lightprobe texture position
+
+ vec3 diffuse;
+ vec3 pos_uvw = diffuse_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
+
+ diffuse_accum += vec4(diffuse * weight, weight);
+
+ if (use_specular) {
+ vec3 specular = vec3(0.0);
+ vec3 pos_uvw = specular_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ if (roughness < 0.99) {
+ specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
+ }
+ if (roughness > 0.5) {
+ specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
+ }
+
+ specular_accum += specular * weight;
+ }
+ }
+
+ if (diffuse_accum.a > 0.0) {
+ diffuse_accum.rgb /= diffuse_accum.a;
+ }
+
+ diffuse_light = diffuse_accum.rgb;
+
+ if (use_specular) {
+ if (diffuse_accum.a > 0.0) {
+ specular_accum /= diffuse_accum.a;
+ }
+
+ specular_light = specular_accum;
+ }
+
+ {
+ //process blend
+ float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
+
+ vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
+
+ float len = length(inner_pos);
+
+ inner_pos = abs(normalize(inner_pos));
+ len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ if (len >= blend_from) {
+ blend = smoothstep(blend_from, blend_to, len);
+ } else {
+ blend = 0.0;
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
new file mode 100644
index 0000000000..709ea45b88
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -0,0 +1,1022 @@
+// Functions related to lighting
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0)
+ return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 B, vec3 T, float anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ float A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+
+#if defined(LIGHT_CODE_USED)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 light = L;
+ vec3 view = V;
+
+#CODE : LIGHT
+
+#else
+
+#ifdef USE_SOFT_SHADOWS
+ float NdotL = min(A + dot(N, L), 1.0);
+#else
+ float NdotL = dot(N, L);
+#endif
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#else
+ float cNdotH = clamp(dot(N, H), 0.0, 1.0);
+#endif
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#else
+ float cLdotH = clamp(dot(L, H), 0.0, 1.0);
+#endif
+#endif
+
+ float metallic = unpackUnorm4x8(orms).z;
+ if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse_light += light_color * diffuse_brdf_NL * attenuation;
+
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
+#endif
+
+#if defined(LIGHT_RIM_USED)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
+ }
+
+ float roughness = unpackUnorm4x8(orms).y;
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess) * cNdotL;
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = blinn;
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+#ifdef USE_SOFT_SHADOWS
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+#else
+ float cRdotV = clamp(dot(R, V), 0.0, 1.0);
+#endif
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+ diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_ANISOTROPY_USED)
+
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+#endif
+ // F
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
+
+ specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+
+#if defined(LIGHT_CLEARCOAT_USED)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(LIGHT_CODE_USED)
+}
+
+#ifndef USE_NO_SHADOWS
+
+// Interleaved Gradient Noise
+// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+float quick_hash(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ return fract(magic.z * fract(dot(pos, magic.xy)));
+}
+
+float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.directional_soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+}
+
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(scene_data.soft_shadow_samples));
+}
+
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < pssm_coord.z) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+ }
+
+ return s / float(scene_data.directional_penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
+}
+
+#endif //USE_NO_SHADOWS
+
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
+float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (omni_lights.data[idx].shadow_enabled) {
+ // there is a shadowmap
+
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (omni_lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+#ifdef USE_SOFT_SHADOWS
+ if (omni_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
+
+ tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
+ bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
+
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+ } else {
+#endif
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+#endif
+
+ return 1.0;
+}
+
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 color = omni_lights.data[idx].color;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (omni_lights.data[idx].size > 0.0) {
+ float t = omni_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane.xyz);
+ splane = normalize(splane.xyz);
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
+ }
+#endif
+
+#if 0
+
+ if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ local_v = normalize(local_v);
+
+ vec4 atlas_rect = omni_lights.data[idx].projector_rect;
+
+ if (local_v.z >= 0.0) {
+ local_v.z += 1.0;
+ atlas_rect.y += atlas_rect.w;
+
+ } else {
+ local_v.z = 1.0 - local_v.z;
+ }
+
+ local_v.xy /= local_v.z;
+ local_v.xy = local_v.xy * 0.5 + 0.5;
+ vec2 proj_uv = local_v.xy * atlas_rect.zw;
+
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
+
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
+
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
+
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
+ }
+
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ }
+
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ }
+#endif
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * omni_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+}
+
+float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (spot_lights.data[idx].shadow_enabled) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ //there is a shadowmap
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane /= splane.w;
+
+#ifdef USE_SOFT_SHADOWS
+ if (spot_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
+ vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+#endif
+ //hard shadow
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
+
+ shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+
+#endif //USE_NO_SHADOWS
+
+ return 1.0;
+}
+
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+ spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 color = spot_lights.data[idx].color;
+ float specular_amount = spot_lights.data[idx].specular_amount;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (spot_lights.data[idx].size > 0.0) {
+ float t = spot_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+ /*
+ if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
+ //use projector texture
+ }
+ */
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+ splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z /= spot_lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * spot_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+}
+
+void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+ vec3 box_extents = reflections.data[ref_index].box_extents;
+ vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 ref_vec = normalize(reflect(vertex, normal));
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
+
+ vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
+
+ if (reflections.data[ref_index].box_project) { //box project
+
+ vec3 nrdir = normalize(local_ref_vec);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
+ }
+
+ vec4 reflection;
+
+ reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
+
+ if (reflections.data[ref_index].exterior) {
+ reflection.rgb = mix(specular_light, reflection.rgb, blend);
+ }
+
+ reflection.rgb *= reflections.data[ref_index].intensity; //intensity
+ reflection.a = blend;
+ reflection.rgb *= reflection.a;
+
+ reflection_accum += reflection;
+ }
+
+ switch (reflections.data[ref_index].ambient_mode) {
+ case REFLECTION_AMBIENT_DISABLED: {
+ //do nothing
+ } break;
+ case REFLECTION_AMBIENT_ENVIRONMENT: {
+ //do nothing
+ vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
+
+ vec4 ambient_out;
+
+ ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.a = blend;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ case REFLECTION_AMBIENT_COLOR: {
+ vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = reflections.data[ref_index].ambient;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ }
+}
+
+float blur_shadow(float shadow) {
+ return shadow;
+#if 0
+ //disabling for now, will investigate later
+ float interp_shadow = shadow;
+ if (gl_HelperInvocation) {
+ interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
+ }
+
+ uvec2 fc2 = uvec2(gl_FragCoord.xy);
+ interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
+ interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
+
+ if (interp_shadow >= 0.0) {
+ shadow = interp_shadow;
+ }
+ return shadow;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
new file mode 100644
index 0000000000..d488c99b6d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -0,0 +1,1476 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_attrib;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#ifdef UV_USED
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
+layout(location = 5) in vec2 uv2_attrib;
+#endif // MODE_RENDER_MATERIAL
+
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
+#if defined(CUSTOM2_USED)
+layout(location = 8) in vec4 custom2_attrib;
+#endif
+
+#if defined(CUSTOM3_USED)
+layout(location = 9) in vec4 custom3_attrib;
+#endif
+
+#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 10) in uvec4 bone_attrib;
+#endif
+
+#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 11) in vec4 weight_attrib;
+#endif
+
+/* Varyings */
+
+layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) out vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) out vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) out vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) out vec3 tangent_interp;
+layout(location = 6) out vec3 binormal_interp;
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) out float dp_clip;
+
+#endif
+
+invariant gl_Position;
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+ bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
+
+ mat4 world_matrix = draw_call.transform;
+
+ mat3 world_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = inverse(mat3(world_matrix));
+ } else {
+ world_normal_matrix = mat3(world_matrix);
+ }
+
+ if (is_multimesh) {
+ //multimesh, instances are for it
+
+ mat4 matrix;
+
+#ifdef USE_PARTICLE_TRAILS
+ uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
+ uint stride = 3 + 1 + 1; //particles always uses this format
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+#ifdef COLOR_USED
+ vec4 pcolor;
+#endif
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
+#ifdef COLOR_USED
+ pcolor = transforms.data[boffset + 3] * weight_attrib.x;
+#endif
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.y;
+#endif
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.z;
+#endif
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.w;
+#endif
+ }
+
+ instance_custom = transforms.data[offset + 4];
+
+#ifdef COLOR_USED
+ color_interp *= pcolor;
+#endif
+
+#else
+ uint stride = 0;
+ {
+ //TODO implement a small lookup table for the stride
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ stride += 2;
+ } else {
+ stride += 3;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ stride += 1;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+ } else {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 3;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+#ifdef COLOR_USED
+ color_interp *= transforms.data[offset];
+#endif
+ offset += 1;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+#endif
+ //transpose
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
+ world_normal_matrix = world_normal_matrix * mat3(matrix);
+ }
+
+ vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
+ vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
+ float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#ifdef UV_USED
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef OVERRIDE_POSITION
+ vec4 position;
+#endif
+
+ mat4 projection_matrix = scene_data.projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+
+ normal = world_normal_matrix * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ tangent = world_normal_matrix * tangent;
+ binormal = world_normal_matrix * binormal;
+
+#endif
+#endif
+
+ float roughness = 1.0;
+
+ mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
+ mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+
+ {
+#CODE : VERTEX
+ }
+
+ /* output */
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = modelview_normal * normal;
+#endif
+
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = modelview_normal * binormal;
+ tangent = modelview_normal * tangent;
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
+ normal = mat3(scene_data.inverse_normal_matrix) * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
+ tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+#endif
+#endif
+
+ vertex_interp = vertex;
+#ifdef NORMAL_USED
+ normal_interp = normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_DUAL_PARABOLOID
+
+ vertex_interp.z *= scene_data.dual_paraboloid_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ vec3 vtx = vertex_interp;
+ float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / scene_data.z_far);
+ vtx.z = vtx.z * 2.0 - 1.0;
+ vertex_interp = vtx;
+
+#endif
+
+#endif //MODE_RENDER_DEPTH
+
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif // OVERRIDE_POSITION
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif // MODE_RENDER_DEPTH
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass...
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif // MODE_RENDER_MATERIAL
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* Varyings */
+
+layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) in vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) in vec3 tangent_interp;
+layout(location = 6) in vec3 binormal_interp;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) in float dp_clip;
+
+#endif
+
+//defines to keep compatibility with vertex
+
+#define world_matrix draw_call.transform
+#define projection_matrix scene_data.projection_matrix
+
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+/* clang-format on */
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+layout(location = 0) out vec4 albedo_output_buffer;
+layout(location = 1) out vec4 normal_output_buffer;
+layout(location = 2) out vec4 orm_output_buffer;
+layout(location = 3) out vec4 emission_output_buffer;
+layout(location = 4) out float depth_output_buffer;
+
+#endif // MODE_RENDER_MATERIAL
+
+#else // RENDER DEPTH
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
+layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
+#else
+
+layout(location = 0) out vec4 frag_color;
+#endif // MODE_MULTIPLE_RENDER_TARGETS
+
+#endif // RENDER DEPTH
+
+#include "scene_forward_aa_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#include "scene_forward_lights_inc.glsl"
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+/*
+ Only supporting normal fog here.
+*/
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif //!MODE_RENDER DEPTH
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ //lay out everything, whathever is unused is optimized away anyway
+ vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+ vec4 fog = vec4(0.0);
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
+
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+
+ float alpha = 1.0;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+
+#ifdef NORMAL_USED
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#endif //NORMAL_USED
+
+#ifdef UV_USED
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(COLOR_USED)
+ vec4 color = color_interp;
+#endif
+
+#if defined(NORMAL_MAP_USED)
+
+ vec3 normal_map = vec3(0.5);
+#endif
+
+ float normal_map_depth = 1.0;
+
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+
+ float sss_strength = 0.0;
+
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+ {
+#CODE : FRAGMENT
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
+#ifndef USE_SHADOW_TO_OPACITY
+
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+#ifdef USE_OPAQUE_PREPASS
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifdef NORMAL_MAP_USED
+
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
+
+#endif
+
+#ifdef LIGHT_ANISOTROPY_USED
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+ /////////////////////// FOG //////////////////////
+#ifndef MODE_RENDER_DEPTH
+
+#ifndef CUSTOM_FOG_USED
+ // fog must be processed as early as possible and then packed.
+ // to maximize VGPR usage
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+
+ if (scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#endif //!CUSTOM_FOG_USED
+
+ uint fog_rg = packHalf2x16(fog.rg);
+ uint fog_ba = packHalf2x16(fog.ba);
+
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// DECALS ////////////////////////////////
+
+#ifndef MODE_RENDER_DEPTH
+
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ { //Decals
+ // must implement
+
+ uint decal_indices = draw_call.decals.x;
+ for (uint i = 0; i < 8; i++) {
+ uint decal_index = decal_indices & 0xFF;
+ if (i == 4) {
+ decal_indices = draw_call.decals.y;
+ } else {
+ decal_indices = decal_indices >> 8;
+ }
+
+ if (decal_index == 0xFF) {
+ break;
+ }
+
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ continue; //out of decal
+ }
+
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
+ float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+
+ if (decals.data[decal_index].normal_fade > 0.0) {
+ fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
+ }
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ decal_albedo *= decals.data[decal_index].modulate;
+ decal_albedo.a *= fade;
+ albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
+
+ if (decals.data[decal_index].normal_rect != vec4(0.0)) {
+ vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
+ decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
+ //convert to view space, use xzy because y is up
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ if (decals.data[decal_index].orm_rect != vec4(0.0)) {
+ vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ ao = mix(ao, decal_orm.r, decal_albedo.a);
+ roughness = mix(roughness, decal_orm.g, decal_albedo.a);
+ metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ }
+ }
+
+ if (decals.data[decal_index].emission_rect != vec4(0.0)) {
+ //emission is additive, so its independent from albedo
+ emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ } //Decals
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdx(normal);
+ float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
+ float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
+ float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
+ roughness = sqrt(filteredRoughness2);
+ }
+#endif // NORMAL_USED
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 ref_vec = reflect(-view, normal);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+ specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else // USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= scene_data.ambient_light_color_energy.a;
+ }
+
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif // CUSTOM_RADIANCE_USED
+
+#ifndef USE_LIGHTMAP
+ //lightmap overrides everything
+ if (scene_data.use_ambient_light) {
+ ambient_light = scene_data.ambient_light_color_energy.rgb;
+
+ if (scene_data.use_ambient_cubemap) {
+ vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
+#else
+ vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+
+ ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
+ }
+ }
+#endif // !USE_LIGHTMAP
+
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif // CUSTOM_IRRADIANCE_USED
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ //radiance
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef USE_LIGHTMAP
+
+ //lightmap
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
+
+ vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+
+ if (uses_sh) {
+ uvw.z *= 4.0; //SH textures use 4 times more data
+ vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ uint idx = draw_call.gi_offset >> 20;
+ vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+
+ ambient_light += lm_light_l0 * 0.282095f;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
+ vec3 r = reflect(normalize(-vertex), normal);
+ specular_light += lm_light_l1n1 * 0.32573 * r.y;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ }
+
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ }
+ }
+
+ // No GI nor non low end mode...
+
+#endif // USE_LIGHTMAP
+
+ // skipping ssao, do we remove ssao totally?
+
+ { //Reflection probes
+ vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ uint reflection_indices = draw_call.reflection_probes.x;
+ for (uint i = 0; i < 8; i++) {
+ uint reflection_index = reflection_indices & 0xFF;
+ if (i == 4) {
+ reflection_indices = draw_call.reflection_probes.y;
+ } else {
+ reflection_indices = reflection_indices >> 8;
+ }
+
+ if (reflection_index == 0xFF) {
+ break;
+ }
+
+ reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+ } //Reflection probes
+
+ // finalize ambient light here
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ // convert ao to direct light ao
+ ao = mix(1.0, ao, ao_light_affect);
+
+ //this saves some VGPRs
+ vec3 f0 = F0(metallic, specular, albedo);
+
+ {
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, view), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
+#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#if !defined(MODE_RENDER_DEPTH)
+ //this saves some VGPRs
+ uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
+#endif
+
+// LIGHTING
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ { //directional light
+
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow = 1.0;
+
+ // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
+ // Not sure if there is a reason to change this seeing directional lights are part of our global data
+ // Should think about whether we may want to move this code into an include file or function??
+
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+ }
+
+ if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
+ float pssm_blend;
+ float shadow2;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_blend = sqrt(pssm_blend);
+
+ shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#endif
+
+ if (i < 4) {
+ shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+ } else {
+ shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+ }
+ }
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ // We're not doing light transmittence
+
+ float shadow = 1.0;
+
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
+
+ blur_shadow(shadow);
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/* not supported here
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim, rim_tint, albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+ }
+ } //directional light
+
+ { //omni lights
+ uint light_indices = draw_call.omni_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.omni_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //omni lights
+
+ { //spot lights
+
+ uint light_indices = draw_call.spot_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.spot_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //spot lights
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
+
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
+
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
+
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
+#endif // MODE_RENDER_MATERIAL
+
+#else // MODE_RENDER_DEPTH
+
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
+
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
+
+ // apply metallic
+ metallic = unpackUnorm4x8(orms).z;
+ diffuse_light *= 1.0 - metallic;
+ ambient_light *= 1.0 - metallic;
+
+ //restore fog
+ fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else // MODE_UNSHADED
+
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif // SSS_MODE_SKIN
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
+ specular_buffer = vec4(specular_light, metallic);
+#endif // MODE_UNSHADED
+
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+
+#else //MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ frag_color = vec4(albedo, alpha);
+#else // MODE_UNSHADED
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+ //frag_color = vec4(1.0);
+#endif // MODE_UNSHADED
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
new file mode 100644
index 0000000000..656a764a89
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -0,0 +1,220 @@
+#define M_PI 3.14159265359
+
+#include "decal_data_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
+/* don't exceed 128 bytes!! */
+/* put instance data into our push content, not a array */
+layout(push_constant, binding = 0, std430) uniform DrawCall {
+ mat4 transform; // 64 - 64
+ uint flags; // 04 - 68
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
+ uint layer_mask; // 04 - 80
+ vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+
+ uvec2 reflection_probes; // 08 - 104
+ uvec2 omni_lights; // 08 - 112
+ uvec2 spot_lights; // 08 - 120
+ uvec2 decals; // 08 - 128
+}
+draw_call;
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
+#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
+#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
+#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+//3 bits of stride
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+ ReflectionData data[];
+}
+reflections;
+
+layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#define LIGHTMAP_FLAG_USE_DIRECTION 1
+#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
+
+struct Lightmap {
+ mat3 normal_xform;
+};
+
+layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
+}
+lightmaps;
+
+struct LightmapCapture {
+ vec4 sh[9];
+};
+
+layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+ LightmapCapture data[];
+}
+lightmap_captures;
+
+layout(set = 0, binding = 9) uniform texture2D decal_atlas;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+
+layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneData {
+ mat4 projection_matrix;
+ mat4 inv_projection_matrix;
+
+ mat4 camera_matrix;
+ mat4 inv_camera_matrix;
+
+ vec2 viewport_size;
+ vec2 screen_pixel_size;
+
+ //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ vec4 directional_penumbra_shadow_kernel[32];
+ vec4 directional_soft_shadow_kernel[32];
+ vec4 penumbra_shadow_kernel[32];
+ vec4 soft_shadow_kernel[32];
+
+ uint directional_penumbra_shadow_samples;
+ uint directional_soft_shadow_samples;
+ uint penumbra_shadow_samples;
+ uint soft_shadow_samples;
+
+ vec4 ambient_light_color_energy;
+
+ float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ mat3 radiance_inverse_xform;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ bool ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ bool roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
+
+ vec4 ao_color;
+
+ bool fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ bool material_uv2_mode;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
+ uint pad1;
+ uint pad2;
+ uint pad3;
+}
+scene_data;
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+
+#else
+
+layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+
+#endif
+
+layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+
+layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+
+layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+
+// this needs to change to providing just the lightmap we're using..
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
+layout(set = 1, binding = 9) uniform texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform texture2D color_buffer;
+
+/* Set 2 Skeleton & Instancing (can change per item) */
+
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
+
+/* Set 3 User Material */
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 06dc4b13de..78e0a85341 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
index a5afe74cb2..62d1cffb0a 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 218605a962..7e06516d90 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index e4c3f3a84b..8b58796962 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 08da283dad..0eacbc5363 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define MAX_CASCADES 8
@@ -153,7 +153,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index dc7238abed..99db35bb34 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
deleted file mode 100644
index 69d8824d8a..0000000000
--- a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
+++ /dev/null
@@ -1,182 +0,0 @@
-/* clang-format off */
-[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
-
-/* clang-format on */
-
-#define MAX_CASCADES 8
-
-layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
-layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
-
-layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
-layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
-
-struct CascadeData {
- vec3 offset; //offset of (0,0,0) in world coordinates
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 0, binding = 5, std140) uniform Cascades {
- CascadeData data[MAX_CASCADES];
-}
-cascades;
-
-#define DEPTH_HISTORY_BITS 24
-#define IRRADIANCE_HISTORY_BITS 16
-
-layout(push_constant, binding = 0, std430) uniform Params {
- vec3 grid_size;
- uint max_cascades;
-
- uint probe_axis_size;
- uint cascade;
- uint history_size;
- uint pad0;
-
- ivec3 scroll; //scroll in probes
- uint pad1;
-}
-params;
-
-void main() {
- ivec2 local = ivec2(gl_LocalInvocationID.xy);
- ivec2 probe = ivec2(gl_WorkGroupID.xy);
-
- ivec3 probe_cell;
- probe_cell.x = probe.x % int(params.probe_axis_size);
- probe_cell.y = probe.y;
- probe_cell.z = probe.x / int(params.probe_axis_size);
-
-#ifdef MODE_SCROLL_BEGIN
-
- ivec3 read_cell = probe_cell - params.scroll;
-
- uint src_layer = (params.history_size + 1) * params.cascade;
- uint dst_layer = (params.history_size + 1) * params.max_cascades;
-
- for (uint i = 0; i <= params.history_size; i++) {
- ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
-
- if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
- // nowhere to read from for scrolling, try finding the value from upper probes
-
-#ifdef MODE_IRRADIANCE
- imageStore(irradiance_history_texture, write_pos, uvec4(0));
-#endif
-#ifdef MODE_DEPTH
- imageStore(depth_history_texture, write_pos, uvec4(0));
-#endif
- } else {
- ivec3 read_pos;
- read_pos.xy = read_cell.xy;
- read_pos.x += read_cell.z * params.probe_axis_size;
- read_pos.xy = read_pos.xy * OCT_RES + local;
- read_pos.z = int(i);
-
-#ifdef MODE_IRRADIANCE
- uvec4 value = imageLoad(irradiance_history_texture, read_pos);
- imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- imageStore(depth_history_texture, write_pos, value);
-#endif
- }
- }
-
-#endif // MODE_SCROLL_BEGIN
-
-#ifdef MODE_SCROLL_END
-
- uint src_layer = (params.history_size + 1) * params.max_cascades;
- uint dst_layer = (params.history_size + 1) * params.cascade;
-
- for (uint i = 0; i <= params.history_size; i++) {
- ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
-
-#ifdef MODE_IRRADIANCE
- uvec4 value = imageLoad(irradiance_history_texture, read_pos);
- imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- imageStore(depth_history_texture, write_pos, value);
-#endif
- }
-
-#endif //MODE_SCROLL_END
-
-#ifdef MODE_STORE
-
- uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
- ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
-
- ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
-
- ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
-
-#ifdef MODE_IRRADIANCE
- uvec4 average = imageLoad(irradiance_history_texture, read_pos);
- vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
- float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
- float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
- max_depth /= probe_cell_size;
-
- depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
-
-#endif
-
- /* Fill the border if required */
-
- if (local == ivec2(0, 0)) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
- copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
- copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
- } else if (local == ivec2(OCT_RES - 1, 0)) {
- copy_to[1] = texture_pos + ivec3(0, -1, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
- copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
- } else if (local == ivec2(0, OCT_RES - 1)) {
- copy_to[1] = texture_pos + ivec3(-1, 0, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
- copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
- } else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
- copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
- copy_to[3] = texture_pos + ivec3(-1, -1, 0);
- } else if (local.y == 0) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
- } else if (local.x == 0) {
- copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
- } else if (local.y == OCT_RES - 1) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
- } else if (local.x == OCT_RES - 1) {
- copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
- }
-
- for (int i = 0; i < 4; i++) {
- if (copy_to[i] == ivec3(-2, -2, -2)) {
- continue;
- }
-#ifdef MODE_IRRADIANCE
- imageStore(irradiance_texture, copy_to[i], light_accum);
-#endif
-#ifdef MODE_DEPTH
- imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
-#endif
- }
-
-#endif // MODE_STORE
-}
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index 007e4c113a..bc376e9522 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index 916c60ac89..aa4ded146f 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef MODE_JUMPFLOOD_OPTIMIZED
#define GROUP_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 680d1045cd..b831005256 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@@ -74,6 +74,53 @@ void main() {
#ifdef MODE_2D
vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1]));
+
+ if (params.has_blend_shape) {
+ float blend_total = 0.0;
+ vec2 blend_vertex = vec2(0.0);
+
+ for (uint i = 0; i < params.blend_shape_count; i++) {
+ float w = blend_shape_weights.data[i];
+ if (abs(w) > 0.0001) {
+ uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
+
+ blend_vertex += uintBitsToFloat(uvec2(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1])) * w;
+
+ base_offset += 2;
+
+ blend_total += w;
+ }
+ }
+
+ if (params.normalized_blend_shapes) {
+ vertex = (1.0 - blend_total) * vertex;
+ }
+
+ vertex += blend_vertex;
+ }
+
+ if (params.has_skeleton) {
+ uint skin_offset = params.skin_stride * index;
+
+ uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+
+ skin_offset += params.skin_weight_offset;
+
+ uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ vec2 weights_01 = unpackUnorm2x16(weights.x);
+ vec2 weights_23 = unpackUnorm2x16(weights.y);
+
+ mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
+ m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
+ m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
+ m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+
+ //reverse order because its transposed
+ vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
+ }
#else
vec3 vertex;
vec3 normal;
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index 6c985e1f5c..9924da37d5 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -24,7 +24,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define M_PI 3.14159265359
@@ -88,13 +88,9 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
directional_lights;
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-
-MATERIAL_UNIFORMS
-
- /* clang-format on */
+#MATERIAL_UNIFORMS
} material;
#endif
@@ -127,11 +123,7 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#define AT_QUARTER_RES_PASS false
#endif
-/* clang-format off */
-
-FRAGMENT_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
layout(location = 0) out vec4 frag_color;
@@ -202,22 +194,10 @@ void main() {
#endif
#endif
-// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
-#ifndef REALLYINCLUDETHIS
- {
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
- }
-#endif
{
- /* clang-format off */
-FRAGMENT_SHADER_CODE
+#CODE : SKY
- /* clang-format on */
}
frag_color.rgb = color * params.position_multiplier.w;
diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index e5ebb9c64b..307e60dc21 100644
--- a/servers/rendering/renderer_rd/shaders/sort.glsl
+++ b/servers/rendering/renderer_rd/shaders/sort.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
// Original version here:
// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders
diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
index 0b8f406213..3579c35cce 100644
--- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl
+++ b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -17,7 +17,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 231f8f91ec..6e945edfcd 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index 510a777048..d9cd2b4e85 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
index cb2d31f70d..ee0db6a6f0 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 6aa7624261..687fe1e6e2 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
index 4fdf334aa5..0907423d5d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -20,7 +20,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 88a953562f..9367b641c2 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 7de91fd541..86b4da6b08 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -16,7 +16,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index e7ba8feb80..f2010222e5 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -2,13 +2,13 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_ballot: enable
#extension GL_KHR_shader_subgroup_arithmetic: enable
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
#define USE_SUBGROUPS
#endif
*/
@@ -26,6 +26,7 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#endif
#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
#define M_PI 3.14159265359
@@ -71,9 +72,9 @@ layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_ma
layout(set = 0, binding = 10) uniform sampler shadow_sampler;
-#define MAX_GI_PROBES 8
+#define MAX_VOXEL_GI_INSTANCES 8
-struct GIProbeData {
+struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
@@ -89,12 +90,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 0, binding = 11, std140) uniform GIProbes {
- GIProbeData data[MAX_GI_PROBES];
+layout(set = 0, binding = 11, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
}
-gi_probes;
+voxel_gi_instances;
-layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
@@ -103,7 +104,7 @@ layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
// SDFGI Integration on set 1
#define SDFGI_MAX_CASCADES 8
-struct SDFGIProbeCascadeData {
+struct SDFVoxelGICascadeData {
vec3 position;
float to_probe;
ivec3 probe_world_offset;
@@ -134,7 +135,7 @@ layout(set = 1, binding = 0, std140) uniform SDFGI {
vec3 cascade_probe_size;
uint pad5;
- SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
}
sdfgi;
@@ -161,7 +162,7 @@ layout(set = 0, binding = 14, std140) uniform Params {
float detail_spread;
float gi_inject;
- uint max_gi_probes;
+ uint max_voxel_gi_instances;
uint cluster_type_size;
vec2 screen_size;
@@ -532,21 +533,21 @@ void main() {
vec3 world_pos = mat3(params.cam_rotation) * view_pos;
- for (uint i = 0; i < params.max_gi_probes; i++) {
- vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz;
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
//this causes corrupted pixels, i have no idea why..
- if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) {
- position /= gi_probes.data[i].bounds;
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
+ position /= voxel_gi_instances.data[i].bounds;
vec4 light = vec4(0.0);
- for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) {
- vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
float a = (1.0 - light.a);
light += a * slight;
}
- light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
total_light += light.rgb;
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index b931461b31..49a493cdc7 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 515cc35507..7d4d72967a 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
struct CellData {
uint position; // xyz 10 bits
@@ -172,7 +172,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index 5b3dec0ee7..e20b3f680d 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index b546001843..355c092dba 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -42,13 +42,17 @@ public:
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
- virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
+ virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual void camera_set_camera_effects(RID p_camera, RID p_fx) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
virtual bool is_camera(RID p_camera) const = 0;
+ virtual RID occluder_allocate() = 0;
+ virtual void occluder_initialize(RID p_occluder) = 0;
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
+
virtual RID scenario_allocate() = 0;
virtual void scenario_initialize(RID p_rid) = 0;
@@ -66,10 +70,10 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
+ virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
- virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
+ virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
@@ -192,13 +196,13 @@ public:
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
- virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
+ virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
- virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;
- virtual void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;
+ virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;
+ virtual void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;
virtual void update() = 0;
virtual void render_probes() = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index e8155e4025..a001aea5f4 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -74,7 +74,7 @@ void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p
camera->zfar = p_z_far;
}
-void RendererSceneCull::camera_set_transform(RID p_camera, const Transform &p_transform) {
+void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->transform = p_transform.orthonormalized();
@@ -109,6 +109,20 @@ bool RendererSceneCull::is_camera(RID p_camera) const {
return camera_owner.owns(p_camera);
}
+/* OCCLUDER API */
+
+RID RendererSceneCull::occluder_allocate() {
+ return RendererSceneOcclusionCull::get_singleton()->occluder_allocate();
+}
+
+void RendererSceneCull::occluder_initialize(RID p_rid) {
+ RendererSceneOcclusionCull::get_singleton()->occluder_initialize(p_rid);
+}
+
+void RendererSceneCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
+ RendererSceneOcclusionCull::get_singleton()->occluder_set_mesh(p_occluder, p_vertices, p_indices);
+}
+
/* SCENARIO API */
void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
@@ -176,26 +190,26 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
- } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- geom->gi_probes.insert(B);
+ geom->voxel_gi_instances.insert(B);
if (A->dynamic_gi) {
- gi_probe->dynamic_geometries.insert(A);
+ voxel_gi->dynamic_geometries.insert(A);
} else {
- gi_probe->geometries.insert(A);
+ voxel_gi->geometries.insert(A);
}
if (A->scenario && A->array_index >= 0) {
InstanceData &idata = A->scenario->instance_data[A->array_index];
- idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
+ idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
}
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- gi_probe->lights.insert(A);
+ } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
+ voxel_gi->lights.insert(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
RSG::storage->particles_add_collision(A->base, collision->instance);
@@ -267,25 +281,25 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
- } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- geom->gi_probes.erase(B);
+ geom->voxel_gi_instances.erase(B);
if (A->dynamic_gi) {
- gi_probe->dynamic_geometries.erase(A);
+ voxel_gi->dynamic_geometries.erase(A);
} else {
- gi_probe->geometries.erase(A);
+ voxel_gi->geometries.erase(A);
}
if (A->scenario && A->array_index >= 0) {
InstanceData &idata = A->scenario->instance_data[A->array_index];
- idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
+ idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
}
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- gi_probe->lights.erase(A);
+ } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
+ voxel_gi->lights.erase(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
RSG::storage->particles_remove_collision(A->base, collision->instance);
@@ -310,6 +324,8 @@ void RendererSceneCull::scenario_initialize(RID p_rid) {
scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
scenario->instance_data.set_page_pool(&instance_data_page_pool);
+ RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
+
scenario_owner.initialize_rid(p_rid, scenario);
}
@@ -478,25 +494,30 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
}
scene_render->free(lightmap_data->instance);
} break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
+ if (voxel_gi->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
}
#endif
#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
+ if (voxel_gi->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
}
#endif
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
+ if (voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.remove(&voxel_gi->update_element);
}
- scene_render->free(gi_probe->probe_instance);
+ scene_render->free(voxel_gi->probe_instance);
} break;
+ case RS::INSTANCE_OCCLUDER: {
+ if (scenario && instance->visible) {
+ RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
+ }
+ } break;
default: {
}
}
@@ -514,6 +535,11 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
if (p_base.is_valid()) {
instance->base_type = RSG::storage->get_base_type(p_base);
+
+ if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
+ instance->base_type = RS::INSTANCE_OCCLUDER;
+ }
+
ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
switch (instance->base_type) {
@@ -576,18 +602,23 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
instance->base_data = lightmap_data;
lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
} break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
- instance->base_data = gi_probe;
- gi_probe->owner = instance;
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
+ instance->base_data = voxel_gi;
+ voxel_gi->owner = instance;
- if (scenario && !gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
+ if (scenario && !voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
}
- gi_probe->probe_instance = scene_render->gi_probe_instance_create(p_base);
+ voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
} break;
+ case RS::INSTANCE_OCCLUDER: {
+ if (scenario) {
+ RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
+ }
+ } break;
default: {
}
}
@@ -637,22 +668,27 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
case RS::INSTANCE_PARTICLES_COLLISION: {
heightfield_particle_colliders_update_list.erase(instance);
} break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
+ if (voxel_gi->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
}
#endif
#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
+ if (voxel_gi->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
}
#endif
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
+ if (voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.remove(&voxel_gi->update_element);
+ }
+ } break;
+ case RS::INSTANCE_OCCLUDER: {
+ if (instance->visible) {
+ RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
}
} break;
default: {
@@ -678,12 +714,15 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
+ if (!voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
}
} break;
+ case RS::INSTANCE_OCCLUDER: {
+ RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
+ } break;
default: {
}
}
@@ -707,7 +746,7 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
}
}
-void RendererSceneCull::instance_set_transform(RID p_instance, const Transform &p_transform) {
+void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
@@ -752,7 +791,7 @@ void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_sh
}
}
-void RendererSceneCull::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
+void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
@@ -801,6 +840,12 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
}
+
+ if (instance->base_type == RS::INSTANCE_OCCLUDER) {
+ if (instance->scenario) {
+ RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
+ }
+ }
}
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
@@ -998,6 +1043,18 @@ void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceF
}
} break;
+ case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
+ instance->ignore_occlusion_culling = p_enabled;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->ignore_occlusion_culling) {
+ idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
+ }
+ }
+ } break;
default: {
}
}
@@ -1196,10 +1253,10 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
- } else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
+ } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
- scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
+ scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
@@ -1210,6 +1267,10 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
+ } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
+ if (p_instance->scenario) {
+ RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
+ }
}
if (p_instance->aabb.has_no_surface()) {
@@ -1310,8 +1371,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
case RS::INSTANCE_LIGHTMAP: {
idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
} break;
- case RS::INSTANCE_GI_PROBE: {
- idata.instance_data_rid = static_cast<InstanceGIProbeData *>(p_instance->base_data)->probe_instance.get_id();
+ case RS::INSTANCE_VOXEL_GI: {
+ idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
} break;
default: {
}
@@ -1337,6 +1398,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if (p_instance->mesh_instance.is_valid()) {
idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
}
+ if (p_instance->ignore_occlusion_culling) {
+ idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
+ }
p_instance->scenario->instance_data.push_back(idata);
p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
@@ -1361,8 +1425,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
- pair.pair_mask |= 1 << RS::INSTANCE_GI_PROBE;
+ pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
+ pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
+ }
pair.pair_mask |= geometry_instance_pair_mask;
@@ -1372,7 +1439,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
- pair.pair_mask |= (1 << RS::INSTANCE_GI_PROBE);
+ pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
} else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
@@ -1384,7 +1451,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
- } else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
+ } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
//lights and geometries
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
@@ -1437,7 +1504,7 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
- scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, nullptr, 0);
+ scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
}
}
@@ -1499,8 +1566,8 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
} break;
- case RenderingServer::INSTANCE_GI_PROBE: {
- new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
+ case RenderingServer::INSTANCE_VOXEL_GI: {
+ new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
} break;
case RenderingServer::INSTANCE_LIGHTMAP: {
@@ -1538,7 +1605,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
continue; //we are inside, ignore exteriors
}
- Transform to_bounds = lightmap->transform.affine_inverse();
+ Transform3D to_bounds = lightmap->transform.affine_inverse();
Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
Vector3 lm_pos = to_bounds.xform(center);
@@ -1599,10 +1666,10 @@ 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 Transform 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 CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
- Transform light_transform = p_instance->transform;
+ Transform3D light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
real_t max_distance = p_cam_projection.get_z_far();
@@ -1678,7 +1745,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
// obtain the light frustum ranges (given endpoints)
- Transform transform = light_transform; //discard scale and stabilize light
+ Transform3D transform = light_transform; //discard scale and stabilize light
Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
@@ -1877,7 +1944,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
- Transform ortho_transform;
+ Transform3D ortho_transform;
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
@@ -1894,10 +1961,10 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
-bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform 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_lod_threshold) {
+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_lod_threshold) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
- Transform light_transform = p_instance->transform;
+ Transform3D light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
bool animated_material_found = false;
@@ -2004,7 +2071,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
Vector3(0, -1, 0)
};
- Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
+ Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
Vector<Plane> planes = cm.get_projection_planes(xform);
@@ -2119,7 +2186,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return animated_material_found;
}
-void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
+void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
// render to mono camera
#ifndef _3D_DISABLED
@@ -2164,11 +2231,14 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
RID environment = _render_get_environment(p_camera, p_scenario);
- _render_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
+ RENDER_TIMESTAMP("Update occlusion buffer")
+ RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera->transform, camera_matrix, ortho, RendererThreadPool::singleton->thread_work_pool);
+
+ _render_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
#endif
}
-void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
+void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
// render for AR/VR interface
#if 0
Camera *camera = camera_owner.getornull(p_camera);
@@ -2180,16 +2250,16 @@ void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_
// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
- Transform world_origin = XRServer::get_singleton()->get_world_origin();
- Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
+ Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
+ Transform3D cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
RID environment = _render_get_environment(p_camera, p_scenario);
// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
if (p_eye == XRInterface::EYE_LEFT) {
// Center our transform, we assume basis is equal.
- Transform mono_transform = cam_transform;
- Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
+ Transform3D mono_transform = cam_transform;
+ Transform3D right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
mono_transform.origin += right_transform.origin;
mono_transform.origin *= 0.5;
@@ -2237,7 +2307,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_
combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
// and finally move our camera back
- Transform apply_z_shift;
+ Transform3D apply_z_shift;
apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
mono_transform *= apply_z_shift;
@@ -2253,7 +2323,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_
#endif
};
-void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data) {
+void RendererSceneCull::_frustum_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 cull_from = p_thread * cull_total / total_threads;
@@ -2262,7 +2332,7 @@ void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, FrustumCullDat
_frustum_cull(*cull_data, frustum_cull_result_threads[p_thread], cull_from, cull_to);
}
-void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
+void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
uint64_t frame_number = RSG::rasterizer->get_frame_number();
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
@@ -2271,10 +2341,14 @@ void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullRes
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
+ Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
+ float z_near = cull_data.camera_matrix->get_z_near();
+
for (uint64_t i = p_from; i < p_to; i++) {
bool mesh_visible = false;
- if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum)) {
+ if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum) && (cull_data.occlusion_buffer == nullptr || cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING ||
+ !cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))) {
InstanceData &idata = cull_data.scenario->instance_data[i];
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
@@ -2310,17 +2384,17 @@ void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullRes
} else if (base_type == RS::INSTANCE_DECAL) {
cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
- } else if (base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
+ } else if (base_type == RS::INSTANCE_VOXEL_GI) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
cull_data.cull->lock.lock();
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
+ if (!voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
}
cull_data.cull->lock.unlock();
- cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
+ cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
} else if (base_type == RS::INSTANCE_LIGHTMAP) {
- cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
+ cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
} else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
bool keep = true;
@@ -2339,7 +2413,7 @@ void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullRes
cull_data.cull->lock.lock();
RSG::storage->particles_request_process(idata.base_rid);
cull_data.cull->lock.unlock();
- RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized());
+ RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
@@ -2379,34 +2453,35 @@ void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullRes
}
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
- //InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- //todo for GLES3
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
- /*for (Set<Instance *>::Element *E = geom->dec.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
- instance_pair_buffer[idx++] = reflection_probe->instance;
- if (idx==MAX_INSTANCE_PAIRS) {
- break;
+ for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = decal->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
- }*/
- //scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, light_instances, idx);
+ scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
}
- if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
+ if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
uint32_t idx = 0;
- for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
+ for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
- instance_pair_buffer[idx++] = gi_probe->probe_instance;
+ instance_pair_buffer[idx++] = voxel_gi->probe_instance;
if (idx == MAX_INSTANCE_PAIRS) {
break;
}
}
- scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
+ scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
}
if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
@@ -2469,7 +2544,7 @@ void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullRes
}
}
-void RendererSceneCull::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
+void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
@@ -2566,7 +2641,7 @@ void RendererSceneCull::_render_scene(const Transform p_cam_transform, const Cam
uint64_t cull_from = 0;
uint64_t cull_to = scenario->instance_data.size();
- FrustumCullData cull_data;
+ CullData cull_data;
//prepare for eventual thread usage
cull_data.cull = &cull;
@@ -2575,6 +2650,8 @@ void RendererSceneCull::_render_scene(const Transform p_cam_transform, const Cam
cull_data.cam_transform = p_cam_transform;
cull_data.visible_layers = p_visible_layers;
cull_data.render_reflection_probe = render_reflection_probe;
+ cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
+ cull_data.camera_matrix = &p_cam_projection;
//#define DEBUG_CULL_TIME
#ifdef DEBUG_CULL_TIME
uint64_t time_from = OS::get_singleton()->get_ticks_usec();
@@ -2649,7 +2726,7 @@ void RendererSceneCull::_render_scene(const Transform p_cam_transform, const Cam
{ //compute coverage
- Transform cam_xf = p_cam_transform;
+ Transform3D cam_xf = p_cam_transform;
float zn = p_cam_projection.get_z_near();
Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
@@ -2781,8 +2858,13 @@ void RendererSceneCull::_render_scene(const Transform p_cam_transform, const Cam
}
/* PROCESS GEOMETRY AND DRAW SCENE */
+ RID occluders_tex;
+ if (p_viewport.is_valid()) {
+ occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
+ }
+
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.gi_probes, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
+ scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.voxel_gi_instances, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -2793,7 +2875,7 @@ void RendererSceneCull::_render_scene(const Transform p_cam_transform, const Cam
render_sdfgi_data[i].instances.clear();
}
- // virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,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 CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_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_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) {
@@ -2829,7 +2911,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
environment = scenario->fallback_environment;
}
RENDER_TIMESTAMP("Render Empty Scene ");
- scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
+ scene_render->render_scene(p_render_buffers, Transform3D(), CameraMatrix(), true, PagedArray<RendererSceneRender::GeometryInstance *>(), 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
}
@@ -2879,10 +2961,10 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, max_distance);
- Transform local_view;
+ Transform3D local_view;
local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
- Transform xform = p_instance->transform * local_view;
+ Transform3D xform = p_instance->transform * local_view;
RID shadow_atlas;
@@ -2891,8 +2973,15 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
+ RID environment;
+ if (scenario->environment.is_valid()) {
+ environment = scenario->environment;
+ } else {
+ environment = scenario->fallback_environment;
+ }
+
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
- _render_scene(xform, cm, false, false, RID(), RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
+ _render_scene(xform, cm, false, false, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
} else {
//do roughness postprocess step until it believes it's done
@@ -2944,18 +3033,18 @@ void RendererSceneCull::render_probes() {
ref_probe = next;
}
- /* GI PROBES */
+ /* VOXEL GIS */
- SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
+ SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
- if (gi_probe) {
+ if (voxel_gi) {
RENDER_TIMESTAMP("Render GI Probes");
}
- while (gi_probe) {
- SelfList<InstanceGIProbeData> *next = gi_probe->next();
+ while (voxel_gi) {
+ SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
- InstanceGIProbeData *probe = gi_probe->self();
+ InstanceVoxelGIData *probe = voxel_gi->self();
//Instance *instance_probe = probe->owner;
//check if probe must be setup, but don't do if on the lighting thread
@@ -2964,7 +3053,7 @@ void RendererSceneCull::render_probes() {
int cache_count = 0;
{
int light_cache_size = probe->light_cache.size();
- const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
+ const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
const RID *instance_caches = probe->light_instances.ptr();
int idx = 0; //must count visible lights
@@ -2979,7 +3068,7 @@ void RendererSceneCull::render_probes() {
} else if (idx >= light_cache_size) {
cache_dirty = true;
} else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
+ const InstanceVoxelGIData::LightCache *cache = &caches[idx];
if (
instance_caches[idx] != instance_light->instance ||
@@ -3011,7 +3100,7 @@ void RendererSceneCull::render_probes() {
} else if (idx >= light_cache_size) {
cache_dirty = true;
} else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
+ const InstanceVoxelGIData::LightCache *cache = &caches[idx];
if (
instance_caches[idx] != instance_light->instance ||
@@ -3040,14 +3129,14 @@ void RendererSceneCull::render_probes() {
cache_count = idx;
}
- bool update_lights = scene_render->gi_probe_needs_update(probe->probe_instance);
+ bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
if (cache_dirty) {
probe->light_cache.resize(cache_count);
probe->light_instances.resize(cache_count);
if (cache_count) {
- InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw();
+ InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
RID *instance_caches = probe->light_instances.ptrw();
int idx = 0; //must count visible lights
@@ -3058,7 +3147,7 @@ void RendererSceneCull::render_probes() {
continue;
}
- InstanceGIProbeData::LightCache *cache = &caches[idx];
+ InstanceVoxelGIData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
@@ -3081,7 +3170,7 @@ void RendererSceneCull::render_probes() {
continue;
}
- InstanceGIProbeData::LightCache *cache = &caches[idx];
+ InstanceVoxelGIData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
@@ -3114,30 +3203,30 @@ void RendererSceneCull::render_probes() {
}
InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
- if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY)) {
+ if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
uint32_t idx = 0;
- for (Set<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
- InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
+ for (Set<Instance *>::Element *F = geom->voxel_gi_instances.front(); F; F = F->next()) {
+ InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->get()->base_data);
- instance_pair_buffer[idx++] = gi_probe2->probe_instance;
+ instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
if (idx == MAX_INSTANCE_PAIRS) {
break;
}
}
- scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
- ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
+ ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
}
frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
}
- scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
+ scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
- gi_probe_update_list.remove(gi_probe);
+ voxel_gi_update_list.remove(voxel_gi);
- gi_probe = next;
+ voxel_gi = next;
}
}
@@ -3466,8 +3555,11 @@ bool RendererSceneCull::free(RID p_rid) {
scene_render->free(scenario->reflection_probe_shadow_atlas);
scene_render->free(scenario->reflection_atlas);
scenario_owner.free(p_rid);
+ RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
memdelete(scenario);
+ } else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
+ RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
} else if (instance_owner.owns(p_rid)) {
// delete the instance
@@ -3536,6 +3628,8 @@ RendererSceneCull::RendererSceneCull() {
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
+
+ dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
}
RendererSceneCull::~RendererSceneCull() {
@@ -3554,4 +3648,8 @@ RendererSceneCull::~RendererSceneCull() {
frustum_cull_result_threads[i].reset();
}
frustum_cull_result_threads.clear();
+
+ if (dummy_occlusion_culling) {
+ memdelete(dummy_occlusion_culling);
+ }
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 32f4334288..f10eb67828 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -45,8 +45,10 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_scene_occlusion_cull.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/xr/xr_interface.h"
+
class RendererSceneCull : public RendererScene {
public:
RendererSceneRender *scene_render;
@@ -80,7 +82,7 @@ public:
RID env;
RID effects;
- Transform transform;
+ Transform3D transform;
Camera() {
visible_layers = 0xFFFFFFFF;
@@ -102,13 +104,21 @@ public:
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
- virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
+ virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
virtual void camera_set_environment(RID p_camera, RID p_env);
virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
virtual bool is_camera(RID p_camera) const;
+ /* OCCLUDER API */
+
+ virtual RID occluder_allocate();
+ virtual void occluder_initialize(RID p_occluder);
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
+
+ RendererSceneOcclusionCull *dummy_occlusion_culling;
+
/* SCENARIO API */
struct Instance;
@@ -243,11 +253,12 @@ public:
FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
FLAG_GEOM_DECAL_DIRTY = (1 << 13),
- FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
+ FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
FLAG_LIGHTMAP_CAPTURE = (1 << 15),
FLAG_USES_BAKED_LIGHT = (1 << 16),
FLAG_USES_MESH_INSTANCE = (1 << 17),
FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
+ FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
};
uint32_t flags = 0;
@@ -342,10 +353,12 @@ public:
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
- Transform transform;
+ Transform3D transform;
float lod_bias;
+ bool ignore_occlusion_culling;
+
Vector<RID> materials;
RS::ShadowCastingSetting cast_shadows;
@@ -430,6 +443,7 @@ public:
singleton->_instance_queue_update(instance, false, true);
} break;
case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_DECAL:
case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
@@ -470,6 +484,7 @@ public:
lightmap = nullptr;
lightmap_cull_index = 0;
lod_bias = 1.0;
+ ignore_occlusion_culling = false;
scenario = nullptr;
@@ -520,7 +535,7 @@ public:
Set<Instance *> decals;
Set<Instance *> reflection_probes;
- Set<Instance *> gi_probes;
+ Set<Instance *> voxel_gi_instances;
Set<Instance *> lightmap_captures;
InstanceGeometryData() {
@@ -584,7 +599,7 @@ public:
}
};
- struct InstanceGIProbeData : public InstanceBaseData {
+ struct InstanceVoxelGIData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
@@ -594,7 +609,7 @@ public:
struct LightCache {
RS::LightType type;
- Transform transform;
+ Transform3D transform;
Color color;
float energy;
float bake_energy;
@@ -614,16 +629,16 @@ public:
bool invalid;
uint32_t base_version;
- SelfList<InstanceGIProbeData> update_element;
+ SelfList<InstanceVoxelGIData> update_element;
- InstanceGIProbeData() :
+ InstanceVoxelGIData() :
update_element(this) {
invalid = true;
base_version = 0;
}
};
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
+ SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
struct InstanceLightmapData : public InstanceBaseData {
RID instance;
@@ -647,6 +662,7 @@ public:
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
+
if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
//test is more coarse in indexer
p_instance->pair_check = pair_pass;
@@ -708,7 +724,7 @@ public:
PagedArray<RID> lightmaps;
PagedArray<RID> reflections;
PagedArray<RID> decals;
- PagedArray<RID> gi_probes;
+ PagedArray<RID> voxel_gi_instances;
PagedArray<RID> mesh_instances;
struct DirectionalShadow {
@@ -725,7 +741,7 @@ public:
lightmaps.clear();
reflections.clear();
decals.clear();
- gi_probes.clear();
+ voxel_gi_instances.clear();
mesh_instances.clear();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@@ -749,7 +765,7 @@ public:
lightmaps.reset();
reflections.reset();
decals.reset();
- gi_probes.reset();
+ voxel_gi_instances.reset();
mesh_instances.reset();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@@ -773,7 +789,7 @@ public:
lightmaps.merge_unordered(p_cull_result.lightmaps);
reflections.merge_unordered(p_cull_result.reflections);
decals.merge_unordered(p_cull_result.decals);
- gi_probes.merge_unordered(p_cull_result.gi_probes);
+ voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
@@ -798,7 +814,7 @@ public:
lightmaps.set_page_pool(p_rid_pool);
reflections.set_page_pool(p_rid_pool);
decals.set_page_pool(p_rid_pool);
- gi_probes.set_page_pool(p_rid_pool);
+ voxel_gi_instances.set_page_pool(p_rid_pool);
mesh_instances.set_page_pool(p_rid_pool);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
@@ -829,7 +845,7 @@ public:
RID_PtrOwner<Instance, true> instance_owner;
- uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
+ uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
virtual RID instance_allocate();
virtual void instance_initialize(RID p_rid);
@@ -837,10 +853,10 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base);
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
+ virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
- virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
+ virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
virtual void instance_set_visible(RID p_instance, bool p_visible);
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
@@ -877,9 +893,9 @@ 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 Transform 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 CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform 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_lod_threshold);
+ _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_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
@@ -890,7 +906,7 @@ public:
Frustum frustum;
CameraMatrix projection;
- Transform transform;
+ Transform3D transform;
real_t zfar;
real_t split;
real_t shadow_texel_size;
@@ -921,24 +937,26 @@ public:
Frustum frustum;
} cull;
- struct FrustumCullData {
+ struct CullData {
Cull *cull;
Scenario *scenario;
RID shadow_atlas;
- Transform cam_transform;
+ Transform3D cam_transform;
uint32_t visible_layers;
Instance *render_reflection_probe;
+ const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
+ const CameraMatrix *camera_matrix;
};
- void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
- void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ void _frustum_cull_threaded(uint32_t p_thread, CullData *cull_data);
+ void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
+ void _render_scene(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
void update_dirty_instances();
void render_particle_colliders();
@@ -957,7 +975,7 @@ public:
#define PASSBASE scene_render
PASS2(directional_shadow_atlas_set_size, int, bool)
- PASS1(gi_probe_set_quality, RS::GIProbeQuality)
+ PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
/* SKY API */
diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp
new file mode 100644
index 0000000000..c491ccbe7a
--- /dev/null
+++ b/servers/rendering/renderer_scene_occlusion_cull.cpp
@@ -0,0 +1,192 @@
+/*************************************************************************/
+/* renderer_scene_occlusion_cull.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_scene_occlusion_cull.h"
+
+RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = nullptr;
+
+const Vector3 RendererSceneOcclusionCull::HZBuffer::corners[8] = {
+ Vector3(0, 0, 0),
+ Vector3(0, 0, 1),
+ Vector3(0, 1, 0),
+ Vector3(0, 1, 1),
+ Vector3(1, 0, 0),
+ Vector3(1, 0, 1),
+ Vector3(1, 1, 0),
+ Vector3(1, 1, 1)
+};
+
+bool RendererSceneOcclusionCull::HZBuffer::is_empty() const {
+ return sizes.is_empty();
+}
+
+void RendererSceneOcclusionCull::HZBuffer::clear() {
+ if (sizes.is_empty()) {
+ return; // Already cleared
+ }
+
+ data.clear();
+ sizes.clear();
+ mips.clear();
+
+ debug_data.clear();
+ if (debug_image.is_valid()) {
+ debug_image.unref();
+ }
+ RS::get_singleton()->free(debug_texture);
+}
+
+void RendererSceneOcclusionCull::HZBuffer::resize(const Size2i &p_size) {
+ if (p_size == Size2i()) {
+ clear();
+ return;
+ }
+
+ if (!sizes.is_empty() && p_size == sizes[0]) {
+ return; // Size didn't change
+ }
+
+ int mip_count = 0;
+ int data_size = 0;
+ int w = p_size.x;
+ int h = p_size.y;
+
+ while (true) {
+ data_size += h * w;
+
+ w = MAX(1, w >> 1);
+ h = MAX(1, h >> 1);
+
+ mip_count++;
+
+ if (w == 1U && h == 1U) {
+ data_size += 1U;
+ mip_count++;
+ break;
+ }
+ }
+
+ data.resize(data_size);
+ mips.resize(mip_count);
+ sizes.resize(mip_count);
+
+ w = p_size.x;
+ h = p_size.y;
+ float *ptr = data.ptr();
+
+ for (int i = 0; i < mip_count; i++) {
+ sizes[i] = Size2i(w, h);
+ mips[i] = ptr;
+
+ ptr = &ptr[w * h];
+ w = MAX(1, w >> 1);
+ h = MAX(1, h >> 1);
+ }
+
+ for (int i = 0; i < data_size; i++) {
+ data[i] = FLT_MAX;
+ }
+
+ debug_data.resize(sizes[0].x * sizes[0].y);
+ if (debug_texture.is_valid()) {
+ RS::get_singleton()->free(debug_texture);
+ debug_texture = RID();
+ }
+}
+
+void RendererSceneOcclusionCull::HZBuffer::update_mips() {
+ if (sizes.is_empty()) {
+ return;
+ }
+
+ for (uint32_t mip = 1; mip < mips.size(); mip++) {
+ for (int y = 0; y < sizes[mip].y; y++) {
+ for (int x = 0; x < sizes[mip].x; x++) {
+ int prev_x = x * 2;
+ int prev_y = y * 2;
+
+ int prev_w = sizes[mip - 1].width;
+ int prev_h = sizes[mip - 1].height;
+
+ bool odd_w = (prev_w % 2) != 0;
+ bool odd_h = (prev_h % 2) != 0;
+
+#define CHECK_OFFSET(xx, yy) max_depth = MAX(max_depth, mips[mip - 1][MIN(prev_h - 1, prev_y + (yy)) * prev_w + MIN(prev_w - 1, prev_x + (xx))])
+
+ float max_depth = mips[mip - 1][prev_y * sizes[mip - 1].x + prev_x];
+ CHECK_OFFSET(0, 1);
+ CHECK_OFFSET(1, 0);
+ CHECK_OFFSET(1, 1);
+
+ if (odd_w) {
+ CHECK_OFFSET(2, 0);
+ CHECK_OFFSET(2, 1);
+ }
+
+ if (odd_h) {
+ CHECK_OFFSET(0, 2);
+ CHECK_OFFSET(1, 2);
+ }
+
+ if (odd_w && odd_h) {
+ CHECK_OFFSET(2, 2);
+ }
+
+ mips[mip][y * sizes[mip].x + x] = max_depth;
+#undef CHECK_OFFSET
+ }
+ }
+ }
+}
+
+RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
+ if (sizes.is_empty() || sizes[0] == Size2i()) {
+ return RID();
+ }
+
+ if (debug_image.is_null()) {
+ debug_image.instance();
+ }
+
+ unsigned char *ptrw = debug_data.ptrw();
+ for (int i = 0; i < debug_data.size(); i++) {
+ ptrw[i] = MIN(mips[0][i] / debug_tex_range, 1.0) * 255;
+ }
+
+ debug_image->create(sizes[0].x, sizes[0].y, false, Image::FORMAT_L8, debug_data);
+
+ if (debug_texture.is_null()) {
+ debug_texture = RS::get_singleton()->texture_2d_create(debug_image);
+ } else {
+ RenderingServer::get_singleton()->texture_2d_update_immediate(debug_texture, debug_image);
+ }
+
+ return debug_texture;
+}
diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h
new file mode 100644
index 0000000000..1d0f53c0bf
--- /dev/null
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -0,0 +1,201 @@
+/*************************************************************************/
+/* renderer_scene_occlusion_cull.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERER_SCENE_OCCLUSION_CULL_H
+#define RENDERER_SCENE_OCCLUSION_CULL_H
+
+#include "core/math/camera_matrix.h"
+#include "core/templates/local_vector.h"
+#include "servers/rendering_server.h"
+
+class RendererSceneOcclusionCull {
+protected:
+ static RendererSceneOcclusionCull *singleton;
+
+public:
+ class HZBuffer {
+ protected:
+ static const Vector3 corners[8];
+
+ LocalVector<float> data;
+ LocalVector<Size2i> sizes;
+ LocalVector<float *> mips;
+
+ RID debug_texture;
+ Ref<Image> debug_image;
+ PackedByteArray debug_data;
+ float debug_tex_range = 0.0f;
+
+ public:
+ bool is_empty() const;
+ virtual void clear();
+ virtual void resize(const Size2i &p_size);
+
+ void update_mips();
+
+ _FORCE_INLINE_ bool is_occluded(const float p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, float p_near) const {
+ if (is_empty()) {
+ return false;
+ }
+
+ Vector3 closest_point = Vector3(CLAMP(p_cam_position.x, p_bounds[0], p_bounds[3]), CLAMP(p_cam_position.y, p_bounds[1], p_bounds[4]), CLAMP(p_cam_position.z, p_bounds[2], p_bounds[5]));
+
+ if (closest_point == p_cam_position) {
+ return false;
+ }
+
+ Vector3 closest_point_view = p_cam_inv_transform.xform(closest_point);
+ if (closest_point_view.z > -p_near) {
+ return false;
+ }
+
+ float min_depth;
+ if (p_cam_projection.is_orthogonal()) {
+ min_depth = (-closest_point_view.z) - p_near;
+ } else {
+ float r = -p_near / closest_point_view.z;
+ Vector3 closest_point_proj = Vector3(closest_point_view.x * r, closest_point_view.y * r, -p_near);
+ min_depth = closest_point_proj.distance_to(closest_point_view);
+ }
+
+ Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
+ Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
+
+ for (int j = 0; j < 8; j++) {
+ Vector3 c = RendererSceneOcclusionCull::HZBuffer::corners[j];
+ Vector3 nc = Vector3(1, 1, 1) - c;
+ Vector3 corner = Vector3(p_bounds[0] * c.x + p_bounds[3] * nc.x, p_bounds[1] * c.y + p_bounds[4] * nc.y, p_bounds[2] * c.z + p_bounds[5] * nc.z);
+ Vector3 view = p_cam_inv_transform.xform(corner);
+
+ Vector3 projected = p_cam_projection.xform(view);
+ Vector2 normalized = Vector2(projected.x * 0.5f + 0.5f, projected.y * 0.5f + 0.5f);
+ rect_min = rect_min.min(normalized);
+ rect_max = rect_max.max(normalized);
+ }
+
+ rect_max = rect_max.min(Vector2(1, 1));
+ rect_min = rect_min.max(Vector2(0, 0));
+
+ int mip_count = mips.size();
+
+ Vector2 screen_diagonal = (rect_max - rect_min) * sizes[0];
+ float size = MAX(screen_diagonal.x, screen_diagonal.y);
+ float l = Math::ceil(Math::log2(size));
+ int lod = CLAMP(l, 0, mip_count - 1);
+
+ const int max_samples = 512;
+ int sample_count = 0;
+ bool visible = true;
+
+ for (; lod >= 0; lod--) {
+ int w = sizes[lod].x;
+ int h = sizes[lod].y;
+
+ int minx = CLAMP(rect_min.x * w - 1, 0, w - 1);
+ int maxx = CLAMP(rect_max.x * w + 1, 0, w - 1);
+
+ int miny = CLAMP(rect_min.y * h - 1, 0, h - 1);
+ int maxy = CLAMP(rect_max.y * h + 1, 0, h - 1);
+
+ sample_count += (maxx - minx + 1) * (maxy - miny + 1);
+
+ if (sample_count > max_samples) {
+ return false;
+ }
+
+ visible = false;
+ for (int y = miny; y <= maxy; y++) {
+ for (int x = minx; x <= maxx; x++) {
+ float depth = mips[lod][y * w + x];
+ if (depth > min_depth) {
+ visible = true;
+ break;
+ }
+ }
+ if (visible) {
+ break;
+ }
+ }
+
+ if (!visible) {
+ return true;
+ }
+ }
+
+ return !visible;
+ }
+
+ RID get_debug_texture();
+
+ virtual ~HZBuffer(){};
+ };
+
+ static RendererSceneOcclusionCull *get_singleton() { return singleton; }
+
+ void _print_warining() {
+ WARN_PRINT_ONCE("Occlusion culling is disabled at build time.");
+ }
+
+ virtual bool is_occluder(RID p_rid) { return false; }
+ virtual RID occluder_allocate() { return RID(); }
+ virtual void occluder_initialize(RID p_occluder) {}
+ virtual void free_occluder(RID p_occluder) { _print_warining(); }
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) { _print_warining(); }
+
+ virtual void add_scenario(RID p_scenario) {}
+ virtual void remove_scenario(RID p_scenario) {}
+ virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) { _print_warining(); }
+ virtual void scenario_remove_instance(RID p_scenario, RID p_instance) { _print_warining(); }
+
+ virtual void add_buffer(RID p_buffer) { _print_warining(); }
+ virtual void remove_buffer(RID p_buffer) { _print_warining(); }
+ virtual HZBuffer *buffer_get_ptr(RID p_buffer) {
+ return nullptr;
+ }
+ virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warining(); }
+ virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warining(); }
+ 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 RID buffer_get_debug_texture(RID p_buffer) {
+ _print_warining();
+ return RID();
+ }
+
+ virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}
+
+ RendererSceneOcclusionCull() {
+ singleton = this;
+ };
+
+ virtual ~RendererSceneOcclusionCull() {
+ singleton = nullptr;
+ };
+};
+
+#endif //RENDERER_SCENE_OCCLUSION_CULL_H
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 1dea3580b6..5f3e6df4e3 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -51,7 +51,7 @@ public:
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0;
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0;
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0;
- virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) = 0;
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) = 0;
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
@@ -65,7 +65,7 @@ public:
virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) = 0;
virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) = 0;
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) = 0;
- virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) = 0;
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) = 0;
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) = 0;
@@ -161,9 +161,9 @@ public:
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
virtual RID light_instance_create(RID p_light) = 0;
- virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 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 Transform &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 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_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const {
return true;
@@ -174,7 +174,7 @@ public:
virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;
virtual RID reflection_probe_instance_create(RID p_probe) = 0;
- virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
+ virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
@@ -182,17 +182,17 @@ public:
virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
virtual RID decal_instance_create(RID p_decal) = 0;
- virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform) = 0;
+ virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) = 0;
virtual RID lightmap_instance_create(RID p_lightmap) = 0;
- virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) = 0;
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) = 0;
- virtual RID gi_probe_instance_create(RID p_gi_probe) = 0;
- virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
- virtual bool gi_probe_needs_update(RID p_probe) const = 0;
- virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) = 0;
+ virtual RID voxel_gi_instance_create(RID p_voxel_gi) = 0;
+ virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) = 0;
+ virtual bool voxel_gi_needs_update(RID p_probe) const = 0;
+ virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) = 0;
- virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
+ virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
struct RenderShadowData {
RID light;
@@ -216,10 +216,10 @@ public:
uint32_t positional_light_count;
};
- virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, 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) = 0;
+ virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr) = 0;
- virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
+ virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void render_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;
virtual void set_time(double p_time, double p_step) = 0;
@@ -241,8 +241,6 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
- virtual bool is_low_end() const = 0;
-
virtual void update() = 0;
virtual ~RendererSceneRender() {}
};
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 22cf6acb19..0b9b82cba0 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -43,6 +43,7 @@ public:
DEPENDENCY_CHANGED_MESH,
DEPENDENCY_CHANGED_MULTIMESH,
DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES,
+ DEPENDENCY_CHANGED_PARTICLES,
DEPENDENCY_CHANGED_DECAL,
DEPENDENCY_CHANGED_SKELETON_DATA,
DEPENDENCY_CHANGED_SKELETON_BONES,
@@ -267,14 +268,14 @@ public:
virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
- virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) = 0;
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
+ virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
@@ -312,8 +313,8 @@ public:
virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
- virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) = 0;
+ virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
@@ -412,53 +413,53 @@ public:
virtual AABB decal_get_aabb(RID p_decal) const = 0;
- /* GI PROBE API */
+ /* VOXEL GI API */
- virtual RID gi_probe_allocate() = 0;
- virtual void gi_probe_initialize(RID p_rid) = 0;
+ virtual RID voxel_gi_allocate() = 0;
+ virtual void voxel_gi_initialize(RID p_rid) = 0;
- virtual void gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
+ virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
- virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0;
- virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const = 0;
+ virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
+ virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
- virtual Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const = 0;
- virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0;
+ virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
+ virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0;
- virtual float gi_probe_get_energy(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
+ virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0;
- virtual float gi_probe_get_ao(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_ao(RID p_voxel_gi, float p_ao) = 0;
+ virtual float voxel_gi_get_ao(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) = 0;
- virtual float gi_probe_get_ao_size(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) = 0;
+ virtual float voxel_gi_get_ao_size(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0;
- virtual float gi_probe_get_bias(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
+ virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0;
- virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
+ virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0;
- virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
+ virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0;
- virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) = 0;
+ virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const = 0;
- virtual uint32_t gi_probe_get_version(RID p_probe) = 0;
+ virtual uint32_t voxel_gi_get_version(RID p_probe) = 0;
/* LIGHTMAP */
@@ -483,6 +484,7 @@ public:
virtual RID particles_allocate() = 0;
virtual void particles_initialize(RID p_rid) = 0;
+ virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
@@ -498,10 +500,17 @@ public:
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
+ virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
+
+ virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
+
+ virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length) = 0;
+ virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
+
virtual void particles_restart(RID p_particles) = 0;
- virtual void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
+ virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
@@ -515,16 +524,18 @@ public:
virtual AABB particles_get_current_aabb(RID p_particles) = 0;
virtual AABB particles_get_aabb(RID p_particles) const = 0;
- virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0;
+ virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0;
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
- virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis) = 0;
+ virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) = 0;
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
+ virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) = 0;
+
virtual void update_particles() = 0;
/* PARTICLES COLLISION */
@@ -548,7 +559,7 @@ public:
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision) = 0;
- virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) = 0;
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) = 0;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
/* GLOBAL VARIABLES */
@@ -594,6 +605,7 @@ public:
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) = 0;
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const = 0;
+ virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) = 0;
virtual RS::InstanceType get_base_type(RID p_rid) const = 0;
virtual bool free(RID p_rid) = 0;
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index a5d5033c18..f97e24947d 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -79,11 +79,26 @@ void RendererViewport::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
}
+ 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 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.
+
+ float height = Math::sqrt(max_size / aspect);
+ Size2i new_size = Size2i(height * aspect, height);
+ RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
+ p_viewport->occlusion_buffer_dirty = false;
+ }
+ }
+
float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
if (p_viewport->use_xr && xr_interface.is_valid()) {
- RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
+ RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
} else {
- RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
+ RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
}
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
@@ -171,8 +186,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_
}
RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
+ RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
p_viewport->sdf_active = false; // if used, gets set active again
+ } else {
+ RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
}
Rect2 shadow_rect;
@@ -307,7 +325,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
if (sign_cmp == light_dir_sign) {
- //both point in same direction, plot offseted
+ //both point in same direction, plot offsetted
points[point_count++] = point + light_dir * cull_distance;
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
int next_j = (j + 1) % 4;
@@ -647,6 +665,8 @@ void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_heig
RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
+
+ viewport->occlusion_buffer_dirty = true;
}
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
@@ -655,6 +675,7 @@ void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
if (p_active) {
ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
+ viewport->occlusion_buffer_dirty = true;
active_viewports.push_back(viewport);
} else {
active_viewports.erase(viewport);
@@ -739,6 +760,16 @@ RID RendererViewport::viewport_get_texture(RID p_viewport) const {
return RSG::storage->render_target_get_texture(viewport->render_target);
}
+RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
+ const Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND_V(!viewport, RID());
+
+ if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
+ return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
+ }
+ return RID();
+}
+
void RendererViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
@@ -772,6 +803,9 @@ void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
ERR_FAIL_COND(!viewport);
viewport->scenario = p_scenario;
+ if (viewport->use_occlusion_culling) {
+ RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
+ }
}
void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
@@ -888,6 +922,41 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb
}
}
+void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
+ return;
+ }
+ viewport->use_occlusion_culling = p_use_occlusion_culling;
+
+ if (viewport->use_occlusion_culling) {
+ RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
+ RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
+ } else {
+ RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
+ }
+
+ viewport->occlusion_buffer_dirty = true;
+}
+
+void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
+ if (occlusion_rays_per_thread == p_rays_per_thread) {
+ return;
+ }
+
+ occlusion_rays_per_thread = p_rays_per_thread;
+
+ for (int i = 0; i < active_viewports.size(); i++) {
+ active_viewports[i]->occlusion_buffer_dirty = true;
+ }
+}
+
+void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
+ RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
+}
+
void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
@@ -985,6 +1054,10 @@ bool RendererViewport::free(RID p_rid) {
viewport_set_scenario(p_rid, RID());
active_viewports.erase(viewport);
+ if (viewport->use_occlusion_culling) {
+ RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
+ }
+
viewport_owner.free(p_rid);
memdelete(viewport);
@@ -1026,4 +1099,5 @@ void RendererViewport::call_set_use_vsync(bool p_enable) {
}
RendererViewport::RendererViewport() {
+ occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
}
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index f5ed543e8d..5c372e8c9a 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -31,9 +31,9 @@
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
+#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
-#include "renderer_compositor.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
@@ -61,6 +61,9 @@ public:
RS::ViewportScreenSpaceAA screen_space_aa;
bool use_debanding;
+ bool use_occlusion_culling;
+ bool occlusion_buffer_dirty;
+
DisplayServer::WindowID viewport_to_screen;
Rect2 viewport_to_screen_rect;
bool viewport_render_direct_to_screen;
@@ -143,6 +146,8 @@ public:
msaa = RS::VIEWPORT_MSAA_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
use_debanding = false;
+ use_occlusion_culling = false;
+ occlusion_buffer_dirty = true;
snap_2d_transforms_to_pixel = false;
snap_2d_vertices_to_pixel = false;
@@ -185,6 +190,10 @@ private:
void _draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye);
void _draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye = XRInterface::EYE_MONO);
+ int occlusion_rays_per_thread = 512;
+
+ void _resize_occlusion_culling_buffer(const Size2i &p_size);
+
public:
RID viewport_allocate();
void viewport_initialize(RID p_rid);
@@ -204,6 +213,7 @@ public:
void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
RID viewport_get_texture(RID p_viewport) const;
+ RID viewport_get_occluder_debug_texture(RID p_viewport) const;
void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
@@ -225,7 +235,9 @@ public:
void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
-
+ void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
+ void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
+ void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
void viewport_set_lod_threshold(RID p_viewport, float p_pixels);
virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 27a9353e4e..056cec4c1f 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -40,6 +40,7 @@ RenderingDevice *RenderingDevice::get_singleton() {
RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = nullptr;
RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = nullptr;
+RenderingDevice::ShaderGetCacheKeyFunction RenderingDevice::get_cache_key_function = nullptr;
void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
compile_function = p_function;
@@ -49,6 +50,10 @@ void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function)
cache_function = p_function;
}
+void RenderingDevice::shader_set_get_cache_key_function(ShaderGetCacheKeyFunction p_function) {
+ get_cache_key_function = p_function;
+}
+
Vector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, bool p_allow_cache) {
if (p_allow_cache && cache_function) {
Vector<uint8_t> cache = cache_function(p_stage, p_source_code, p_language);
@@ -59,7 +64,14 @@ Vector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage,
ERR_FAIL_COND_V(!compile_function, Vector<uint8_t>());
- return compile_function(p_stage, p_source_code, p_language, r_error);
+ return compile_function(p_stage, p_source_code, p_language, r_error, &device_capabilities);
+}
+
+String RenderingDevice::shader_get_cache_key() const {
+ if (get_cache_key_function) {
+ return get_cache_key_function(&device_capabilities);
+ }
+ return String();
}
RID RenderingDevice::_texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data) {
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 9fbf58d131..4dcb9b963e 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -51,6 +51,13 @@ class RDPipelineColorBlendState;
class RenderingDevice : public Object {
GDCLASS(RenderingDevice, Object)
public:
+ enum DeviceFamily {
+ DEVICE_UNKNOWN,
+ DEVICE_OPENGL,
+ DEVICE_VULKAN,
+ DEVICE_DIRECTX
+ };
+
enum ShaderStage {
SHADER_STAGE_VERTEX,
SHADER_STAGE_FRAGMENT,
@@ -70,18 +77,48 @@ public:
SHADER_LANGUAGE_HLSL
};
- typedef Vector<uint8_t> (*ShaderCompileFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error);
+ enum SubgroupOperations {
+ SUBGROUP_BASIC_BIT = 1,
+ SUBGROUP_VOTE_BIT = 2,
+ SUBGROUP_ARITHMETIC_BIT = 4,
+ SUBGROUP_BALLOT_BIT = 8,
+ SUBGROUP_SHUFFLE_BIT = 16,
+ SUBGROUP_SHUFFLE_RELATIVE_BIT = 32,
+ SUBGROUP_CLUSTERED_BIT = 64,
+ SUBGROUP_QUAD_BIT = 128,
+ };
+
+ struct Capabilities {
+ // main device info
+ DeviceFamily device_family = DEVICE_UNKNOWN;
+ uint32_t version_major = 1.0;
+ uint32_t version_minor = 0.0;
+
+ // subgroup capabilities
+ uint32_t subgroup_size = 0;
+ uint32_t subgroup_in_shaders = 0; // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
+ uint32_t subgroup_operations = 0; // Set flags, using SubgroupOperations
+
+ // features
+ bool supports_multiview = false; // If true this device supports multiview options
+ };
+
+ typedef String (*ShaderGetCacheKeyFunction)(const Capabilities *p_capabilities);
+ typedef Vector<uint8_t> (*ShaderCompileFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities);
typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
private:
static ShaderCompileFunction compile_function;
static ShaderCacheFunction cache_function;
+ static ShaderGetCacheKeyFunction get_cache_key_function;
static RenderingDevice *singleton;
protected:
static void _bind_methods();
+ Capabilities device_capabilities;
+
public:
//base numeric ID for all types
enum {
@@ -597,10 +634,14 @@ public:
/**** SHADER ****/
/****************/
+ const Capabilities *get_device_capabilities() const { return &device_capabilities; };
+
virtual Vector<uint8_t> shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true);
+ virtual String shader_get_cache_key() const;
static void shader_set_compile_function(ShaderCompileFunction p_function);
static void shader_set_cache_function(ShaderCacheFunction p_function);
+ static void shader_set_get_cache_key_function(ShaderGetCacheKeyFunction p_function);
struct ShaderStageData {
ShaderStage shader_stage;
@@ -945,7 +986,7 @@ public:
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
- INITIAL_ACTION_CLEAR_REGION_CONTINUE, //countinue rendering and clear the framebuffer in the specified region (supply params)
+ INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index e43c3669b5..912674e309 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -51,8 +51,8 @@
ClassDB::bind_method(D_METHOD("get_" _MKSTR(m_sub) "_" _MKSTR(m_member)), &m_class::get_##m_sub##_##m_member); \
ADD_PROPERTY(PropertyInfo(m_variant_type, _MKSTR(m_sub) "_" _MKSTR(m_member)), "set_" _MKSTR(m_sub) "_" _MKSTR(m_member), "get_" _MKSTR(m_sub) "_" _MKSTR(m_member))
-class RDTextureFormat : public Reference {
- GDCLASS(RDTextureFormat, Reference)
+class RDTextureFormat : public RefCounted {
+ GDCLASS(RDTextureFormat, RefCounted)
friend class RenderingDevice;
RD::TextureFormat base;
@@ -87,8 +87,8 @@ protected:
}
};
-class RDTextureView : public Reference {
- GDCLASS(RDTextureView, Reference)
+class RDTextureView : public RefCounted {
+ GDCLASS(RDTextureView, RefCounted)
friend class RenderingDevice;
@@ -110,8 +110,8 @@ protected:
}
};
-class RDAttachmentFormat : public Reference {
- GDCLASS(RDAttachmentFormat, Reference)
+class RDAttachmentFormat : public RefCounted {
+ GDCLASS(RDAttachmentFormat, RefCounted)
friend class RenderingDevice;
RD::AttachmentFormat base;
@@ -128,8 +128,8 @@ protected:
}
};
-class RDSamplerState : public Reference {
- GDCLASS(RDSamplerState, Reference)
+class RDSamplerState : public RefCounted {
+ GDCLASS(RDSamplerState, RefCounted)
friend class RenderingDevice;
RD::SamplerState base;
@@ -171,8 +171,8 @@ protected:
}
};
-class RDVertexAttribute : public Reference {
- GDCLASS(RDVertexAttribute, Reference)
+class RDVertexAttribute : public RefCounted {
+ GDCLASS(RDVertexAttribute, RefCounted)
friend class RenderingDevice;
RD::VertexAttribute base;
@@ -192,8 +192,8 @@ protected:
RD_BIND(Variant::INT, RDVertexAttribute, frequency);
}
};
-class RDShaderSource : public Reference {
- GDCLASS(RDShaderSource, Reference)
+class RDShaderSource : public RefCounted {
+ GDCLASS(RDShaderSource, RefCounted)
String source[RD::SHADER_STAGE_MAX];
RD::ShaderLanguage language = RD::SHADER_LANGUAGE_GLSL;
@@ -386,8 +386,8 @@ protected:
}
};
-class RDUniform : public Reference {
- GDCLASS(RDUniform, Reference)
+class RDUniform : public RefCounted {
+ GDCLASS(RDUniform, RefCounted)
friend class RenderingDevice;
RD::Uniform base;
@@ -424,8 +424,8 @@ protected:
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_ids", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "_set_ids", "get_ids");
}
};
-class RDPipelineRasterizationState : public Reference {
- GDCLASS(RDPipelineRasterizationState, Reference)
+class RDPipelineRasterizationState : public RefCounted {
+ GDCLASS(RDPipelineRasterizationState, RefCounted)
friend class RenderingDevice;
RD::PipelineRasterizationState base;
@@ -459,8 +459,8 @@ protected:
}
};
-class RDPipelineMultisampleState : public Reference {
- GDCLASS(RDPipelineMultisampleState, Reference)
+class RDPipelineMultisampleState : public RefCounted {
+ GDCLASS(RDPipelineMultisampleState, RefCounted)
friend class RenderingDevice;
RD::PipelineMultisampleState base;
@@ -490,8 +490,8 @@ protected:
}
};
-class RDPipelineDepthStencilState : public Reference {
- GDCLASS(RDPipelineDepthStencilState, Reference)
+class RDPipelineDepthStencilState : public RefCounted {
+ GDCLASS(RDPipelineDepthStencilState, RefCounted)
friend class RenderingDevice;
RD::PipelineDepthStencilState base;
@@ -549,8 +549,8 @@ protected:
}
};
-class RDPipelineColorBlendStateAttachment : public Reference {
- GDCLASS(RDPipelineColorBlendStateAttachment, Reference)
+class RDPipelineColorBlendStateAttachment : public RefCounted {
+ GDCLASS(RDPipelineColorBlendStateAttachment, RefCounted)
friend class RenderingDevice;
RD::PipelineColorBlendState::Attachment base;
@@ -594,8 +594,8 @@ protected:
}
};
-class RDPipelineColorBlendState : public Reference {
- GDCLASS(RDPipelineColorBlendState, Reference)
+class RDPipelineColorBlendState : public RefCounted {
+ GDCLASS(RDPipelineColorBlendState, RefCounted)
friend class RenderingDevice;
RD::PipelineColorBlendState base;
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index c6fe6a07e0..cd66cd0716 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -358,7 +358,7 @@ void RenderingServerDefault::_thread_loop() {
draw_thread_up.set();
while (!exit.is_set()) {
// flush commands one by one, until exit is requested
- command_queue.wait_and_flush_one();
+ command_queue.wait_and_flush();
}
command_queue.flush_all(); // flush all
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index e82d5cc3f8..6476d7c75d 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -314,7 +314,7 @@ public:
FUNC1RC(int, multimesh_get_instance_count, RID)
FUNC2(multimesh_set_mesh, RID, RID)
- FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
+ FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
FUNC3(multimesh_instance_set_color, RID, int, const Color &)
FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
@@ -322,7 +322,7 @@ public:
FUNC1RC(RID, multimesh_get_mesh, RID)
FUNC1RC(AABB, multimesh_get_aabb, RID)
- FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
+ FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
FUNC2RC(Color, multimesh_instance_get_color, RID, int)
FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
@@ -353,8 +353,8 @@ public:
FUNCRIDSPLIT(skeleton)
FUNC3(skeleton_allocate_data, RID, int, bool)
FUNC1RC(int, skeleton_get_bone_count, RID)
- FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
- FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
+ FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
+ FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
@@ -418,47 +418,47 @@ public:
/* BAKED LIGHT API */
- FUNCRIDSPLIT(gi_probe)
+ FUNCRIDSPLIT(voxel_gi)
- FUNC8(gi_probe_allocate_data, RID, const Transform &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
+ FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
- FUNC1RC(AABB, gi_probe_get_bounds, RID)
- FUNC1RC(Vector3i, gi_probe_get_octree_size, RID)
- FUNC1RC(Vector<uint8_t>, gi_probe_get_octree_cells, RID)
- FUNC1RC(Vector<uint8_t>, gi_probe_get_data_cells, RID)
- FUNC1RC(Vector<uint8_t>, gi_probe_get_distance_field, RID)
- FUNC1RC(Vector<int>, gi_probe_get_level_counts, RID)
- FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)
+ FUNC1RC(AABB, voxel_gi_get_bounds, RID)
+ FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
+ FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
+ FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
+ FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
+ FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
+ FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
- FUNC2(gi_probe_set_dynamic_range, RID, float)
- FUNC1RC(float, gi_probe_get_dynamic_range, RID)
+ FUNC2(voxel_gi_set_dynamic_range, RID, float)
+ FUNC1RC(float, voxel_gi_get_dynamic_range, RID)
- FUNC2(gi_probe_set_propagation, RID, float)
- FUNC1RC(float, gi_probe_get_propagation, RID)
+ FUNC2(voxel_gi_set_propagation, RID, float)
+ FUNC1RC(float, voxel_gi_get_propagation, RID)
- FUNC2(gi_probe_set_energy, RID, float)
- FUNC1RC(float, gi_probe_get_energy, RID)
+ FUNC2(voxel_gi_set_energy, RID, float)
+ FUNC1RC(float, voxel_gi_get_energy, RID)
- FUNC2(gi_probe_set_ao, RID, float)
- FUNC1RC(float, gi_probe_get_ao, RID)
+ FUNC2(voxel_gi_set_ao, RID, float)
+ FUNC1RC(float, voxel_gi_get_ao, RID)
- FUNC2(gi_probe_set_ao_size, RID, float)
- FUNC1RC(float, gi_probe_get_ao_size, RID)
+ FUNC2(voxel_gi_set_ao_size, RID, float)
+ FUNC1RC(float, voxel_gi_get_ao_size, RID)
- FUNC2(gi_probe_set_bias, RID, float)
- FUNC1RC(float, gi_probe_get_bias, RID)
+ FUNC2(voxel_gi_set_bias, RID, float)
+ FUNC1RC(float, voxel_gi_get_bias, RID)
- FUNC2(gi_probe_set_normal_bias, RID, float)
- FUNC1RC(float, gi_probe_get_normal_bias, RID)
+ FUNC2(voxel_gi_set_normal_bias, RID, float)
+ FUNC1RC(float, voxel_gi_get_normal_bias, RID)
- FUNC2(gi_probe_set_interior, RID, bool)
- FUNC1RC(bool, gi_probe_is_interior, RID)
+ FUNC2(voxel_gi_set_interior, RID, bool)
+ FUNC1RC(bool, voxel_gi_is_interior, RID)
- FUNC2(gi_probe_set_use_two_bounces, RID, bool)
- FUNC1RC(bool, gi_probe_is_using_two_bounces, RID)
+ FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
+ FUNC1RC(bool, voxel_gi_is_using_two_bounces, RID)
- FUNC2(gi_probe_set_anisotropy_strength, RID, float)
- FUNC1RC(float, gi_probe_get_anisotropy_strength, RID)
+ FUNC2(voxel_gi_set_anisotropy_strength, RID, float)
+ FUNC1RC(float, voxel_gi_get_anisotropy_strength, RID)
/* LIGHTMAP */
@@ -478,6 +478,7 @@ public:
FUNCRIDSPLIT(particles)
+ FUNC2(particles_set_mode, RID, ParticlesMode)
FUNC2(particles_set_emitting, RID, bool)
FUNC1R(bool, particles_get_emitting, RID)
FUNC2(particles_set_amount, RID, int)
@@ -491,21 +492,27 @@ public:
FUNC2(particles_set_use_local_coordinates, RID, bool)
FUNC2(particles_set_process_material, RID, RID)
FUNC2(particles_set_fixed_fps, RID, int)
+ FUNC2(particles_set_interpolate, RID, bool)
FUNC2(particles_set_fractional_delta, RID, bool)
FUNC1R(bool, particles_is_inactive, RID)
+ FUNC3(particles_set_trails, RID, bool, float)
+ FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
+
FUNC1(particles_request_process, RID)
FUNC1(particles_restart, RID)
- FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
+ FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
FUNC2(particles_set_subemitter, RID, RID)
FUNC2(particles_set_collision_base_size, RID, float)
+ FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
+
FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
FUNC2(particles_set_draw_passes, RID, int)
FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
FUNC1R(AABB, particles_get_current_aabb, RID)
- FUNC2(particles_set_emission_transform, RID, const Transform &)
+ FUNC2(particles_set_emission_transform, RID, const Transform3D &)
/* PARTICLES COLLISION */
@@ -534,12 +541,16 @@ public:
FUNC4(camera_set_perspective, RID, float, float, float)
FUNC4(camera_set_orthogonal, RID, float, float, float)
FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
- FUNC2(camera_set_transform, RID, const Transform &)
+ FUNC2(camera_set_transform, RID, const Transform3D &)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
FUNC2(camera_set_camera_effects, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
+ /* OCCLUDER */
+ FUNCRIDSPLIT(occluder)
+ FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &);
+
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
@@ -590,6 +601,9 @@ public:
FUNC2(viewport_set_msaa, RID, ViewportMSAA)
FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
FUNC2(viewport_set_use_debanding, RID, bool)
+ FUNC2(viewport_set_use_occlusion_culling, RID, bool)
+ FUNC1(viewport_set_occlusion_rays_per_thread, int)
+ FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
FUNC2(viewport_set_lod_threshold, RID, float)
FUNC2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
@@ -610,7 +624,7 @@ public:
#define server_name RSG::scene
FUNC2(directional_shadow_atlas_set_size, int, bool)
- FUNC1(gi_probe_set_quality, GIProbeQuality)
+ FUNC1(voxel_gi_set_quality, VoxelGIQuality)
/* SKY API */
@@ -700,10 +714,10 @@ public:
FUNC2(instance_set_base, RID, RID)
FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
- FUNC2(instance_set_transform, RID, const Transform &)
+ FUNC2(instance_set_transform, RID, const Transform3D &)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
- FUNC3(instance_set_surface_material, RID, int, RID)
+ FUNC3(instance_set_surface_override_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
FUNC2(instance_set_custom_aabb, RID, AABB)
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index df1a7d58d0..8ed774f8e7 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -33,6 +33,8 @@
#include "core/string/print_string.h"
#include "servers/rendering_server.h"
+#define HAS_WARNING(flag) (warning_flags & flag)
+
static bool _is_text_char(char32_t c) {
return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9') || c == '_';
}
@@ -901,6 +903,8 @@ bool ShaderLanguage::is_token_nonvoid_datatype(TokenType p_type) {
void ShaderLanguage::clear() {
current_function = StringName();
+ last_name = StringName();
+ last_type = IDENTIFIER_MAX;
completion_type = COMPLETION_NONE;
completion_block = nullptr;
@@ -908,12 +912,22 @@ void ShaderLanguage::clear() {
completion_class = SubClassTag::TAG_GLOBAL;
completion_struct = StringName();
+#ifdef DEBUG_ENABLED
+ used_constants.clear();
+ used_varyings.clear();
+ used_uniforms.clear();
+ used_functions.clear();
+ used_structs.clear();
+ warnings.clear();
+#endif // DEBUG_ENABLED
+
error_line = 0;
tk_line = 1;
char_idx = 0;
error_set = false;
error_str = "";
last_const = false;
+ pass_array = false;
while (nodes) {
Node *n = nodes;
nodes = nodes->next;
@@ -921,6 +935,35 @@ void ShaderLanguage::clear() {
}
}
+#ifdef DEBUG_ENABLED
+void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type) {
+ switch (p_type) {
+ case IdentifierType::IDENTIFIER_CONSTANT:
+ if (HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG) && used_constants.has(p_identifier)) {
+ used_constants[p_identifier].used = true;
+ }
+ break;
+ case IdentifierType::IDENTIFIER_VARYING:
+ if (HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG) && used_varyings.has(p_identifier)) {
+ used_varyings[p_identifier].used = true;
+ }
+ break;
+ case IdentifierType::IDENTIFIER_UNIFORM:
+ if (HAS_WARNING(ShaderWarning::UNUSED_UNIFORM_FLAG) && used_uniforms.has(p_identifier)) {
+ used_uniforms[p_identifier].used = true;
+ }
+ break;
+ case IdentifierType::IDENTIFIER_FUNCTION:
+ if (HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG) && used_functions.has(p_identifier)) {
+ used_functions[p_identifier].used = true;
+ }
+ break;
+ default:
+ break;
+ }
+}
+#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) {
@@ -932,7 +975,6 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_type) {
*r_type = IDENTIFIER_BUILTIN_VAR;
}
-
return true;
}
@@ -946,7 +988,6 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_type) {
*r_type = IDENTIFIER_FUNCTION;
}
-
return true;
}
@@ -963,16 +1004,15 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_array_size) {
*r_array_size = p_block->variables[p_identifier].array_size;
}
- if (r_type) {
- *r_type = IDENTIFIER_LOCAL_VAR;
- }
if (r_struct_name) {
*r_struct_name = p_block->variables[p_identifier].struct_name;
}
if (r_constant_value) {
*r_constant_value = p_block->variables[p_identifier].value;
}
-
+ if (r_type) {
+ *r_type = IDENTIFIER_LOCAL_VAR;
+ }
return true;
}
@@ -994,15 +1034,18 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_data_type) {
*r_data_type = function->arguments[i].type;
}
- if (r_type) {
- *r_type = IDENTIFIER_FUNCTION_ARGUMENT;
- }
if (r_struct_name) {
*r_struct_name = function->arguments[i].type_str;
}
+ if (r_array_size) {
+ *r_array_size = function->arguments[i].array_size;
+ }
if (r_is_const) {
*r_is_const = function->arguments[i].is_const;
}
+ if (r_type) {
+ *r_type = IDENTIFIER_FUNCTION_ARGUMENT;
+ }
return true;
}
}
@@ -1041,9 +1084,6 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_array_size) {
*r_array_size = shader->constants[p_identifier].array_size;
}
- if (r_type) {
- *r_type = IDENTIFIER_CONSTANT;
- }
if (r_struct_name) {
*r_struct_name = shader->constants[p_identifier].type_str;
}
@@ -1052,6 +1092,9 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
*r_constant_value = shader->constants[p_identifier].initializer->values[0];
}
}
+ if (r_type) {
+ *r_type = IDENTIFIER_CONSTANT;
+ }
return true;
}
@@ -1064,6 +1107,9 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_data_type) {
*r_data_type = shader->functions[i].function->return_type;
}
+ if (r_array_size) {
+ *r_array_size = shader->functions[i].function->return_array_size;
+ }
if (r_type) {
*r_type = IDENTIFIER_FUNCTION;
}
@@ -1074,13 +1120,18 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
return false;
}
-bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type) {
+bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type, int *r_ret_size) {
bool valid = false;
DataType ret_type = TYPE_VOID;
+ int ret_size = 0;
switch (p_op->op) {
case OP_EQUAL:
case OP_NOT_EQUAL: {
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
valid = na == nb;
@@ -1090,6 +1141,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
case OP_LESS_EQUAL:
case OP_GREATER:
case OP_GREATER_EQUAL: {
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1099,6 +1154,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
} break;
case OP_AND:
case OP_OR: {
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1107,6 +1166,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
} break;
case OP_NOT: {
+ if (!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
valid = na == TYPE_BOOL;
ret_type = TYPE_BOOL;
@@ -1117,6 +1180,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
case OP_POST_INCREMENT:
case OP_POST_DECREMENT:
case OP_NEGATE: {
+ if (!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
valid = na > TYPE_BOOL && na < TYPE_MAT2;
ret_type = na;
@@ -1125,6 +1192,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
case OP_SUB:
case OP_MUL:
case OP_DIV: {
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1193,6 +1264,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
* component-wise.
*/
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1245,6 +1320,10 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
case OP_ASSIGN_SHIFT_RIGHT:
case OP_SHIFT_LEFT:
case OP_SHIFT_RIGHT: {
+ if ((!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) || (!p_op->arguments[1]->is_indexed() && p_op->arguments[1]->get_array_size() > 0)) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1293,6 +1372,18 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
}
} break;
case OP_ASSIGN: {
+ int sa = 0;
+ int sb = 0;
+ if (!p_op->arguments[0]->is_indexed()) {
+ sa = p_op->arguments[0]->get_array_size();
+ }
+ if (!p_op->arguments[1]->is_indexed()) {
+ sb = p_op->arguments[1]->get_array_size();
+ }
+ if (sa != sb) {
+ break; // don't accept arrays if their sizes are not equal
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
if (na == TYPE_STRUCT || nb == TYPE_STRUCT) {
@@ -1301,11 +1392,24 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
valid = na == nb;
}
ret_type = na;
+ ret_size = sa;
} break;
case OP_ASSIGN_ADD:
case OP_ASSIGN_SUB:
case OP_ASSIGN_MUL:
case OP_ASSIGN_DIV: {
+ int sa = 0;
+ int sb = 0;
+ if (!p_op->arguments[0]->is_indexed()) {
+ sa = p_op->arguments[0]->get_array_size();
+ }
+ if (!p_op->arguments[1]->is_indexed()) {
+ sb = p_op->arguments[1]->get_array_size();
+ }
+ if (sa > 0 || sb > 0) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1373,6 +1477,18 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
* must match.
*/
+ int sa = 0;
+ int sb = 0;
+ if (!p_op->arguments[0]->is_indexed()) {
+ sa = p_op->arguments[0]->get_array_size();
+ }
+ if (!p_op->arguments[1]->is_indexed()) {
+ sb = p_op->arguments[1]->get_array_size();
+ }
+ if (sa > 0 || sb > 0) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
@@ -1427,17 +1543,34 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
}
} break;
case OP_BIT_INVERT: { //unaries
+ if (!p_op->arguments[0]->is_indexed() && p_op->arguments[0]->get_array_size() > 0) {
+ break; // don't accept arrays
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
valid = na >= TYPE_INT && na < TYPE_FLOAT;
ret_type = na;
} break;
case OP_SELECT_IF: {
+ int sa = 0;
+ int sb = 0;
+ if (!p_op->arguments[1]->is_indexed()) {
+ sa = p_op->arguments[1]->get_array_size();
+ }
+ if (!p_op->arguments[2]->is_indexed()) {
+ sb = p_op->arguments[2]->get_array_size();
+ }
+ if (sa != sb) {
+ break; // don't accept arrays if their sizes are not equal
+ }
+
DataType na = p_op->arguments[0]->get_datatype();
DataType nb = p_op->arguments[1]->get_datatype();
DataType nc = p_op->arguments[2]->get_datatype();
valid = na == TYPE_BOOL && (nb == nc);
ret_type = nb;
+ ret_size = sa;
} break;
default: {
ERR_FAIL_V(false);
@@ -1447,6 +1580,9 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
if (r_ret_type) {
*r_ret_type = ret_type;
}
+ if (r_ret_size) {
+ *r_ret_size = ret_size;
+ }
return valid;
}
@@ -2182,6 +2318,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
Vector<DataType> args;
Vector<StringName> args2;
+ Vector<int> args3;
ERR_FAIL_COND_V(p_func->arguments[0]->type != Node::TYPE_VARIABLE, false);
@@ -2190,6 +2327,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
for (int i = 1; i < p_func->arguments.size(); i++) {
args.push_back(p_func->arguments[i]->get_datatype());
args2.push_back(p_func->arguments[i]->get_datatype_name());
+ args3.push_back(p_func->arguments[i]->get_array_size());
}
int argcount = args.size();
@@ -2457,6 +2595,11 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
} else {
func_arg_name = get_datatype_name(pfunc->arguments[j].type);
}
+ if (pfunc->arguments[j].array_size > 0) {
+ func_arg_name += "[";
+ func_arg_name += itos(pfunc->arguments[j].array_size);
+ func_arg_name += "]";
+ }
arg_list += func_arg_name;
}
}
@@ -2469,21 +2612,32 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
bool fail = false;
for (int j = 0; j < args.size(); j++) {
- if (get_scalar_type(args[j]) == args[j] && p_func->arguments[j + 1]->type == Node::TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[j + 1]), pfunc->arguments[j].type)) {
+ if (get_scalar_type(args[j]) == args[j] && p_func->arguments[j + 1]->type == Node::TYPE_CONSTANT && args3[j] == 0 && convert_constant(static_cast<ConstantNode *>(p_func->arguments[j + 1]), pfunc->arguments[j].type)) {
//all good, but it needs implicit conversion later
- } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str)) {
+ } else if (args[j] != pfunc->arguments[j].type || (args[j] == TYPE_STRUCT && args2[j] != pfunc->arguments[j].type_str) || args3[j] != pfunc->arguments[j].array_size) {
String func_arg_name;
if (pfunc->arguments[j].type == TYPE_STRUCT) {
func_arg_name = pfunc->arguments[j].type_str;
} else {
func_arg_name = get_datatype_name(pfunc->arguments[j].type);
}
+ if (pfunc->arguments[j].array_size > 0) {
+ func_arg_name += "[";
+ func_arg_name += itos(pfunc->arguments[j].array_size);
+ func_arg_name += "]";
+ }
String arg_name;
if (args[j] == TYPE_STRUCT) {
arg_name = args2[j];
} else {
arg_name = get_datatype_name(args[j]);
}
+ if (args3[j] > 0) {
+ arg_name += "[";
+ arg_name += itos(args3[j]);
+ arg_name += "]";
+ }
+
_set_error(vformat("Invalid argument for \"%s(%s)\" function: argument %s should be %s but is %s.", String(name), arg_list, j + 1, func_arg_name, arg_name));
fail = true;
break;
@@ -2529,16 +2683,45 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
return false;
}
-bool ShaderLanguage::_compare_datatypes_in_nodes(Node *a, Node *b) const {
- if (a->get_datatype() != b->get_datatype()) {
- return false;
+bool ShaderLanguage::_compare_datatypes(DataType p_datatype_a, String p_datatype_name_a, int p_array_size_a, DataType p_datatype_b, String p_datatype_name_b, int p_array_size_b) {
+ bool result = true;
+
+ if (p_datatype_a == TYPE_STRUCT || p_datatype_b == TYPE_STRUCT) {
+ if (p_datatype_name_a != p_datatype_name_b) {
+ result = false;
+ }
+ } else {
+ if (p_datatype_a != p_datatype_b) {
+ result = false;
+ }
}
- if (a->get_datatype() == TYPE_STRUCT || b->get_datatype() == TYPE_STRUCT) {
- if (a->get_datatype_name() != b->get_datatype_name()) {
- return false;
+
+ if (p_array_size_a != p_array_size_b) {
+ result = false;
+ }
+
+ if (!result) {
+ String type_name = p_datatype_a == TYPE_STRUCT ? p_datatype_name_a : get_datatype_name(p_datatype_a);
+ if (p_array_size_a > 0) {
+ type_name += "[";
+ type_name += itos(p_array_size_a);
+ type_name += "]";
+ }
+
+ String type_name2 = p_datatype_b == TYPE_STRUCT ? p_datatype_name_b : get_datatype_name(p_datatype_b);
+ if (p_array_size_b > 0) {
+ type_name2 += "[";
+ type_name2 += itos(p_array_size_b);
+ type_name2 += "]";
}
+
+ _set_error("Invalid assignment of '" + type_name2 + "' to '" + type_name + "'");
}
- return true;
+ return result;
+}
+
+bool ShaderLanguage::_compare_datatypes_in_nodes(Node *a, Node *b) {
+ return _compare_datatypes(a->get_datatype(), a->get_datatype_name(), a->get_array_size(), b->get_datatype(), b->get_datatype_name(), b->get_array_size());
}
bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg) {
@@ -2758,7 +2941,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
p[2][0] = p_value[8].real;
p[2][1] = p_value[9].real;
p[2][2] = p_value[10].real;
- Transform t = Transform(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
+ Transform3D t = Transform3D(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
value = Variant(t);
break;
}
@@ -2857,7 +3040,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.type = Variant::BASIS;
break;
case ShaderLanguage::TYPE_MAT4:
- pi.type = Variant::TRANSFORM;
+ pi.type = Variant::TRANSFORM3D;
break;
case ShaderLanguage::TYPE_SAMPLER2D:
case ShaderLanguage::TYPE_ISAMPLER2D:
@@ -2969,6 +3152,20 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
}
}
+bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
+ return p_keyword == "break" ||
+ p_keyword == "case" ||
+ p_keyword == "continue" ||
+ p_keyword == "default" ||
+ p_keyword == "do" ||
+ p_keyword == "else" ||
+ p_keyword == "for" ||
+ p_keyword == "if" ||
+ p_keyword == "return" ||
+ p_keyword == "switch" ||
+ p_keyword == "while";
+}
+
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
Set<String> kws;
@@ -3109,20 +3306,20 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
}
switch (p_varying.stage) {
case ShaderNode::Varying::STAGE_UNKNOWN: // first assign
- if (current_function == String("vertex")) {
+ if (current_function == varying_function_names.vertex) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
- } else if (current_function == String("fragment")) {
+ } else if (current_function == varying_function_names.fragment) {
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
}
break;
case ShaderNode::Varying::STAGE_VERTEX:
- if (current_function == String("fragment")) {
+ if (current_function == varying_function_names.fragment) {
*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
return false;
}
break;
case ShaderNode::Varying::STAGE_FRAGMENT:
- if (current_function == String("vertex")) {
+ if (current_function == varying_function_names.vertex) {
*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
return false;
}
@@ -3139,25 +3336,25 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str
*r_message = RTR("Varying must be assigned before using!");
return false;
case ShaderNode::Varying::STAGE_VERTEX:
- if (current_function == String("fragment")) {
+ if (current_function == varying_function_names.fragment) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT;
- } else if (current_function == String("light")) {
+ } else if (current_function == varying_function_names.light) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT;
}
break;
case ShaderNode::Varying::STAGE_FRAGMENT:
- if (current_function == String("light")) {
+ if (current_function == varying_function_names.light) {
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
}
break;
case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT:
- if (current_function == String("light")) {
+ if (current_function == varying_function_names.light) {
*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
return false;
}
break;
case ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT:
- if (current_function == String("fragment")) {
+ if (current_function == varying_function_names.fragment) {
*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
return false;
}
@@ -3168,6 +3365,36 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str
return true;
}
+bool ShaderLanguage::_check_node_constness(const Node *p_node) const {
+ switch (p_node->type) {
+ case Node::TYPE_OPERATOR: {
+ OperatorNode *op_node = (OperatorNode *)p_node;
+ for (int i = int(op_node->op == OP_CALL); i < op_node->arguments.size(); i++) {
+ if (!_check_node_constness(op_node->arguments[i])) {
+ return false;
+ }
+ }
+ } break;
+ case Node::TYPE_CONSTANT:
+ break;
+ case Node::TYPE_VARIABLE: {
+ VariableNode *varn = (VariableNode *)p_node;
+ if (!varn->is_const) {
+ return false;
+ }
+ } break;
+ case Node::TYPE_ARRAY: {
+ ArrayNode *arrn = (ArrayNode *)p_node;
+ if (!arrn->is_const) {
+ return false;
+ }
+ } break;
+ default:
+ return false;
+ }
+ return true;
+}
+
bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message) {
if (p_node->type == Node::TYPE_OPERATOR) {
OperatorNode *op = static_cast<OperatorNode *>(p_node);
@@ -3305,11 +3532,12 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
ERR_FAIL_V(false); //bug? function not found
}
-ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size) {
+ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info) {
DataType type = TYPE_VOID;
String struct_name = "";
int array_size = 0;
bool auto_size = false;
+ bool undefined_size = false;
Token tk = _get_token();
if (tk.type == TK_CURLY_BRACKET_OPEN) {
@@ -3330,6 +3558,137 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc
TkPos pos = _get_tkpos();
tk = _get_token();
if (tk.type == TK_BRACKET_CLOSE) {
+ undefined_size = true;
+ tk = _get_token();
+ } else {
+ _set_tkpos(pos);
+
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
+ _set_error("Expected single integer constant > 0");
+ return nullptr;
+ }
+
+ ConstantNode *cnode = (ConstantNode *)n;
+ if (cnode->values.size() == 1) {
+ array_size = cnode->values[0].sint;
+ if (array_size <= 0) {
+ _set_error("Expected single integer constant > 0");
+ return nullptr;
+ }
+ } else {
+ _set_error("Expected single integer constant > 0");
+ return nullptr;
+ }
+
+ tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return nullptr;
+ } else {
+ tk = _get_token();
+ }
+ }
+ } else {
+ _set_error("Expected '['");
+ return nullptr;
+ }
+ }
+
+ ArrayConstructNode *an = alloc_node<ArrayConstructNode>();
+
+ if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { // initialization
+ int idx = 0;
+ while (true) {
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!n) {
+ return nullptr;
+ }
+
+ // define type by using the first member
+ if (auto_size && idx == 0) {
+ type = n->get_datatype();
+ if (type == TYPE_STRUCT) {
+ struct_name = n->get_datatype_name();
+ }
+ } else {
+ if (!_compare_datatypes(type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
+ return nullptr;
+ }
+ }
+
+ tk = _get_token();
+ if (tk.type == TK_COMMA) {
+ an->initializer.push_back(n);
+ } else if (!auto_size && tk.type == TK_PARENTHESIS_CLOSE) {
+ an->initializer.push_back(n);
+ break;
+ } else if (auto_size && tk.type == TK_CURLY_BRACKET_CLOSE) {
+ an->initializer.push_back(n);
+ break;
+ } else {
+ if (auto_size) {
+ _set_error("Expected '}' or ','");
+ } else {
+ _set_error("Expected ')' or ','");
+ }
+ return nullptr;
+ }
+ idx++;
+ }
+ if (!auto_size && !undefined_size && an->initializer.size() != array_size) {
+ _set_error("Array size mismatch");
+ return nullptr;
+ }
+ } else {
+ _set_error("Expected array initialization!");
+ return nullptr;
+ }
+
+ an->datatype = type;
+ an->struct_name = struct_name;
+ return an;
+}
+
+ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size) {
+ DataType type = TYPE_VOID;
+ String struct_name = "";
+ int array_size = 0;
+ bool auto_size = false;
+ TkPos prev_pos = _get_tkpos();
+ Token tk = _get_token();
+
+ if (tk.type == TK_CURLY_BRACKET_OPEN) {
+ auto_size = true;
+ } else {
+ if (shader->structs.has(tk.text)) {
+ type = TYPE_STRUCT;
+ struct_name = tk.text;
+ } else {
+ if (!is_token_variable_datatype(tk.type)) {
+ _set_tkpos(prev_pos);
+
+ pass_array = true;
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ pass_array = false;
+
+ if (!n) {
+ _set_error("Invalid data type for array");
+ return nullptr;
+ }
+
+ if (!_compare_datatypes(p_type, p_struct_name, p_array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
+ return nullptr;
+ }
+ return n;
+ }
+ type = get_token_datatype(tk.type);
+ }
+ tk = _get_token();
+ if (tk.type == TK_BRACKET_OPEN) {
+ TkPos pos = _get_tkpos();
+ tk = _get_token();
+ if (tk.type == TK_BRACKET_CLOSE) {
array_size = p_array_size;
tk = _get_token();
} else {
@@ -3401,8 +3760,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc
return nullptr;
}
- if (p_type != n->get_datatype() || p_struct_name != n->get_datatype_name()) {
- _set_error("Invalid assignment of '" + (n->get_datatype() == TYPE_STRUCT ? n->get_datatype_name() : get_datatype_name(n->get_datatype())) + "' to '" + (type == TYPE_STRUCT ? struct_name : get_datatype_name(type)) + "'");
+ if (!_compare_datatypes(p_type, p_struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
return nullptr;
}
@@ -3502,50 +3860,73 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
//make sure void is not used in expression
_set_error("Void value not allowed in Expression");
return nullptr;
- } else if (is_token_nonvoid_datatype(tk.type)) {
- //basic type constructor
+ } else if (is_token_nonvoid_datatype(tk.type) || tk.type == TK_CURLY_BRACKET_OPEN) {
+ if (tk.type == TK_CURLY_BRACKET_OPEN) {
+ //array constructor
- OperatorNode *func = alloc_node<OperatorNode>();
- func->op = OP_CONSTRUCT;
+ _set_tkpos(prepos);
+ expr = _parse_array_constructor(p_block, p_function_info);
+ } else {
+ DataType datatype;
+ DataPrecision precision;
+ bool precision_defined = false;
- if (is_token_precision(tk.type)) {
- func->return_precision_cache = get_token_precision(tk.type);
+ if (is_token_precision(tk.type)) {
+ precision = get_token_precision(tk.type);
+ precision_defined = true;
+ tk = _get_token();
+ }
+
+ datatype = get_token_datatype(tk.type);
tk = _get_token();
- }
- VariableNode *funcname = alloc_node<VariableNode>();
- funcname->name = get_datatype_name(get_token_datatype(tk.type));
- func->arguments.push_back(funcname);
+ if (tk.type == TK_BRACKET_OPEN) {
+ //array constructor
- tk = _get_token();
- if (tk.type != TK_PARENTHESIS_OPEN) {
- _set_error("Expected '(' after type name");
- return nullptr;
- }
+ _set_tkpos(prepos);
+ expr = _parse_array_constructor(p_block, p_function_info);
+ } else {
+ if (tk.type != TK_PARENTHESIS_OPEN) {
+ _set_error("Expected '(' after type name");
+ return nullptr;
+ }
+ //basic type constructor
- int carg = -1;
+ OperatorNode *func = alloc_node<OperatorNode>();
+ func->op = OP_CONSTRUCT;
- bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
+ if (precision_defined) {
+ func->return_precision_cache = precision;
+ }
- if (carg >= 0) {
- completion_type = COMPLETION_CALL_ARGUMENTS;
- completion_line = tk_line;
- completion_block = p_block;
- completion_function = funcname->name;
- completion_argument = carg;
- }
+ VariableNode *funcname = alloc_node<VariableNode>();
+ funcname->name = get_datatype_name(datatype);
+ func->arguments.push_back(funcname);
- if (!ok) {
- return nullptr;
- }
+ int carg = -1;
- if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
- _set_error("No matching constructor found for: '" + String(funcname->name) + "'");
- return nullptr;
- }
+ bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
- expr = _reduce_expression(p_block, func);
+ if (carg >= 0) {
+ completion_type = COMPLETION_CALL_ARGUMENTS;
+ completion_line = tk_line;
+ completion_block = p_block;
+ completion_function = funcname->name;
+ completion_argument = carg;
+ }
+
+ if (!ok) {
+ return nullptr;
+ }
+ if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
+ _set_error("No matching constructor found for: '" + String(funcname->name) + "'");
+ return nullptr;
+ }
+
+ expr = _reduce_expression(p_block, func);
+ }
+ }
} else if (tk.type == TK_IDENTIFIER) {
_set_tkpos(prepos);
@@ -3558,6 +3939,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (shader->structs.has(identifier)) {
pstruct = shader->structs[identifier].shader_struct;
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(identifier)) {
+ used_structs[identifier].used = true;
+ }
+#endif // DEBUG_ENABLED
struct_init = true;
}
@@ -3588,11 +3974,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (!nexpr) {
return nullptr;
}
- Node *node = pstruct->members[i];
if (!_compare_datatypes_in_nodes(pstruct->members[i], nexpr)) {
- String type_name = nexpr->get_datatype() == TYPE_STRUCT ? nexpr->get_datatype_name() : get_datatype_name(nexpr->get_datatype());
- String type_name2 = node->get_datatype() == TYPE_STRUCT ? node->get_datatype_name() : get_datatype_name(node->get_datatype());
- _set_error("Invalid assignment of '" + type_name + "' to '" + type_name2 + "'");
return nullptr;
}
}
@@ -3614,7 +3996,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expr = func;
- } else { //a function
+ } else { //a function call
const StringName &name = identifier;
@@ -3626,7 +4008,9 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
int carg = -1;
+ pass_array = true;
bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
+ pass_array = false;
// Check if block has a variable with the same name as function to prevent shader crash.
ShaderLanguage::BlockNode *bnode = p_block;
@@ -3679,6 +4063,10 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
FunctionNode *call_function = shader->functions[function_index].function;
if (call_function) {
+ func->return_cache = call_function->get_datatype();
+ func->struct_name = call_function->get_datatype_name();
+ func->return_array_size = call_function->get_array_size();
+
//get current base function
FunctionNode *base_function = nullptr;
{
@@ -3781,11 +4169,17 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
expr = func;
+#ifdef DEBUG_ENABLED
+ if (check_warnings) {
+ _parse_used_identifier(name, IdentifierType::IDENTIFIER_FUNCTION);
+ }
+#endif // DEBUG_ENABLED
}
} else {
//an identifier
- last_const = false;
+ last_name = identifier;
+ last_type = IDENTIFIER_MAX;
_set_tkpos(pos);
DataType data_type;
@@ -3830,12 +4224,16 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
}
- last_const = is_const;
if (ident_type == IDENTIFIER_FUNCTION) {
_set_error("Can't use function as identifier: " + String(identifier));
return nullptr;
}
+ if (is_const) {
+ last_type = IDENTIFIER_CONSTANT;
+ } else {
+ last_type = ident_type;
+ }
}
Node *index_expression = nullptr;
@@ -3843,60 +4241,61 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
Node *assign_expression = nullptr;
if (array_size > 0) {
- tk = _get_token();
-
- if (tk.type != TK_BRACKET_OPEN && tk.type != TK_PERIOD && tk.type != TK_OP_ASSIGN) {
- _set_error("Expected '[','.' or '='");
- return nullptr;
- }
+ if (!pass_array) {
+ tk = _get_token();
- if (tk.type == TK_OP_ASSIGN) {
- if (is_const) {
- _set_error("Constants cannot be modified.");
- return nullptr;
- }
- assign_expression = _parse_array_constructor(p_block, p_function_info, data_type, struct_name, array_size);
- if (!assign_expression) {
+ if (tk.type != TK_BRACKET_OPEN && tk.type != TK_PERIOD && tk.type != TK_OP_ASSIGN) {
+ _set_error("Expected '[','.' or '='");
return nullptr;
}
- } else if (tk.type == TK_PERIOD) {
- completion_class = TAG_ARRAY;
- p_block->block_tag = SubClassTag::TAG_ARRAY;
- call_expression = _parse_and_reduce_expression(p_block, p_function_info);
- p_block->block_tag = SubClassTag::TAG_GLOBAL;
- if (!call_expression) {
- return nullptr;
- }
- data_type = call_expression->get_datatype();
- } else { // indexing
- index_expression = _parse_and_reduce_expression(p_block, p_function_info);
- if (!index_expression) {
- return nullptr;
- }
+ if (tk.type == TK_OP_ASSIGN) {
+ if (is_const) {
+ _set_error("Constants cannot be modified.");
+ return nullptr;
+ }
+ assign_expression = _parse_array_constructor(p_block, p_function_info, data_type, struct_name, array_size);
+ if (!assign_expression) {
+ return nullptr;
+ }
+ } else if (tk.type == TK_PERIOD) {
+ completion_class = TAG_ARRAY;
+ p_block->block_tag = SubClassTag::TAG_ARRAY;
+ call_expression = _parse_and_reduce_expression(p_block, p_function_info);
+ p_block->block_tag = SubClassTag::TAG_GLOBAL;
+ if (!call_expression) {
+ return nullptr;
+ }
+ data_type = call_expression->get_datatype();
+ } else { // indexing
+ index_expression = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!index_expression) {
+ return nullptr;
+ }
- if (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT) {
- _set_error("Only integer expressions are allowed for indexing");
- return nullptr;
- }
+ if (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT) {
+ _set_error("Only integer expressions are allowed for indexing");
+ return nullptr;
+ }
- if (index_expression->type == Node::TYPE_CONSTANT) {
- ConstantNode *cnode = (ConstantNode *)index_expression;
- if (cnode) {
- if (!cnode->values.is_empty()) {
- int value = cnode->values[0].sint;
- if (value < 0 || value >= array_size) {
- _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1));
- return nullptr;
+ if (index_expression->type == Node::TYPE_CONSTANT) {
+ ConstantNode *cnode = (ConstantNode *)index_expression;
+ if (cnode) {
+ if (!cnode->values.is_empty()) {
+ int value = cnode->values[0].sint;
+ if (value < 0 || value >= array_size) {
+ _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1));
+ return nullptr;
+ }
}
}
}
- }
- tk = _get_token();
- if (tk.type != TK_BRACKET_CLOSE) {
- _set_error("Expected ']'");
- return nullptr;
+ tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return nullptr;
+ }
}
}
@@ -3908,8 +4307,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
arrname->call_expression = call_expression;
arrname->assign_expression = assign_expression;
arrname->is_const = is_const;
+ arrname->array_size = array_size;
expr = arrname;
-
} else {
VariableNode *varname = alloc_node<VariableNode>();
varname->name = identifier;
@@ -3918,6 +4317,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
varname->struct_name = struct_name;
expr = varname;
}
+#ifdef DEBUG_ENABLED
+ if (check_warnings) {
+ _parse_used_identifier(identifier, ident_type);
+ }
+#endif // DEBUG_ENABLED
}
} else if (tk.type == TK_OP_ADD) {
continue; //this one does nothing
@@ -3956,8 +4360,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
ERR_FAIL_COND_V(!expr, nullptr);
/* OK now see what's NEXT to the operator.. */
- /* OK now see what's NEXT to the operator.. */
- /* OK now see what's NEXT to the operator.. */
while (true) {
TkPos pos2 = _get_tkpos();
@@ -3970,6 +4372,18 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
DataType dt = expr->get_datatype();
String st = expr->get_datatype_name();
+ if (!expr->is_indexed() && expr->get_array_size() > 0) {
+ completion_class = TAG_ARRAY;
+ p_block->block_tag = SubClassTag::TAG_ARRAY;
+ Node *call_expression = _parse_and_reduce_expression(p_block, p_function_info);
+ p_block->block_tag = SubClassTag::TAG_GLOBAL;
+ if (!call_expression) {
+ return nullptr;
+ }
+ expr = call_expression;
+ break;
+ }
+
StringName identifier;
if (_get_completable_identifier(p_block, dt == TYPE_STRUCT ? COMPLETION_STRUCT : COMPLETION_INDEX, identifier)) {
if (dt == TYPE_STRUCT) {
@@ -4246,10 +4660,10 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
mn->has_swizzling_duplicates = repeated;
if (array_size > 0) {
+ TkPos prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type == TK_OP_ASSIGN) {
- if (last_const) {
- last_const = false;
+ if (last_type == IDENTIFIER_CONSTANT) {
_set_error("Constants cannot be modified.");
return nullptr;
}
@@ -4259,8 +4673,15 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
mn->assign_expression = assign_expression;
} else if (tk.type == TK_PERIOD) {
- _set_error("Nested array length() is not yet implemented");
- return nullptr;
+ completion_class = TAG_ARRAY;
+ p_block->block_tag = SubClassTag::TAG_ARRAY;
+ Node *call_expression = _parse_and_reduce_expression(p_block, p_function_info);
+ p_block->block_tag = SubClassTag::TAG_GLOBAL;
+ if (!call_expression) {
+ return nullptr;
+ }
+ mn->datatype = call_expression->get_datatype();
+ mn->call_expression = call_expression;
} else if (tk.type == TK_BRACKET_OPEN) {
Node *index_expression = _parse_and_reduce_expression(p_block, p_function_info);
if (!index_expression) {
@@ -4291,13 +4712,14 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
mn->index_expression = index_expression;
-
} else {
- _set_error("Expected '[','.' or '='");
- return nullptr;
+ if (!pass_array) {
+ _set_error("Expected '[','.' or '='");
+ return nullptr;
+ }
+ _set_tkpos(prev_pos);
}
}
-
expr = mn;
//todo
@@ -4322,117 +4744,130 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
DataType member_type = TYPE_VOID;
+ String member_struct_name;
- switch (expr->get_datatype()) {
- case TYPE_BVEC2:
- case TYPE_VEC2:
- case TYPE_IVEC2:
- case TYPE_UVEC2:
- case TYPE_MAT2:
- if (index->type == Node::TYPE_CONSTANT) {
- uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
- if (index_constant >= 2) {
- _set_error("Index out of range (0-1)");
- return nullptr;
+ if (expr->get_array_size() > 0) {
+ uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
+ if (index_constant >= (uint32_t)expr->get_array_size()) {
+ _set_error(vformat("Index [%s] out of range [%s..%s]", index_constant, 0, expr->get_array_size() - 1));
+ return nullptr;
+ }
+ member_type = expr->get_datatype();
+ if (member_type == TYPE_STRUCT) {
+ member_struct_name = expr->get_datatype_name();
+ }
+ } else {
+ switch (expr->get_datatype()) {
+ case TYPE_BVEC2:
+ case TYPE_VEC2:
+ case TYPE_IVEC2:
+ case TYPE_UVEC2:
+ case TYPE_MAT2:
+ if (index->type == Node::TYPE_CONSTANT) {
+ uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
+ if (index_constant >= 2) {
+ _set_error("Index out of range (0-1)");
+ return nullptr;
+ }
}
- }
- switch (expr->get_datatype()) {
- case TYPE_BVEC2:
- member_type = TYPE_BOOL;
- break;
- case TYPE_VEC2:
- member_type = TYPE_FLOAT;
- break;
- case TYPE_IVEC2:
- member_type = TYPE_INT;
- break;
- case TYPE_UVEC2:
- member_type = TYPE_UINT;
- break;
- case TYPE_MAT2:
- member_type = TYPE_VEC2;
- break;
- default:
- break;
- }
+ switch (expr->get_datatype()) {
+ case TYPE_BVEC2:
+ member_type = TYPE_BOOL;
+ break;
+ case TYPE_VEC2:
+ member_type = TYPE_FLOAT;
+ break;
+ case TYPE_IVEC2:
+ member_type = TYPE_INT;
+ break;
+ case TYPE_UVEC2:
+ member_type = TYPE_UINT;
+ break;
+ case TYPE_MAT2:
+ member_type = TYPE_VEC2;
+ break;
+ default:
+ break;
+ }
- break;
- case TYPE_BVEC3:
- case TYPE_VEC3:
- case TYPE_IVEC3:
- case TYPE_UVEC3:
- case TYPE_MAT3:
- if (index->type == Node::TYPE_CONSTANT) {
- uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
- if (index_constant >= 3) {
- _set_error("Index out of range (0-2)");
- return nullptr;
+ break;
+ case TYPE_BVEC3:
+ case TYPE_VEC3:
+ case TYPE_IVEC3:
+ case TYPE_UVEC3:
+ case TYPE_MAT3:
+ if (index->type == Node::TYPE_CONSTANT) {
+ uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
+ if (index_constant >= 3) {
+ _set_error("Index out of range (0-2)");
+ return nullptr;
+ }
}
- }
- switch (expr->get_datatype()) {
- case TYPE_BVEC3:
- member_type = TYPE_BOOL;
- break;
- case TYPE_VEC3:
- member_type = TYPE_FLOAT;
- break;
- case TYPE_IVEC3:
- member_type = TYPE_INT;
- break;
- case TYPE_UVEC3:
- member_type = TYPE_UINT;
- break;
- case TYPE_MAT3:
- member_type = TYPE_VEC3;
- break;
- default:
- break;
- }
- break;
- case TYPE_BVEC4:
- case TYPE_VEC4:
- case TYPE_IVEC4:
- case TYPE_UVEC4:
- case TYPE_MAT4:
- if (index->type == Node::TYPE_CONSTANT) {
- uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
- if (index_constant >= 4) {
- _set_error("Index out of range (0-3)");
- return nullptr;
+ switch (expr->get_datatype()) {
+ case TYPE_BVEC3:
+ member_type = TYPE_BOOL;
+ break;
+ case TYPE_VEC3:
+ member_type = TYPE_FLOAT;
+ break;
+ case TYPE_IVEC3:
+ member_type = TYPE_INT;
+ break;
+ case TYPE_UVEC3:
+ member_type = TYPE_UINT;
+ break;
+ case TYPE_MAT3:
+ member_type = TYPE_VEC3;
+ break;
+ default:
+ break;
+ }
+ break;
+ case TYPE_BVEC4:
+ case TYPE_VEC4:
+ case TYPE_IVEC4:
+ case TYPE_UVEC4:
+ case TYPE_MAT4:
+ if (index->type == Node::TYPE_CONSTANT) {
+ uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
+ if (index_constant >= 4) {
+ _set_error("Index out of range (0-3)");
+ return nullptr;
+ }
}
- }
- switch (expr->get_datatype()) {
- case TYPE_BVEC4:
- member_type = TYPE_BOOL;
- break;
- case TYPE_VEC4:
- member_type = TYPE_FLOAT;
- break;
- case TYPE_IVEC4:
- member_type = TYPE_INT;
- break;
- case TYPE_UVEC4:
- member_type = TYPE_UINT;
- break;
- case TYPE_MAT4:
- member_type = TYPE_VEC4;
- break;
- default:
- break;
+ switch (expr->get_datatype()) {
+ case TYPE_BVEC4:
+ member_type = TYPE_BOOL;
+ break;
+ case TYPE_VEC4:
+ member_type = TYPE_FLOAT;
+ break;
+ case TYPE_IVEC4:
+ member_type = TYPE_INT;
+ break;
+ case TYPE_UVEC4:
+ member_type = TYPE_UINT;
+ break;
+ case TYPE_MAT4:
+ member_type = TYPE_VEC4;
+ break;
+ default:
+ break;
+ }
+ break;
+ default: {
+ _set_error("Object of type '" + (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())) + "' can't be indexed");
+ return nullptr;
}
- break;
- default: {
- _set_error("Object of type '" + (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())) + "' can't be indexed");
- return nullptr;
}
}
-
OperatorNode *op = alloc_node<OperatorNode>();
op->op = OP_INDEX;
op->return_cache = member_type;
+ op->struct_name = member_struct_name;
op->arguments.push_back(expr);
op->arguments.push_back(index);
expr = op;
@@ -4448,7 +4883,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
op->op = tk.type == TK_OP_DECREMENT ? OP_POST_DECREMENT : OP_POST_INCREMENT;
op->arguments.push_back(expr);
- if (!_validate_operator(op, &op->return_cache)) {
+ if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
_set_error("Invalid base type for increment/decrement operator");
return nullptr;
}
@@ -4599,9 +5034,10 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
bool unary = false;
bool ternary = false;
+ Operator op = expression[i].op;
int priority;
- switch (expression[i].op) {
+ switch (op) {
case OP_EQUAL:
priority = 8;
break;
@@ -4722,6 +5158,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
ERR_FAIL_V(nullptr); //unexpected operator
}
+#if DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::FLOAT_COMPARISON_FLAG) && (op == OP_EQUAL || op == OP_NOT_EQUAL) && expression[i - 1].node->get_datatype() == TYPE_FLOAT && expression[i + 1].node->get_datatype() == TYPE_FLOAT) {
+ _add_line_warning(ShaderWarning::FLOAT_COMPARISON);
+ }
+#endif // DEBUG_ENABLED
+
if (priority < min_priority) {
// < is used for left to right (default)
// <= is used for right to left
@@ -4735,7 +5177,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
ERR_FAIL_COND_V(next_op == -1, nullptr);
// OK! create operator..
- // OK! create operator..
if (is_unary) {
int expr_pos = next_op;
while (expression[expr_pos].is_op) {
@@ -4760,13 +5201,18 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expression.write[i].is_op = false;
expression.write[i].node = op;
- if (!_validate_operator(op, &op->return_cache)) {
+ if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
String at;
for (int j = 0; j < op->arguments.size(); j++) {
if (j > 0) {
at += " and ";
}
at += get_datatype_name(op->arguments[j]->get_datatype());
+ if (!op->arguments[j]->is_indexed() && op->arguments[j]->get_array_size() > 0) {
+ at += "[";
+ at += itos(op->arguments[j]->get_array_size());
+ at += "]";
+ }
}
_set_error("Invalid arguments to unary operator '" + get_operator_text(op->op) + "' :" + at);
return nullptr;
@@ -4793,13 +5239,18 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expression.write[next_op - 1].is_op = false;
expression.write[next_op - 1].node = op;
- if (!_validate_operator(op, &op->return_cache)) {
+ if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
String at;
for (int i = 0; i < op->arguments.size(); i++) {
if (i > 0) {
at += " and ";
}
at += get_datatype_name(op->arguments[i]->get_datatype());
+ if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) {
+ at += "[";
+ at += itos(op->arguments[i]->get_array_size());
+ at += "]";
+ }
}
_set_error("Invalid argument to ternary ?: operator: " + at);
return nullptr;
@@ -4846,7 +5297,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
//replace all 3 nodes by this operator and make it an expression
- if (!_validate_operator(op, &op->return_cache)) {
+ if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
String at;
for (int i = 0; i < op->arguments.size(); i++) {
if (i > 0) {
@@ -4857,6 +5308,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else {
at += get_datatype_name(op->arguments[i]->get_datatype());
}
+ if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) {
+ at += "[";
+ at += itos(op->arguments[i]->get_array_size());
+ at += "]";
+ }
}
_set_error("Invalid arguments to operator '" + get_operator_text(op->op) + "' :" + at);
return nullptr;
@@ -5113,6 +5569,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
ArrayDeclarationNode::Declaration decl;
decl.name = name;
decl.size = 0U;
+ decl.single_expression = false;
pos = _get_tkpos();
tk = _get_token();
@@ -5179,179 +5636,205 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
return ERR_PARSE_ERROR;
}
+ TkPos prev_pos = _get_tkpos();
tk = _get_token();
- if (tk.type != TK_CURLY_BRACKET_OPEN) {
- if (unknown_size) {
- _set_error("Expected '{'");
- return ERR_PARSE_ERROR;
- }
-
- full_def = true;
+ if (tk.type == TK_IDENTIFIER) { // a function call array initialization
+ _set_tkpos(prev_pos);
+ pass_array = true;
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ pass_array = false;
- DataPrecision precision2 = PRECISION_DEFAULT;
- if (is_token_precision(tk.type)) {
- precision2 = get_token_precision(tk.type);
- tk = _get_token();
- if (shader->structs.has(tk.text)) {
- _set_error("Precision modifier cannot be used on structs.");
- return ERR_PARSE_ERROR;
+ if (!n) {
+ _set_error("Expected correct array initializer!");
+ return ERR_PARSE_ERROR;
+ } else {
+ if (unknown_size) {
+ decl.size = n->get_array_size();
+ var.array_size = n->get_array_size();
}
- if (!is_token_nonvoid_datatype(tk.type)) {
- _set_error("Expected datatype after precision");
+
+ if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
return ERR_PARSE_ERROR;
}
- }
- DataType type2;
- StringName struct_name2 = "";
+ decl.single_expression = true;
+ decl.initializer.push_back(n);
+ }
- if (shader->structs.has(tk.text)) {
- type2 = TYPE_STRUCT;
- struct_name2 = tk.text;
- } else {
- if (!is_token_variable_datatype(tk.type)) {
- _set_error("Invalid data type for array");
+ tk = _get_token();
+ } else {
+ if (tk.type != TK_CURLY_BRACKET_OPEN) {
+ if (unknown_size) {
+ _set_error("Expected '{'");
return ERR_PARSE_ERROR;
}
- type2 = get_token_datatype(tk.type);
- }
- int array_size2 = 0;
+ full_def = true;
- tk = _get_token();
- if (tk.type == TK_BRACKET_OPEN) {
- TkPos pos2 = _get_tkpos();
- tk = _get_token();
- if (tk.type == TK_BRACKET_CLOSE) {
- array_size2 = var.array_size;
+ DataPrecision precision2 = PRECISION_DEFAULT;
+ if (is_token_precision(tk.type)) {
+ precision2 = get_token_precision(tk.type);
tk = _get_token();
- } else {
- _set_tkpos(pos2);
-
- Node *n = _parse_and_reduce_expression(p_block, p_function_info);
- if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
- _set_error("Expected single integer constant > 0");
+ if (shader->structs.has(tk.text)) {
+ _set_error("Precision modifier cannot be used on structs.");
return ERR_PARSE_ERROR;
}
+ if (!is_token_nonvoid_datatype(tk.type)) {
+ _set_error("Expected datatype after precision");
+ return ERR_PARSE_ERROR;
+ }
+ }
- ConstantNode *cnode = (ConstantNode *)n;
- if (cnode->values.size() == 1) {
- array_size2 = cnode->values[0].sint;
- if (array_size2 <= 0) {
- _set_error("Expected single integer constant > 0");
- return ERR_PARSE_ERROR;
- }
- } else {
- _set_error("Expected single integer constant > 0");
+ DataType type2;
+ StringName struct_name2 = "";
+
+ if (shader->structs.has(tk.text)) {
+ type2 = TYPE_STRUCT;
+ struct_name2 = tk.text;
+ } else {
+ if (!is_token_variable_datatype(tk.type)) {
+ _set_error("Invalid data type for array");
return ERR_PARSE_ERROR;
}
+ type2 = get_token_datatype(tk.type);
+ }
+
+ int array_size2 = 0;
+ tk = _get_token();
+ if (tk.type == TK_BRACKET_OPEN) {
+ TkPos pos2 = _get_tkpos();
tk = _get_token();
- if (tk.type != TK_BRACKET_CLOSE) {
- _set_error("Expected ']'");
- return ERR_PARSE_ERROR;
+ if (tk.type == TK_BRACKET_CLOSE) {
+ array_size2 = var.array_size;
+ tk = _get_token();
} else {
+ _set_tkpos(pos2);
+
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
+ _set_error("Expected single integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+
+ ConstantNode *cnode = (ConstantNode *)n;
+ if (cnode->values.size() == 1) {
+ array_size2 = cnode->values[0].sint;
+ if (array_size2 <= 0) {
+ _set_error("Expected single integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ _set_error("Expected single integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+
tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ } else {
+ tk = _get_token();
+ }
}
- }
- } else {
- _set_error("Expected '['");
- return ERR_PARSE_ERROR;
- }
-
- if (precision != precision2 || type != type2 || struct_name != struct_name2 || var.array_size != array_size2) {
- String error_str = "Cannot convert from '";
- if (precision2 != PRECISION_DEFAULT) {
- error_str += get_precision_name(precision2);
- error_str += " ";
- }
- if (type2 == TYPE_STRUCT) {
- error_str += struct_name2;
} else {
- error_str += get_datatype_name(type2);
- }
- error_str += "[";
- error_str += itos(array_size2);
- error_str += "]'";
- error_str += " to '";
- if (precision != PRECISION_DEFAULT) {
- error_str += get_precision_name(precision);
- error_str += " ";
+ _set_error("Expected '['");
+ return ERR_PARSE_ERROR;
}
- if (type == TYPE_STRUCT) {
- error_str += struct_name;
- } else {
- error_str += get_datatype_name(type);
+
+ if (precision != precision2 || type != type2 || struct_name != struct_name2 || var.array_size != array_size2) {
+ String error_str = "Cannot convert from '";
+ if (precision2 != PRECISION_DEFAULT) {
+ error_str += get_precision_name(precision2);
+ error_str += " ";
+ }
+ if (type2 == TYPE_STRUCT) {
+ error_str += struct_name2;
+ } else {
+ error_str += get_datatype_name(type2);
+ }
+ error_str += "[";
+ error_str += itos(array_size2);
+ error_str += "]'";
+ error_str += " to '";
+ if (precision != PRECISION_DEFAULT) {
+ error_str += get_precision_name(precision);
+ error_str += " ";
+ }
+ if (type == TYPE_STRUCT) {
+ error_str += struct_name;
+ } else {
+ error_str += get_datatype_name(type);
+ }
+ error_str += "[";
+ error_str += itos(var.array_size);
+ error_str += "]'";
+ _set_error(error_str);
+ return ERR_PARSE_ERROR;
}
- error_str += "[";
- error_str += itos(var.array_size);
- error_str += "]'";
- _set_error(error_str);
- return ERR_PARSE_ERROR;
}
- }
- bool curly = tk.type == TK_CURLY_BRACKET_OPEN;
+ bool curly = tk.type == TK_CURLY_BRACKET_OPEN;
- if (unknown_size) {
- if (!curly) {
- _set_error("Expected '{'");
- return ERR_PARSE_ERROR;
- }
- } else {
- if (full_def) {
- if (curly) {
- _set_error("Expected '('");
+ if (unknown_size) {
+ if (!curly) {
+ _set_error("Expected '{'");
return ERR_PARSE_ERROR;
}
+ } else {
+ if (full_def) {
+ if (curly) {
+ _set_error("Expected '('");
+ return ERR_PARSE_ERROR;
+ }
+ }
}
- }
- if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
- while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_function_info);
- if (!n) {
- return ERR_PARSE_ERROR;
- }
+ if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
+ while (true) {
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!n) {
+ return ERR_PARSE_ERROR;
+ }
- if (node->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) {
- _set_error("Expected constant expression");
- return ERR_PARSE_ERROR;
- }
+ if (node->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) {
+ _set_error("Expected constant expression");
+ return ERR_PARSE_ERROR;
+ }
- if (var.type != n->get_datatype() || struct_name != n->get_datatype_name()) {
- _set_error("Invalid assignment of '" + (n->get_datatype() == TYPE_STRUCT ? n->get_datatype_name() : get_datatype_name(n->get_datatype())) + "' to '" + (var.type == TYPE_STRUCT ? struct_name : get_datatype_name(var.type)) + "'");
- return ERR_PARSE_ERROR;
- }
+ if (!_compare_datatypes(var.type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
+ return ERR_PARSE_ERROR;
+ }
- tk = _get_token();
- if (tk.type == TK_COMMA) {
- decl.initializer.push_back(n);
- continue;
- } else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) {
- decl.initializer.push_back(n);
- break;
- } else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) {
- decl.initializer.push_back(n);
- break;
- } else {
- if (curly) {
- _set_error("Expected '}' or ','");
+ tk = _get_token();
+ if (tk.type == TK_COMMA) {
+ decl.initializer.push_back(n);
+ continue;
+ } else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) {
+ decl.initializer.push_back(n);
+ break;
+ } else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) {
+ decl.initializer.push_back(n);
+ break;
} else {
- _set_error("Expected ')' or ','");
+ if (curly) {
+ _set_error("Expected '}' or ','");
+ } else {
+ _set_error("Expected ')' or ','");
+ }
+ return ERR_PARSE_ERROR;
}
+ }
+ if (unknown_size) {
+ decl.size = decl.initializer.size();
+ var.array_size = decl.initializer.size();
+ } else if (decl.initializer.size() != var.array_size) {
+ _set_error("Array size mismatch");
return ERR_PARSE_ERROR;
}
+ tk = _get_token();
}
- if (unknown_size) {
- decl.size = decl.initializer.size();
- var.array_size = decl.initializer.size();
- } else if (decl.initializer.size() != var.array_size) {
- _set_error("Array size mismatch");
- return ERR_PARSE_ERROR;
- }
- tk = _get_token();
}
} else {
if (unknown_size) {
@@ -5387,8 +5870,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
return ERR_PARSE_ERROR;
}
if (node->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) {
- _set_error("Expected constant expression after '='");
- return ERR_PARSE_ERROR;
+ OperatorNode *op = ((OperatorNode *)n);
+ for (int i = 1; i < op->arguments.size(); i++) {
+ if (!_check_node_constness(op->arguments[i])) {
+ _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='");
+ return ERR_PARSE_ERROR;
+ }
+ }
}
decl.initializer = n;
@@ -5399,8 +5887,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
}
}
- if (var.type == TYPE_STRUCT ? (var.struct_name != n->get_datatype_name()) : (var.type != n->get_datatype())) {
- _set_error("Invalid assignment of '" + (n->get_datatype() == TYPE_STRUCT ? n->get_datatype_name() : get_datatype_name(n->get_datatype())) + "' to '" + (var.type == TYPE_STRUCT ? String(var.struct_name) : get_datatype_name(var.type)) + "'");
+ if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
return ERR_PARSE_ERROR;
}
tk = _get_token();
@@ -5430,7 +5917,6 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
p_block->statements.push_back(vardecl);
p_block->variables[name] = var;
-
if (tk.type == TK_COMMA) {
if (p_block->block_type == BlockNode::BLOCK_TYPE_FOR) {
_set_error("Multiple declarations in 'for' loop are not implemented yet.");
@@ -5847,7 +6333,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
//check return type
BlockNode *b = p_block;
- if (b && b->parent_function && (b->parent_function->name == "vertex" || b->parent_function->name == "fragment" || b->parent_function->name == "light")) {
+ if (b && b->parent_function && p_function_info.main_function) {
_set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name));
return ERR_PARSE_ERROR;
}
@@ -5862,6 +6348,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
}
String return_struct_name = String(b->parent_function->return_struct_name);
+ String array_size_string;
+
+ if (b->parent_function->return_array_size > 0) {
+ array_size_string = "[" + itos(b->parent_function->return_array_size) + "]";
+ }
ControlFlowNode *flow = alloc_node<ControlFlowNode>();
flow->flow_op = FLOW_OP_RETURN;
@@ -5871,18 +6362,21 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
if (tk.type == TK_SEMICOLON) {
//all is good
if (b->parent_function->return_type != TYPE_VOID) {
- _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + "'");
+ _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'");
return ERR_PARSE_ERROR;
}
} else {
_set_tkpos(pos); //rollback, wants expression
+
+ pass_array = true;
Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
if (!expr) {
return ERR_PARSE_ERROR;
}
+ pass_array = false;
- if (b->parent_function->return_type != expr->get_datatype() || return_struct_name != expr->get_datatype_name()) {
- _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + "'");
+ if (b->parent_function->return_type != expr->get_datatype() || b->parent_function->return_array_size != expr->get_array_size() || return_struct_name != expr->get_datatype_name()) {
+ _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'");
return ERR_PARSE_ERROR;
}
@@ -6260,7 +6754,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
shader->structs[st.name] = st;
shader->vstructs.push_back(st); // struct's order is important!
-
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG)) {
+ used_structs.insert(st.name, Usage(tk_line));
+ }
+#endif // DEBUG_ENABLED
} break;
case TK_GLOBAL: {
tk = _get_token();
@@ -6607,6 +7105,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
shader->uniforms[name] = uniform2;
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_UNIFORM_FLAG)) {
+ used_uniforms.insert(name, Usage(tk_line));
+ }
+#endif // DEBUG_ENABLED
+
//reset scope for next uniform
uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
@@ -6650,6 +7154,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
shader->varyings[name] = varying;
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG)) {
+ used_varyings.insert(name, Usage(tk_line));
+ }
+#endif // DEBUG_ENABLED
}
} break;
@@ -6662,6 +7171,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
DataPrecision precision = PRECISION_DEFAULT;
DataType type;
StringName name;
+ int return_array_size = 0;
if (tk.type == TK_CONST) {
is_constant = true;
@@ -6699,10 +7209,33 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
TkPos prev_pos = _get_tkpos();
tk = _get_token();
+
if (tk.type == TK_BRACKET_OPEN) {
- _set_error("Cannot use arrays as return types");
- return ERR_PARSE_ERROR;
+ bool error = false;
+ tk = _get_token();
+
+ if (tk.type == TK_INT_CONSTANT) {
+ return_array_size = (int)tk.constant;
+ if (return_array_size > 0) {
+ tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ error = true;
+ }
+ } else {
+ error = true;
+ }
+ if (error) {
+ _set_error("Expected integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+
+ prev_pos = _get_tkpos();
}
+
_set_tkpos(prev_pos);
_get_completable_identifier(nullptr, COMPLETION_MAIN_FUNCTION, name);
@@ -6825,7 +7358,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else {
_set_tkpos(pos2);
- Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
+ Node *n = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) {
_set_error("Expected single integer constant > 0");
return ERR_PARSE_ERROR;
@@ -6906,7 +7439,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization
while (true) {
- Node *n = _parse_and_reduce_expression(NULL, FunctionInfo());
+ Node *n = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!n) {
return ERR_PARSE_ERROR;
}
@@ -6916,8 +7449,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (constant.type != n->get_datatype() || n->get_datatype_name() != struct_name) {
- _set_error("Invalid assignment of '" + (n->get_datatype() == TYPE_STRUCT ? n->get_datatype_name() : get_datatype_name(n->get_datatype())) + "' to '" + (is_struct ? String(struct_name) : get_datatype_name(constant.type)) + "'");
+ if (!_compare_datatypes(constant.type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
return ERR_PARSE_ERROR;
}
@@ -6932,10 +7464,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
decl.initializer.push_back(n);
break;
} else {
- if (curly)
+ if (curly) {
_set_error("Expected '}' or ','");
- else
+ } else {
_set_error("Expected ')' or ','");
+ }
return ERR_PARSE_ERROR;
}
}
@@ -6961,18 +7494,23 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
constant.initializer = static_cast<ConstantNode *>(expr);
} else {
//variable created with assignment! must parse an expression
- Node *expr = _parse_and_reduce_expression(NULL, FunctionInfo());
- if (!expr)
+ Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo());
+ if (!expr) {
return ERR_PARSE_ERROR;
+ }
if (expr->type == Node::TYPE_OPERATOR && ((OperatorNode *)expr)->op == OP_CALL) {
- _set_error("Expected constant expression after '='");
- return ERR_PARSE_ERROR;
+ OperatorNode *op = ((OperatorNode *)expr);
+ for (int i = 1; i < op->arguments.size(); i++) {
+ if (!_check_node_constness(op->arguments[i])) {
+ _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='");
+ return ERR_PARSE_ERROR;
+ }
+ }
}
constant.initializer = static_cast<ConstantNode *>(expr);
- if (type != expr->get_datatype() || expr->get_datatype_name() != struct_name) {
- _set_error("Invalid assignment of '" + (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())) + "' to '" + (is_struct ? String(struct_name) : get_datatype_name(type)) + "'");
+ if (!_compare_datatypes(type, struct_name, 0, expr->get_datatype(), expr->get_datatype_name(), 0)) {
return ERR_PARSE_ERROR;
}
}
@@ -6989,6 +7527,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
shader->constants[name] = constant;
shader->vconstants.push_back(constant);
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG)) {
+ used_constants.insert(name, Usage(tk_line));
+ }
+#endif // DEBUG_ENABLED
if (tk.type == TK_COMMA) {
tk = _get_token();
@@ -7047,9 +7590,16 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
func_node->return_type = type;
func_node->return_struct_name = struct_name;
func_node->return_precision = precision;
+ func_node->return_array_size = return_array_size;
if (p_functions.has(name)) {
func_node->can_discard = p_functions[name].can_discard;
+ } else {
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG)) {
+ used_functions.insert(name, Usage(tk_line));
+ }
+#endif // DEBUG_ENABLED
}
func_node->body = alloc_node<BlockNode>();
@@ -7094,6 +7644,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
StringName param_struct_name;
DataPrecision pprecision = PRECISION_DEFAULT;
bool use_precision = false;
+ int array_size = 0;
if (is_token_precision(tk.type)) {
pprecision = get_token_precision(tk.type);
@@ -7140,8 +7691,29 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
- _set_error("Arrays as parameters are not implemented yet");
- return ERR_PARSE_ERROR;
+ bool error = false;
+ tk = _get_token();
+
+ if (tk.type == TK_INT_CONSTANT) {
+ array_size = (int)tk.constant;
+
+ if (array_size > 0) {
+ tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ error = true;
+ }
+ } else {
+ error = true;
+ }
+ if (error) {
+ _set_error("Expected integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+ tk = _get_token();
}
if (tk.type != TK_IDENTIFIER) {
_set_error("Expected identifier for argument name");
@@ -7175,14 +7747,41 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
arg.tex_argument_repeat = REPEAT_DEFAULT;
arg.is_const = is_const;
- func_node->arguments.push_back(arg);
-
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
- _set_error("Arrays as parameters are not implemented yet");
- return ERR_PARSE_ERROR;
+ if (array_size > 0) {
+ _set_error("Array size is already defined!");
+ return ERR_PARSE_ERROR;
+ }
+ bool error = false;
+ tk = _get_token();
+
+ if (tk.type == TK_INT_CONSTANT) {
+ array_size = (int)tk.constant;
+
+ if (array_size > 0) {
+ tk = _get_token();
+ if (tk.type != TK_BRACKET_CLOSE) {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ error = true;
+ }
+ } else {
+ error = true;
+ }
+
+ if (error) {
+ _set_error("Expected integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+ tk = _get_token();
}
+ arg.array_size = array_size;
+ func_node->arguments.push_back(arg);
+
if (tk.type == TK_COMMA) {
tk = _get_token();
//do none and go on
@@ -7244,26 +7843,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
- if (p_functions.has("vertex")) {
- if (p_functions["vertex"].built_ins.has(p_name)) {
- return true;
- }
- }
- if (p_functions.has("fragment")) {
- if (p_functions["fragment"].built_ins.has(p_name)) {
- return true;
- }
- }
- if (p_functions.has("light")) {
- if (p_functions["light"].built_ins.has(p_name)) {
- return true;
- }
- }
- if (p_functions.has("compute")) {
- if (p_functions["compute"].built_ins.has(p_name)) {
+ for (Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = p_functions.front(); E; E = E->next()) {
+ if (E->get().built_ins.has(p_name)) {
return true;
}
}
+
return false;
}
@@ -7397,27 +7982,62 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
-Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
+#ifdef DEBUG_ENABLED
+void ShaderLanguage::_check_warning_accums() {
+ for (Map<ShaderWarning::Code, Map<StringName, Usage> *>::Element *E = warnings_check_map.front(); E; E = E->next()) {
+ for (const Map<StringName, Usage>::Element *U = (*E->get()).front(); U; U = U->next()) {
+ if (!U->get().used) {
+ _add_warning(E->key(), U->get().decl_line, U->key());
+ }
+ }
+ }
+}
+List<ShaderWarning>::Element *ShaderLanguage::get_warnings_ptr() {
+ return warnings.front();
+}
+void ShaderLanguage::enable_warning_checking(bool p_enabled) {
+ check_warnings = p_enabled;
+}
+bool ShaderLanguage::is_warning_checking_enabled() const {
+ return check_warnings;
+}
+void ShaderLanguage::set_warning_flags(uint32_t p_flags) {
+ warning_flags = p_flags;
+}
+uint32_t ShaderLanguage::get_warning_flags() const {
+ return warning_flags;
+}
+#endif // DEBUG_ENABLED
+
+Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
clear();
code = p_code;
global_var_get_type_func = p_global_variable_type_func;
+ varying_function_names = p_varying_function_names;
nodes = nullptr;
shader = alloc_node<ShaderNode>();
Error err = _parse_shader(p_functions, p_render_modes, p_shader_types);
+#ifdef DEBUG_ENABLED
+ if (check_warnings) {
+ _check_warning_accums();
+ }
+#endif // DEBUG_ENABLED
+
if (err != OK) {
return err;
}
return OK;
}
-Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
+Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
clear();
code = p_code;
+ varying_function_names = p_varying_function_names;
nodes = nullptr;
global_var_get_type_func = p_global_variable_type_func;
@@ -7584,6 +8204,13 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
String calltip;
calltip += get_datatype_name(shader->functions[i].function->return_type);
+
+ if (shader->functions[i].function->return_array_size > 0) {
+ calltip += "[";
+ calltip += itos(shader->functions[i].function->return_array_size);
+ calltip += "]";
+ }
+
calltip += " ";
calltip += shader->functions[i].name;
calltip += "(";
@@ -7615,6 +8242,12 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += " ";
calltip += shader->functions[i].function->arguments[j].name;
+ if (shader->functions[i].function->arguments[j].array_size > 0) {
+ calltip += "[";
+ calltip += itos(shader->functions[i].function->arguments[j].array_size);
+ calltip += "]";
+ }
+
if (j == completion_argument) {
calltip += char32_t(0xFFFF);
}
@@ -7816,6 +8449,14 @@ ShaderLanguage::ShaderNode *ShaderLanguage::get_shader() {
ShaderLanguage::ShaderLanguage() {
nodes = nullptr;
completion_class = TAG_GLOBAL;
+
+#if DEBUG_ENABLED
+ warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
+ warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions);
+ warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
+ warnings_check_map.insert(ShaderWarning::UNUSED_UNIFORM, &used_uniforms);
+ warnings_check_map.insert(ShaderWarning::UNUSED_VARYING, &used_varyings);
+#endif // DEBUG_ENABLED
}
ShaderLanguage::~ShaderLanguage() {
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 14594b039c..4120e04ee1 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -39,6 +39,10 @@
#include "core/typedefs.h"
#include "core/variant/variant.h"
+#ifdef DEBUG_ENABLED
+#include "shader_warnings.h"
+#endif // DEBUG_ENABLED
+
class ShaderLanguage {
public:
struct TkPos {
@@ -331,6 +335,17 @@ public:
MAX_INSTANCE_UNIFORM_INDICES = 16
};
+ struct VaryingFunctionNames {
+ StringName fragment;
+ StringName vertex;
+ StringName light;
+ VaryingFunctionNames() {
+ fragment = "fragment";
+ vertex = "vertex";
+ light = "light";
+ }
+ };
+
struct Node {
Node *next = nullptr;
@@ -354,6 +369,8 @@ public:
virtual DataType get_datatype() const { return TYPE_VOID; }
virtual String get_datatype_name() const { return ""; }
+ virtual int get_array_size() const { return 0; }
+ virtual bool is_indexed() const { return false; }
Node(Type t) :
type(t) {}
@@ -373,11 +390,15 @@ public:
struct OperatorNode : public Node {
DataType return_cache = TYPE_VOID;
DataPrecision return_precision_cache = PRECISION_DEFAULT;
+ int return_array_size = 0;
Operator op = OP_EQUAL;
StringName struct_name;
Vector<Node *> arguments;
- virtual DataType get_datatype() const { return return_cache; }
- virtual String get_datatype_name() const { return String(struct_name); }
+
+ virtual DataType get_datatype() const override { return return_cache; }
+ virtual String get_datatype_name() const override { return String(struct_name); }
+ virtual int get_array_size() const override { return return_array_size; }
+ virtual bool is_indexed() const override { return op == OP_INDEX; }
OperatorNode() :
Node(TYPE_OPERATOR) {}
@@ -387,10 +408,11 @@ public:
DataType datatype_cache = TYPE_VOID;
StringName name;
StringName struct_name;
- virtual DataType get_datatype() const { return datatype_cache; }
- virtual String get_datatype_name() const { return String(struct_name); }
bool is_const = false;
+ virtual DataType get_datatype() const override { return datatype_cache; }
+ virtual String get_datatype_name() const override { return String(struct_name); }
+
VariableNode() :
Node(TYPE_VARIABLE) {}
};
@@ -405,9 +427,9 @@ public:
StringName name;
Node *initializer;
};
-
Vector<Declaration> declarations;
- virtual DataType get_datatype() const { return datatype; }
+
+ virtual DataType get_datatype() const override { return datatype; }
VariableDeclarationNode() :
Node(TYPE_VARIABLE_DECLARATION) {}
@@ -421,9 +443,12 @@ public:
Node *call_expression = nullptr;
Node *assign_expression = nullptr;
bool is_const = false;
+ int array_size = 0;
- virtual DataType get_datatype() const { return datatype_cache; }
- virtual String get_datatype_name() const { return String(struct_name); }
+ virtual DataType get_datatype() const override { return datatype_cache; }
+ virtual String get_datatype_name() const override { return String(struct_name); }
+ virtual int get_array_size() const override { return (index_expression || call_expression) ? 0 : array_size; }
+ virtual bool is_indexed() const override { return index_expression != nullptr; }
ArrayNode() :
Node(TYPE_ARRAY) {}
@@ -434,6 +459,10 @@ public:
String struct_name;
Vector<Node *> initializer;
+ virtual DataType get_datatype() const override { return datatype; }
+ virtual String get_datatype_name() const override { return struct_name; }
+ virtual int get_array_size() const override { return initializer.size(); }
+
ArrayConstructNode() :
Node(TYPE_ARRAY_CONSTRUCT) {}
};
@@ -449,10 +478,11 @@ public:
StringName name;
uint32_t size;
Vector<Node *> initializer;
+ bool single_expression;
};
-
Vector<Declaration> declarations;
- virtual DataType get_datatype() const { return datatype; }
+
+ virtual DataType get_datatype() const override { return datatype; }
ArrayDeclarationNode() :
Node(TYPE_ARRAY_DECLARATION) {}
@@ -472,8 +502,10 @@ public:
Vector<Value> values;
Vector<ArrayDeclarationNode::Declaration> array_declarations;
- virtual DataType get_datatype() const { return datatype; }
- virtual String get_datatype_name() const { return struct_name; }
+
+ virtual DataType get_datatype() const override { return datatype; }
+ virtual String get_datatype_name() const override { return struct_name; }
+ virtual int get_array_size() const override { return array_size; }
ConstantNode() :
Node(TYPE_CONSTANT) {}
@@ -535,10 +567,13 @@ public:
Node *owner = nullptr;
Node *index_expression = nullptr;
Node *assign_expression = nullptr;
+ Node *call_expression = nullptr;
bool has_swizzling_duplicates = false;
- virtual DataType get_datatype() const { return datatype; }
- virtual String get_datatype_name() const { return String(struct_name); }
+ virtual DataType get_datatype() const override { return datatype; }
+ virtual String get_datatype_name() const override { return String(struct_name); }
+ virtual int get_array_size() const override { return array_size; }
+ virtual bool is_indexed() const override { return index_expression != nullptr || call_expression != nullptr; }
MemberNode() :
Node(TYPE_MEMBER) {}
@@ -564,6 +599,7 @@ public:
bool tex_builtin_check;
StringName tex_builtin;
bool is_const;
+ int array_size;
Map<StringName, Set<int>> tex_argument_connect;
};
@@ -572,10 +608,15 @@ public:
DataType return_type = TYPE_VOID;
StringName return_struct_name;
DataPrecision return_precision = PRECISION_DEFAULT;
+ int return_array_size = 0;
Vector<Argument> arguments;
BlockNode *body = nullptr;
bool can_discard = false;
+ virtual DataType get_datatype() const override { return return_type; }
+ virtual String get_datatype_name() const override { return String(return_struct_name); }
+ virtual int get_array_size() const override { return return_array_size; }
+
FunctionNode() :
Node(TYPE_FUNCTION) {}
};
@@ -737,6 +778,7 @@ public:
static uint32_t get_type_size(DataType p_type);
static void get_keyword_list(List<String> *r_keywords);
+ static bool is_control_flow_keyword(String p_keyword);
static void get_builtin_funcs(List<String> *r_keywords);
struct BuiltInInfo {
@@ -769,7 +811,8 @@ public:
Map<StringName, BuiltInInfo> built_ins;
Map<StringName, StageFunctionInfo> stage_functions;
- bool can_discard;
+ bool can_discard = false;
+ bool main_function = false;
};
static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
@@ -789,12 +832,46 @@ private:
String error_str;
int error_line;
+#ifdef DEBUG_ENABLED
+ struct Usage {
+ int decl_line;
+ bool used = false;
+ Usage(int p_decl_line = -1) {
+ decl_line = p_decl_line;
+ }
+ };
+
+ Map<StringName, Usage> used_constants;
+ Map<StringName, Usage> used_varyings;
+ Map<StringName, Usage> used_uniforms;
+ Map<StringName, Usage> used_functions;
+ Map<StringName, Usage> used_structs;
+ Map<ShaderWarning::Code, Map<StringName, Usage> *> warnings_check_map;
+
+ List<ShaderWarning> warnings;
+
+ bool check_warnings = false;
+ uint32_t warning_flags;
+
+ void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "") {
+ warnings.push_back(ShaderWarning(p_code, tk_line, p_subject));
+ }
+ void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "") {
+ warnings.push_back(ShaderWarning(p_code, p_line, p_subject));
+ }
+ void _check_warning_accums();
+#endif // DEBUG_ENABLED
+
String code;
int char_idx;
int tk_line;
StringName current_function;
bool last_const = false;
+ bool pass_array = false;
+ StringName last_name;
+
+ VaryingFunctionNames varying_function_names;
TkPos _get_tkpos() {
TkPos tkp;
@@ -833,12 +910,18 @@ private:
IDENTIFIER_LOCAL_VAR,
IDENTIFIER_BUILTIN_VAR,
IDENTIFIER_CONSTANT,
+ IDENTIFIER_MAX,
};
+ IdentifierType last_type = IDENTIFIER_MAX;
+
bool _find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type = nullptr, IdentifierType *r_type = nullptr, bool *r_is_const = nullptr, int *r_array_size = nullptr, StringName *r_struct_name = nullptr, ConstantNode::Value *r_constant_value = nullptr);
+#ifdef DEBUG_ENABLED
+ void _parse_used_identifier(const StringName &p_identifier, IdentifierType p_type);
+#endif // DEBUG_ENABLED
bool _is_operator_assign(Operator p_op) const;
bool _validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message = nullptr);
- bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = nullptr);
+ bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = nullptr, int *r_ret_size = nullptr);
struct BuiltinFuncDef {
enum { MAX_ARGS = 5 };
@@ -869,7 +952,8 @@ private:
static const BuiltinFuncOutArgs builtin_func_out_args[];
Error _validate_datatype(DataType p_type);
- bool _compare_datatypes_in_nodes(Node *a, Node *b) const;
+ bool _compare_datatypes(DataType p_datatype_a, String p_datatype_name_a, int p_array_size_a, DataType p_datatype_b, String p_datatype_name_b, int p_array_size_b);
+ bool _compare_datatypes_in_nodes(Node *a, Node *b);
bool _validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str);
bool _parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg = nullptr);
@@ -877,8 +961,10 @@ private:
bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin);
bool _validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message);
bool _validate_varying_using(ShaderNode::Varying &p_varying, String *r_message);
+ bool _check_node_constness(const Node *p_node) const;
Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
+ Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info);
Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size);
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
@@ -893,13 +979,23 @@ private:
Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op);
public:
+#ifdef DEBUG_ENABLED
+ List<ShaderWarning>::Element *get_warnings_ptr();
+
+ void enable_warning_checking(bool p_enabled);
+ bool is_warning_checking_enabled() const;
+
+ void set_warning_flags(uint32_t p_flags);
+ uint32_t get_warning_flags() const;
+#endif // DEBUG_ENABLED
+
//static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
void clear();
static String get_shader_type(const String &p_code);
- Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
- Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
+ Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
+ Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
String get_error_text();
int get_error_line();
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index e99b8504bb..35f1b05796 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "shader_types.h"
+#include "core/math/math_defs.h"
const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) {
return shader_modes[p_mode].functions;
@@ -54,6 +55,9 @@ ShaderTypes::ShaderTypes() {
/*************** SPATIAL ***********************/
shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
@@ -74,6 +78,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@@ -119,11 +124,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
@@ -139,6 +144,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].main_function = true;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
@@ -171,6 +177,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
//order used puts first enum mode (default) first
shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix");
@@ -197,7 +204,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
- shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_toon");
@@ -216,6 +222,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back("particle_trails");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage_and_one");
@@ -223,6 +230,9 @@ ShaderTypes::ShaderTypes() {
/************ CANVAS ITEM **************************/
shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
@@ -236,6 +246,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2;
@@ -257,6 +268,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
{
ShaderLanguage::StageFunctionInfo func;
@@ -294,6 +306,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
@@ -310,34 +323,53 @@ ShaderTypes::ShaderTypes() {
/************ PARTICLES **************************/
shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
+ shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
+
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].main_function = true;
+
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
{
ShaderLanguage::StageFunctionInfo emit_vertex_func;
@@ -347,7 +379,7 @@ ShaderTypes::ShaderTypes() {
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
- shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_subparticle"] = emit_vertex_func;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
}
shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
@@ -358,6 +390,9 @@ ShaderTypes::ShaderTypes() {
/************ SKY **************************/
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SKY].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_SKY].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE);
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
@@ -384,14 +419,15 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true;
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp
new file mode 100644
index 0000000000..aa11b4e397
--- /dev/null
+++ b/servers/rendering/shader_warnings.cpp
@@ -0,0 +1,131 @@
+/*************************************************************************/
+/* shader_warnings.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "shader_warnings.h"
+#include "core/variant/variant.h"
+
+#ifdef DEBUG_ENABLED
+
+ShaderWarning::Code ShaderWarning::get_code() const {
+ return code;
+}
+
+int ShaderWarning::get_line() const {
+ return line;
+}
+
+const StringName &ShaderWarning::get_subject() const {
+ return subject;
+}
+
+String ShaderWarning::get_message() const {
+ switch (code) {
+ case FLOAT_COMPARISON:
+ return vformat("Direct floating-point comparison (this may not evaluate to `true` as you expect). Instead, use `abs(a - b) < 0.0001` for an approximate but predictable comparison.");
+ case UNUSED_CONSTANT:
+ return vformat("The const '%s' is declared but never used.", subject);
+ case UNUSED_FUNCTION:
+ return vformat("The function '%s' is declared but never used.", subject);
+ case UNUSED_STRUCT:
+ return vformat("The struct '%s' is declared but never used.", subject);
+ case UNUSED_UNIFORM:
+ return vformat("The uniform '%s' is declared but never used.", subject);
+ case UNUSED_VARYING:
+ return vformat("The varying '%s' is declared but never used.", subject);
+ default:
+ break;
+ }
+ return String();
+}
+
+String ShaderWarning::get_name() const {
+ return get_name_from_code(code);
+}
+
+String ShaderWarning::get_name_from_code(Code p_code) {
+ ERR_FAIL_INDEX_V(p_code, WARNING_MAX, String());
+
+ static const char *names[] = {
+ "FLOAT_COMPARISON",
+ "UNUSED_CONSTANT",
+ "UNUSED_FUNCTION",
+ "UNUSED_STRUCT",
+ "UNUSED_UNIFORM",
+ "UNUSED_VARYING",
+ };
+
+ static_assert((sizeof(names) / sizeof(*names)) == WARNING_MAX, "Amount of warning types don't match the amount of warning names.");
+
+ return names[(int)p_code];
+}
+
+ShaderWarning::Code ShaderWarning::get_code_from_name(const String &p_name) {
+ for (int i = 0; i < WARNING_MAX; i++) {
+ if (get_name_from_code((Code)i) == p_name) {
+ return (Code)i;
+ }
+ }
+
+ ERR_FAIL_V_MSG(WARNING_MAX, "Invalid shader warning name: " + p_name);
+}
+
+static Map<int, uint32_t> *code_to_flags_map = nullptr;
+
+static void init_code_to_flags_map() {
+ code_to_flags_map = memnew((Map<int, uint32_t>));
+ code_to_flags_map->insert(ShaderWarning::FLOAT_COMPARISON, ShaderWarning::FLOAT_COMPARISON_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_CONSTANT, ShaderWarning::UNUSED_CONSTANT_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_FUNCTION, ShaderWarning::UNUSED_FUNCTION_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_STRUCT, ShaderWarning::UNUSED_STRUCT_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_UNIFORM, ShaderWarning::UNUSED_UNIFORM_FLAG);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_VARYING, ShaderWarning::UNUSED_VARYING_FLAG);
+}
+
+ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, bool> &p_map) {
+ uint32_t result = 0U;
+
+ if (code_to_flags_map == nullptr) {
+ init_code_to_flags_map();
+ }
+
+ for (Map<Code, bool>::Element *E = p_map.front(); E; E = E->next()) {
+ if (E->get()) {
+ ERR_FAIL_COND_V(!code_to_flags_map->has((int)E->key()), ShaderWarning::NONE_FLAG);
+ result |= (*code_to_flags_map)[(int)E->key()];
+ }
+ }
+ return (CodeFlags)result;
+}
+
+ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject) :
+ code(p_code), line(p_line), subject(p_subject) {
+}
+
+#endif // DEBUG_ENABLED
diff --git a/servers/physics_3d/broad_phase_3d_basic.h b/servers/rendering/shader_warnings.h
index 54d34e005f..c40aeefa2d 100644
--- a/servers/physics_3d/broad_phase_3d_basic.h
+++ b/servers/rendering/shader_warnings.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* broad_phase_3d_basic.h */
+/* shader_warnings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,78 +28,56 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BROAD_PHASE_BASIC_H
-#define BROAD_PHASE_BASIC_H
+#ifndef SHADER_WARNINGS
+#define SHADER_WARNINGS
-#include "broad_phase_3d_sw.h"
+#ifdef DEBUG_ENABLED
+
+#include "core/string/string_name.h"
+#include "core/templates/list.h"
#include "core/templates/map.h"
-class BroadPhase3DBasic : public BroadPhase3DSW {
- struct Element {
- CollisionObject3DSW *owner;
- bool _static;
- AABB aabb;
- int subindex;
+class ShaderWarning {
+public:
+ enum Code {
+ FLOAT_COMPARISON,
+ UNUSED_CONSTANT,
+ UNUSED_FUNCTION,
+ UNUSED_STRUCT,
+ UNUSED_UNIFORM,
+ UNUSED_VARYING,
+ WARNING_MAX,
};
- Map<ID, Element> element_map;
-
- ID current;
-
- struct PairKey {
- union {
- struct {
- ID a;
- ID b;
- };
- uint64_t key;
- };
-
- _FORCE_INLINE_ bool operator<(const PairKey &p_key) const {
- return key < p_key.key;
- }
-
- PairKey() { key = 0; }
- PairKey(ID p_a, ID p_b) {
- if (p_a > p_b) {
- a = p_b;
- b = p_a;
- } else {
- a = p_a;
- b = p_b;
- }
- }
+ enum CodeFlags : uint32_t {
+ NONE_FLAG = 0U,
+ FLOAT_COMPARISON_FLAG = 1U,
+ UNUSED_CONSTANT_FLAG = 2U,
+ UNUSED_FUNCTION_FLAG = 4U,
+ UNUSED_STRUCT_FLAG = 8U,
+ UNUSED_UNIFORM_FLAG = 16U,
+ UNUSED_VARYING_FLAG = 32U,
};
- Map<PairKey, void *> pair_map;
-
- PairCallback pair_callback;
- void *pair_userdata;
- UnpairCallback unpair_callback;
- void *unpair_userdata;
+private:
+ Code code;
+ int line;
+ StringName subject;
public:
- // 0 is an invalid ID
- virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0);
- virtual void move(ID p_id, const AABB &p_aabb);
- virtual void set_static(ID p_id, bool p_static);
- virtual void remove(ID p_id);
-
- virtual CollisionObject3DSW *get_object(ID p_id) const;
- virtual bool is_static(ID p_id) const;
- virtual int get_subindex(ID p_id) const;
-
- virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
+ Code get_code() const;
+ int get_line() const;
+ const StringName &get_subject() const;
+ String get_message() const;
+ String get_name() const;
- virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
- virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
+ static String get_name_from_code(Code p_code);
+ static Code get_code_from_name(const String &p_name);
+ static CodeFlags get_flags_from_codemap(const Map<Code, bool> &p_map);
- virtual void update();
-
- static BroadPhase3DSW *_create();
- BroadPhase3DBasic();
+ ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = "");
};
-#endif // BROAD_PHASE_BASIC_H
+#endif // DEBUG_ENABLED
+
+#endif // SHADER_WARNINGS
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 809343114c..88ddbd1bce 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -349,7 +349,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
for (int i = 0; i < p_vertex_array_len; i++) {
float vector[2] = { src[i].x, src[i].y };
- copymem(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 2);
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 2);
if (i == 0) {
aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
@@ -374,7 +374,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
for (int i = 0; i < p_vertex_array_len; i++) {
float vector[3] = { src[i].x, src[i].y, src[i].z };
- copymem(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3);
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3);
if (i == 0) {
aabb = AABB(src[i], SMALL_VEC3);
@@ -403,7 +403,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10;
value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20;
- copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
} break;
@@ -422,9 +422,11 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
value |= CLAMP(int((src[i * 4 + 0] * 0.5 + 0.5) * 1023.0), 0, 1023);
value |= CLAMP(int((src[i * 4 + 1] * 0.5 + 0.5) * 1023.0), 0, 1023) << 10;
value |= CLAMP(int((src[i * 4 + 2] * 0.5 + 0.5) * 1023.0), 0, 1023) << 20;
- value |= CLAMP(int((src[i * 4 + 3] * 0.5 + 0.5) * 3.0), 0, 3) << 30;
+ if (src[i * 4 + 3] > 0) {
+ value |= 3 << 30;
+ }
- copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
} break;
@@ -442,7 +444,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
color16[1] = Math::make_half_float(src[i].g);
color16[2] = Math::make_half_float(src[i].b);
color16[3] = Math::make_half_float(src[i].a);
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8);
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8);
}
} break;
case RS::ARRAY_TEX_UV: {
@@ -457,7 +459,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
for (int i = 0; i < p_vertex_array_len; i++) {
float uv[2] = { src[i].x, src[i].y };
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
@@ -472,8 +474,8 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const Vector2 *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
- uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 2);
+ float uv[2] = { src[i].x, src[i].y };
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
case RS::ARRAY_CUSTOM0:
@@ -495,7 +497,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const uint8_t *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 4], 4);
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 4], 4);
}
} break;
@@ -510,7 +512,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const uint8_t *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 8], 8);
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 8], 8);
}
} break;
case ARRAY_CUSTOM_R_FLOAT:
@@ -528,7 +530,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const float *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
- copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * s], 4 * s);
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * s], 4 * s);
}
} break;
default: {
@@ -554,7 +556,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
data[j] = CLAMP(src[i * bone_count + j] * 65535, 0, 65535);
}
- copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
+ memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
}
@@ -578,7 +580,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
max_bone = MAX(data[j], max_bone);
}
- copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
+ memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
} break;
@@ -600,11 +602,11 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
if (p_vertex_array_len < (1 << 16)) {
uint16_t v = src[i];
- copymem(&iw[i * 2], &v, 2);
+ memcpy(&iw[i * 2], &v, 2);
} else {
uint32_t v = src[i];
- copymem(&iw[i * 4], &v, 4);
+ memcpy(&iw[i * 4], &v, 4);
}
}
} break;
@@ -858,8 +860,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
case Variant::PACKED_VECTOR2_ARRAY: {
Vector<Vector2> v2 = p_arrays[i];
array_len = v2.size();
+ format |= ARRAY_FLAG_USE_2D_VERTICES;
} break;
case Variant::PACKED_VECTOR3_ARRAY: {
+ ERR_FAIL_COND_V(p_compress_format & ARRAY_FLAG_USE_2D_VERTICES, ERR_INVALID_PARAMETER);
Vector<Vector3> v3 = p_arrays[i];
array_len = v3.size();
} break;
@@ -871,10 +875,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
} else if (i == RS::ARRAY_BONES) {
switch (p_arrays[i].get_type()) {
case Variant::PACKED_INT32_ARRAY: {
- Vector<Vector3> vertexes = p_arrays[RS::ARRAY_VERTEX];
+ Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
Vector<int32_t> bones = p_arrays[i];
int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2);
- int32_t vertex_count = vertexes.size();
+ int32_t vertex_count = vertices.size();
if (vertex_count == bone_8_group_count) {
format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
}
@@ -1172,7 +1176,7 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
for (int j = 0; j < p_vertex_len; j++) {
const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
- copymem(&w[j * s], v, s);
+ memcpy(&w[j * s], v, s);
}
ret[i] = arr;
@@ -1189,7 +1193,7 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
- copymem(&w[j * s], v, s * sizeof(float));
+ memcpy(&w[j * s], v, s * sizeof(float));
}
ret[i] = arr;
@@ -1567,34 +1571,34 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask);
#ifndef _MSC_VER
-#warning TODO all giprobe methods need re-binding
+#warning TODO all voxel_gi methods need re-binding
#endif
#if 0
- ClassDB::bind_method(D_METHOD("gi_probe_create"), &RenderingServer::gi_probe_create);
- ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &RenderingServer::gi_probe_set_bounds);
- ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &RenderingServer::gi_probe_get_bounds);
- ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &RenderingServer::gi_probe_set_cell_size);
- ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &RenderingServer::gi_probe_get_cell_size);
- ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &RenderingServer::gi_probe_set_to_cell_xform);
- ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &RenderingServer::gi_probe_get_to_cell_xform);
- ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &RenderingServer::gi_probe_set_dynamic_data);
- ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &RenderingServer::gi_probe_get_dynamic_data);
- ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &RenderingServer::gi_probe_set_dynamic_range);
- ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &RenderingServer::gi_probe_get_dynamic_range);
- ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &RenderingServer::gi_probe_set_energy);
- ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &RenderingServer::gi_probe_get_energy);
- ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &RenderingServer::gi_probe_set_bias);
- ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &RenderingServer::gi_probe_get_bias);
- ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &RenderingServer::gi_probe_set_normal_bias);
- ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &RenderingServer::gi_probe_get_normal_bias);
- ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &RenderingServer::gi_probe_set_propagation);
- ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &RenderingServer::gi_probe_get_propagation);
- ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &RenderingServer::gi_probe_set_interior);
- ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &RenderingServer::gi_probe_is_interior);
- ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &RenderingServer::gi_probe_set_compress);
- ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &RenderingServer::gi_probe_is_compressed);
+ ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_bounds", "probe", "bounds"), &RenderingServer::voxel_gi_set_bounds);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_bounds", "probe"), &RenderingServer::voxel_gi_get_bounds);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_cell_size", "probe", "range"), &RenderingServer::voxel_gi_set_cell_size);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_cell_size", "probe"), &RenderingServer::voxel_gi_get_cell_size);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_to_cell_xform", "probe", "xform"), &RenderingServer::voxel_gi_set_to_cell_xform);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_to_cell_xform", "probe"), &RenderingServer::voxel_gi_get_to_cell_xform);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_dynamic_data", "probe", "data"), &RenderingServer::voxel_gi_set_dynamic_data);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_dynamic_data", "probe"), &RenderingServer::voxel_gi_get_dynamic_data);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_dynamic_range", "probe", "range"), &RenderingServer::voxel_gi_set_dynamic_range);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_dynamic_range", "probe"), &RenderingServer::voxel_gi_get_dynamic_range);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_energy", "probe", "energy"), &RenderingServer::voxel_gi_set_energy);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_energy", "probe"), &RenderingServer::voxel_gi_get_energy);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_bias", "probe", "bias"), &RenderingServer::voxel_gi_set_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_bias", "probe"), &RenderingServer::voxel_gi_get_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_normal_bias", "probe", "bias"), &RenderingServer::voxel_gi_set_normal_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_normal_bias", "probe"), &RenderingServer::voxel_gi_get_normal_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_propagation", "probe", "propagation"), &RenderingServer::voxel_gi_set_propagation);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_propagation", "probe"), &RenderingServer::voxel_gi_get_propagation);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_interior", "probe", "enable"), &RenderingServer::voxel_gi_set_interior);
+ ClassDB::bind_method(D_METHOD("voxel_gi_is_interior", "probe"), &RenderingServer::voxel_gi_is_interior);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_compress", "probe", "enable"), &RenderingServer::voxel_gi_set_compress);
+ ClassDB::bind_method(D_METHOD("voxel_gi_is_compressed", "probe"), &RenderingServer::voxel_gi_is_compressed);
#endif
-/*
+ /*
ClassDB::bind_method(D_METHOD("lightmap_create()"), &RenderingServer::lightmap_capture_create);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &RenderingServer::lightmap_capture_set_bounds);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &RenderingServer::lightmap_capture_get_bounds);
@@ -1607,6 +1611,10 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &RenderingServer::lightmap_capture_set_energy);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &RenderingServer::lightmap_capture_get_energy);
*/
+
+ ClassDB::bind_method(D_METHOD("occluder_create"), &RenderingServer::occluder_create);
+ ClassDB::bind_method(D_METHOD("occluder_set_mesh"), &RenderingServer::occluder_set_mesh);
+
#endif
ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
@@ -1667,6 +1675,9 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
+ ClassDB::bind_method(D_METHOD("viewport_set_use_occlusion_culling", "viewport", "enable"), &RenderingServer::viewport_set_use_occlusion_culling);
+ ClassDB::bind_method(D_METHOD("viewport_set_occlusion_rays_per_thread", "rays_per_thread"), &RenderingServer::viewport_set_occlusion_rays_per_thread);
+ ClassDB::bind_method(D_METHOD("viewport_set_occlusion_culling_build_quality", "quality"), &RenderingServer::viewport_set_occlusion_culling_build_quality);
ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &RenderingServer::viewport_get_render_info);
ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw);
@@ -1694,6 +1705,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);
ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
+ ClassDB::bind_method(D_METHOD("scenario_set_camera_effects", "scenario", "effects"), &RenderingServer::scenario_set_camera_effects);
ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
#ifndef _3D_DISABLED
@@ -1706,7 +1718,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
- ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_material);
+ ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);
ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
// ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &RenderingServer::instance_set_use_lightmap);
ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
@@ -2012,9 +2024,9 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER);
- BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO);
- BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING);
- BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
@@ -2024,6 +2036,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI_PROBES);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_BUFFER);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
@@ -2093,6 +2106,10 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS);
+ BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH);
+
BIND_ENUM_CONSTANT(INSTANCE_NONE);
BIND_ENUM_CONSTANT(INSTANCE_MESH);
BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
@@ -2102,14 +2119,16 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
BIND_ENUM_CONSTANT(INSTANCE_DECAL);
- BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
+ BIND_ENUM_CONSTANT(INSTANCE_VOXEL_GI);
BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP);
+ BIND_ENUM_CONSTANT(INSTANCE_OCCLUDER);
BIND_ENUM_CONSTANT(INSTANCE_MAX);
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
+ BIND_ENUM_CONSTANT(INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
@@ -2265,6 +2284,10 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true);
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_pvrtc", false);
+ GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
+ GLOBAL_DEF("rendering/textures/lossless_compression/webp_compression_level", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/lossless_compression/webp_compression_level", PropertyInfo(Variant::INT, "rendering/textures/lossless_compression/webp_compression_level", PROPERTY_HINT_RANGE, "0,9,1"));
+
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));
@@ -2282,8 +2305,18 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer", false);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer.mobile", true);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end", 0);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end.mobile", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/vulkan/rendering/back_end",
+ PropertyInfo(Variant::INT,
+ "rendering/vulkan/rendering/back_end",
+ PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile"));
+
+ GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
+ GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
+ GLOBAL_DEF("rendering/shader_compiler/shader_cache/use_zstd_compression", true);
+ GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug", false);
+ GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true);
GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true);
@@ -2297,9 +2330,9 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false);
- GLOBAL_DEF("rendering/global_illumination/gi_probes/anisotropic", false);
- GLOBAL_DEF("rendering/global_illumination/gi_probes/quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/gi_probes/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
+ GLOBAL_DEF("rendering/global_illumination/voxel_gi/anisotropic", false);
+ GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true);
@@ -2340,6 +2373,10 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"));
+ GLOBAL_DEF_RST("rendering/occlusion_culling/occlusion_rays_per_thread", 512);
+ GLOBAL_DEF_RST("rendering/occlusion_culling/bvh_build_quality", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/occlusion_culling/bvh_build_quality", PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
+
GLOBAL_DEF("rendering/environment/glow/upscale_mode", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/environment/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
GLOBAL_DEF("rendering/environment/glow/upscale_mode.mobile", 0);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 6a8bb83ec1..3247717e98 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -371,7 +371,7 @@ public:
virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
- virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) = 0;
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
@@ -379,7 +379,7 @@ public:
virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
+ virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
@@ -411,8 +411,8 @@ public:
virtual RID skeleton_create() = 0;
virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
- virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) = 0;
+ virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
@@ -548,56 +548,56 @@ public:
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
- /* GI PROBE API */
+ /* VOXEL GI API */
- virtual RID gi_probe_create() = 0;
+ virtual RID voxel_gi_create() = 0;
- virtual void gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
+ virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
- virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0;
- virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const = 0;
- virtual Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const = 0;
- virtual Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const = 0;
- virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0;
+ virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
+ virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
+ virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
+ virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
+ virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0;
- virtual float gi_probe_get_energy(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
+ virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0;
- virtual float gi_probe_get_ao(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_ao(RID p_voxel_gi, float p_ao) = 0;
+ virtual float voxel_gi_get_ao(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) = 0;
- virtual float gi_probe_get_ao_size(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_ao_size(RID p_voxel_gi, float p_strength) = 0;
+ virtual float voxel_gi_get_ao_size(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0;
- virtual float gi_probe_get_bias(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
+ virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0;
- virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
+ virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0;
- virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
+ virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0;
- virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
+ virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
- virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0;
- virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0;
+ virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) = 0;
+ virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const = 0;
- enum GIProbeQuality {
- GI_PROBE_QUALITY_LOW,
- GI_PROBE_QUALITY_HIGH,
+ enum VoxelGIQuality {
+ VOXEL_GI_QUALITY_LOW,
+ VOXEL_GI_QUALITY_HIGH,
};
- virtual void gi_probe_set_quality(GIProbeQuality) = 0;
+ virtual void voxel_gi_set_quality(VoxelGIQuality) = 0;
/* LIGHTMAP */
@@ -618,6 +618,12 @@ public:
virtual RID particles_create() = 0;
+ enum ParticlesMode {
+ PARTICLES_MODE_2D,
+ PARTICLES_MODE_3D
+ };
+ virtual void particles_set_mode(RID p_particles, ParticlesMode p_mode) = 0;
+
virtual void particles_set_emitting(RID p_particles, bool p_enable) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
@@ -631,8 +637,22 @@ public:
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
+ virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
+
+ enum ParticlesTransformAlign {
+ PARTICLES_TRANSFORM_ALIGN_DISABLED,
+ PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD,
+ PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY,
+ PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY,
+ };
+
+ virtual void particles_set_transform_align(RID p_particles, ParticlesTransformAlign p_transform_align) = 0;
+
+ virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length_sec) = 0;
+ virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
+
virtual bool particles_is_inactive(RID p_particles) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual void particles_restart(RID p_particles) = 0;
@@ -647,11 +667,12 @@ public:
PARTICLES_EMIT_FLAG_CUSTOM = 16
};
- virtual void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
+ virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
enum ParticlesDrawOrder {
PARTICLES_DRAW_ORDER_INDEX,
PARTICLES_DRAW_ORDER_LIFETIME,
+ PARTICLES_DRAW_ORDER_REVERSE_LIFETIME,
PARTICLES_DRAW_ORDER_VIEW_DEPTH,
};
@@ -662,7 +683,7 @@ public:
virtual AABB particles_get_current_aabb(RID p_particles) = 0;
- virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; //this is only used for 2D, in 3D it's automatic
+ virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0; //this is only used for 2D, in 3D it's automatic
/* PARTICLES COLLISION API */
@@ -707,12 +728,17 @@ public:
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
- virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
+ virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual void camera_set_camera_effects(RID p_camera, RID p_camera_effects) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
+ /* OCCLUDER API */
+
+ virtual RID occluder_create() = 0;
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
+
/* VIEWPORT TARGET API */
enum CanvasItemTextureFilter {
@@ -826,6 +852,17 @@ public:
virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0;
+ virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0;
+ virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;
+
+ enum ViewportOcclusionCullingBuildQuality {
+ VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW = 0,
+ VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM = 1,
+ VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH = 2,
+ };
+
+ virtual void viewport_set_occlusion_culling_build_quality(ViewportOcclusionCullingBuildQuality p_quality) = 0;
+
enum ViewportRenderInfo {
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME,
@@ -845,9 +882,9 @@ public:
VIEWPORT_DEBUG_DRAW_OVERDRAW,
VIEWPORT_DEBUG_DRAW_WIREFRAME,
VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER,
- VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO,
- VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING,
- VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION,
+ VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO,
+ VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING,
+ VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION,
VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
@@ -862,6 +899,7 @@ public:
VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS,
VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
+ VIEWPORT_DEBUG_DRAW_OCCLUDERS,
};
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
@@ -1107,8 +1145,9 @@ public:
INSTANCE_LIGHT,
INSTANCE_REFLECTION_PROBE,
INSTANCE_DECAL,
- INSTANCE_GI_PROBE,
+ INSTANCE_VOXEL_GI,
INSTANCE_LIGHTMAP,
+ INSTANCE_OCCLUDER,
INSTANCE_MAX,
INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES)
@@ -1121,10 +1160,10 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
+ virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
- virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
+ virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
@@ -1147,6 +1186,7 @@ public:
INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_USE_DYNAMIC_GI,
INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
+ INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING,
INSTANCE_FLAG_MAX
};
@@ -1505,6 +1545,7 @@ VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo);
VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
+VARIANT_ENUM_CAST(RenderingServer::ViewportOcclusionCullingBuildQuality);
VARIANT_ENUM_CAST(RenderingServer::SkyMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index d6d3c11cfb..daed612b02 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -291,6 +291,8 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_hex_code_box_size", "size", "index"), &TextServer::get_hex_code_box_size);
ClassDB::bind_method(D_METHOD("draw_hex_code_box", "canvas", "size", "pos", "index", "color"), &TextServer::draw_hex_code_box);
+ ClassDB::bind_method(D_METHOD("font_get_glyph_contours", "font", "size", "index"), &TextServer::_font_get_glyph_contours);
+
/* Shaped text buffer interface */
ClassDB::bind_method(D_METHOD("create_shaped_text", "direction", "orientation"), &TextServer::create_shaped_text, DEFVAL(DIRECTION_AUTO), DEFVAL(ORIENTATION_HORIZONTAL));
@@ -403,6 +405,11 @@ void TextServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_FONT_SYSTEM);
BIND_ENUM_CONSTANT(FEATURE_FONT_VARIABLE);
BIND_ENUM_CONSTANT(FEATURE_USE_SUPPORT_DATA);
+
+ /* FT Contour Point Types */
+ BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_ON);
+ BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CONIC);
+ BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CUBIC);
}
Vector3 TextServer::hex_code_box_font_size[2] = { Vector3(5, 5, 1), Vector3(10, 10, 2) };
@@ -980,7 +987,7 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start,
while (i < ranges.size()) {
int j = i + 1;
while (j < ranges.size()) {
- if (Math::is_equal_approx(ranges[i].y, ranges[j].x, UNIT_EPSILON)) {
+ if (Math::is_equal_approx(ranges[i].y, ranges[j].x, (real_t)UNIT_EPSILON)) {
ranges.write[i].y = ranges[j].y;
ranges.remove(j);
continue;
@@ -1212,6 +1219,21 @@ RID TextServer::_create_font_memory(const PackedByteArray &p_data, const String
return create_font_memory(p_data.ptr(), p_data.size(), p_type, p_base_size);
}
+Dictionary TextServer::_font_get_glyph_contours(RID p_font, int p_size, uint32_t p_index) const {
+ Vector<Vector3> points;
+ Vector<int32_t> contours;
+ bool orientation;
+ bool ok = font_get_glyph_contours(p_font, p_size, p_index, points, contours, orientation);
+ Dictionary out;
+
+ if (ok) {
+ out["points"] = points;
+ out["contours"] = contours;
+ out["orientation"] = orientation;
+ }
+ return out;
+}
+
void TextServer::_shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) {
Vector<Vector2i> overrides;
for (int i = 0; i < p_override.size(); i++) {
diff --git a/servers/text_server.h b/servers/text_server.h
index e1429da1d1..138ceb9356 100644
--- a/servers/text_server.h
+++ b/servers/text_server.h
@@ -31,7 +31,7 @@
#ifndef TEXT_SERVER_H
#define TEXT_SERVER_H
-#include "core/object/reference.h"
+#include "core/object/ref_counted.h"
#include "core/os/os.h"
#include "core/templates/rid.h"
#include "core/variant/variant.h"
@@ -99,6 +99,12 @@ public:
FEATURE_USE_SUPPORT_DATA = 1 << 7
};
+ enum ContourPointTag {
+ CONTOUR_CURVE_TAG_ON = 0x01,
+ CONTOUR_CURVE_TAG_OFF_CONIC = 0x00,
+ CONTOUR_CURVE_TAG_OFF_CUBIC = 0x02
+ };
+
struct Glyph {
int start = -1; // Start offset in the source string.
int end = -1; // End offset in the source string.
@@ -286,6 +292,8 @@ public:
virtual Vector2 font_draw_glyph(RID p_font, RID p_canvas, int p_size, const Vector2 &p_pos, uint32_t p_index, const Color &p_color = Color(1, 1, 1)) const = 0;
virtual Vector2 font_draw_glyph_outline(RID p_font, RID p_canvas, int p_size, int p_outline_size, const Vector2 &p_pos, uint32_t p_index, const Color &p_color = Color(1, 1, 1)) const = 0;
+ virtual bool font_get_glyph_contours(RID p_font, int p_size, uint32_t p_index, Vector<Vector3> &r_points, Vector<int32_t> &r_contours, bool &r_orientation) const = 0;
+
virtual float font_get_oversampling() const = 0;
virtual void font_set_oversampling(float p_oversampling) = 0;
@@ -372,6 +380,8 @@ public:
/* GDScript wrappers */
RID _create_font_memory(const PackedByteArray &p_data, const String &p_type, int p_base_size = 16);
+ Dictionary _font_get_glyph_contours(RID p_font, int p_size, uint32_t p_index) const;
+
Array _shaped_text_get_glyphs(RID p_shaped) const;
Dictionary _shaped_text_get_carets(RID p_shaped, int p_position) const;
@@ -454,5 +464,6 @@ VARIANT_ENUM_CAST(TextServer::LineBreakFlag);
VARIANT_ENUM_CAST(TextServer::GraphemeFlag);
VARIANT_ENUM_CAST(TextServer::Hinting);
VARIANT_ENUM_CAST(TextServer::Feature);
+VARIANT_ENUM_CAST(TextServer::ContourPointTag);
#endif // TEXT_SERVER_H
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 8039018f35..bf026ed773 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -47,8 +47,8 @@
Note that we may make this into a fully instantiable class for GDNative support.
*/
-class XRInterface : public Reference {
- GDCLASS(XRInterface, Reference);
+class XRInterface : public RefCounted {
+ GDCLASS(XRInterface, RefCounted);
public:
enum Capabilities { /* purely meta data, provides some info about what this interface supports */
@@ -106,7 +106,7 @@ public:
virtual Size2 get_render_targetsize() = 0; /* returns the recommended render target size per eye for this device */
virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */
- virtual Transform get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
+ virtual Transform3D get_transform_for_eye(XRInterface::Eyes p_eye, const Transform3D &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
virtual CameraMatrix get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye); /* if applicable return external texture to render to */
virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp
index 5341390045..e9383db941 100644
--- a/servers/xr/xr_positional_tracker.cpp
+++ b/servers/xr/xr_positional_tracker.cpp
@@ -194,8 +194,8 @@ void XRPositionalTracker::set_tracker_hand(const XRPositionalTracker::TrackerHan
};
};
-Transform XRPositionalTracker::get_transform(bool p_adjust_by_reference_frame) const {
- Transform new_transform;
+Transform3D XRPositionalTracker::get_transform(bool p_adjust_by_reference_frame) const {
+ Transform3D new_transform;
new_transform.basis = get_orientation();
new_transform.origin = get_position();
diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h
index 420d818342..5577582929 100644
--- a/servers/xr/xr_positional_tracker.h
+++ b/servers/xr/xr_positional_tracker.h
@@ -43,8 +43,8 @@
This is where potentially additional AR/VR interfaces may be active as there are AR/VR SDKs that solely deal with positional tracking.
*/
-class XRPositionalTracker : public Object {
- GDCLASS(XRPositionalTracker, Object);
+class XRPositionalTracker : public RefCounted {
+ GDCLASS(XRPositionalTracker, RefCounted);
_THREAD_SAFE_CLASS_
public:
@@ -93,7 +93,7 @@ public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
- Transform get_transform(bool p_adjust_by_reference_frame) const;
+ Transform3D get_transform(bool p_adjust_by_reference_frame) const;
XRPositionalTracker();
~XRPositionalTracker() {}
diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp
index 2acc2e398c..3122ee685a 100644
--- a/servers/xr_server.cpp
+++ b/servers/xr_server.cpp
@@ -48,12 +48,17 @@ void XRServer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "world_scale"), "set_world_scale", "get_world_scale");
+ ClassDB::bind_method(D_METHOD("add_interface", "interface"), &XRServer::add_interface);
+ ClassDB::bind_method(D_METHOD("clear_primary_interface_if", "interface"), &XRServer::clear_primary_interface_if);
ClassDB::bind_method(D_METHOD("get_interface_count"), &XRServer::get_interface_count);
+ ClassDB::bind_method(D_METHOD("remove_interface", "interface"), &XRServer::remove_interface);
ClassDB::bind_method(D_METHOD("get_interface", "idx"), &XRServer::get_interface);
ClassDB::bind_method(D_METHOD("get_interfaces"), &XRServer::get_interfaces);
ClassDB::bind_method(D_METHOD("find_interface", "name"), &XRServer::find_interface);
ClassDB::bind_method(D_METHOD("get_tracker_count"), &XRServer::get_tracker_count);
ClassDB::bind_method(D_METHOD("get_tracker", "idx"), &XRServer::get_tracker);
+ ClassDB::bind_method(D_METHOD("add_tracker", "tracker"), &XRServer::add_tracker);
+ ClassDB::bind_method(D_METHOD("remove_tracker", "tracker"), &XRServer::remove_tracker);
ClassDB::bind_method(D_METHOD("get_primary_interface"), &XRServer::get_primary_interface);
ClassDB::bind_method(D_METHOD("set_primary_interface", "interface"), &XRServer::set_primary_interface);
@@ -96,25 +101,25 @@ void XRServer::set_world_scale(real_t p_world_scale) {
world_scale = p_world_scale;
};
-Transform XRServer::get_world_origin() const {
+Transform3D XRServer::get_world_origin() const {
return world_origin;
};
-void XRServer::set_world_origin(const Transform &p_world_origin) {
+void XRServer::set_world_origin(const Transform3D &p_world_origin) {
world_origin = p_world_origin;
};
-Transform XRServer::get_reference_frame() const {
+Transform3D XRServer::get_reference_frame() const {
return reference_frame;
};
void XRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height) {
if (primary_interface != nullptr) {
// clear our current reference frame or we'll end up double adjusting it
- reference_frame = Transform();
+ reference_frame = Transform3D();
// requesting our EYE_MONO transform should return our current HMD position
- Transform new_reference_frame = primary_interface->get_transform_for_eye(XRInterface::EYE_MONO, Transform());
+ Transform3D new_reference_frame = primary_interface->get_transform_for_eye(XRInterface::EYE_MONO, Transform3D());
// remove our tilt
if (p_rotation_mode == 1) {
@@ -140,8 +145,8 @@ void XRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height) {
};
};
-Transform XRServer::get_hmd_transform() {
- Transform hmd_transform;
+Transform3D XRServer::get_hmd_transform() {
+ Transform3D hmd_transform;
if (primary_interface != nullptr) {
hmd_transform = primary_interface->get_transform_for_eye(XRInterface::EYE_MONO, hmd_transform);
};
@@ -260,15 +265,15 @@ int XRServer::get_free_tracker_id_for_type(TrackerType p_tracker_type) {
return tracker_id;
};
-void XRServer::add_tracker(XRPositionalTracker *p_tracker) {
- ERR_FAIL_NULL(p_tracker);
+void XRServer::add_tracker(Ref<XRPositionalTracker> p_tracker) {
+ ERR_FAIL_COND(p_tracker.is_null());
trackers.push_back(p_tracker);
emit_signal("tracker_added", p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id());
};
-void XRServer::remove_tracker(XRPositionalTracker *p_tracker) {
- ERR_FAIL_NULL(p_tracker);
+void XRServer::remove_tracker(Ref<XRPositionalTracker> p_tracker) {
+ ERR_FAIL_COND(p_tracker.is_null());
int idx = -1;
for (int i = 0; i < trackers.size(); i++) {
@@ -288,14 +293,14 @@ int XRServer::get_tracker_count() const {
return trackers.size();
};
-XRPositionalTracker *XRServer::get_tracker(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, trackers.size(), nullptr);
+Ref<XRPositionalTracker> XRServer::get_tracker(int p_index) const {
+ ERR_FAIL_INDEX_V(p_index, trackers.size(), Ref<XRPositionalTracker>());
return trackers[p_index];
};
-XRPositionalTracker *XRServer::find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const {
- ERR_FAIL_COND_V(p_tracker_id == 0, nullptr);
+Ref<XRPositionalTracker> XRServer::find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const {
+ ERR_FAIL_COND_V(p_tracker_id == 0, Ref<XRPositionalTracker>());
for (int i = 0; i < trackers.size(); i++) {
if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
@@ -303,7 +308,7 @@ XRPositionalTracker *XRServer::find_by_type_and_id(TrackerType p_tracker_type, i
};
};
- return nullptr;
+ return Ref<XRPositionalTracker>();
};
Ref<XRInterface> XRServer::get_primary_interface() const {
@@ -311,6 +316,7 @@ Ref<XRInterface> XRServer::get_primary_interface() const {
};
void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) {
+ ERR_FAIL_COND(p_primary_interface.is_null());
primary_interface = p_primary_interface;
print_verbose("XR: Primary interface set to: " + primary_interface->get_name());
diff --git a/servers/xr_server.h b/servers/xr_server.h
index d3972be838..25431844c2 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -31,7 +31,7 @@
#ifndef XR_SERVER_H
#define XR_SERVER_H
-#include "core/object/reference.h"
+#include "core/object/ref_counted.h"
#include "core/os/os.h"
#include "core/os/thread_safe.h"
#include "core/templates/rid.h"
@@ -77,13 +77,13 @@ public:
private:
Vector<Ref<XRInterface>> interfaces;
- Vector<XRPositionalTracker *> trackers;
+ Vector<Ref<XRPositionalTracker>> trackers;
Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */
real_t world_scale; /* scale by which we multiply our tracker positions */
- Transform world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
- Transform reference_frame; /* our reference frame */
+ Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
+ Transform3D reference_frame; /* our reference frame */
uint64_t last_process_usec; /* for frame timing, usec when we did our processing */
uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */
@@ -122,8 +122,8 @@ public:
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
and in the virtual world out of sync
*/
- Transform get_world_origin() const;
- void set_world_origin(const Transform &p_world_origin);
+ Transform3D get_world_origin() const;
+ void set_world_origin(const Transform3D &p_world_origin);
/*
center_on_hmd calculates a new reference frame. This ensures the HMD is positioned to 0,0,0 facing 0,0,-1 (need to verify this direction)
@@ -135,13 +135,13 @@ public:
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
and in the virtual world out of sync
*/
- Transform get_reference_frame() const;
+ Transform3D get_reference_frame() const;
void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height);
/*
get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin
*/
- Transform get_hmd_transform();
+ Transform3D get_hmd_transform();
/*
Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
@@ -167,11 +167,11 @@ public:
*/
bool is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const;
int get_free_tracker_id_for_type(TrackerType p_tracker_type);
- void add_tracker(XRPositionalTracker *p_tracker);
- void remove_tracker(XRPositionalTracker *p_tracker);
+ void add_tracker(Ref<XRPositionalTracker> p_tracker);
+ void remove_tracker(Ref<XRPositionalTracker> p_tracker);
int get_tracker_count() const;
- XRPositionalTracker *get_tracker(int p_index) const;
- XRPositionalTracker *find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const;
+ Ref<XRPositionalTracker> get_tracker(int p_index) const;
+ Ref<XRPositionalTracker> find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const;
uint64_t get_last_process_usec();
uint64_t get_last_commit_usec();